<<

Champions Universe

Steven S. Long & Darren Watts UUNIVERSENIVERSE

Authors: Steven S. Long, Darren Watts Editing & Development: Steven S. Long Layout and Graphic Design: Andy Mathews Cover Pencils: Patrick Zircher • Cover Inks: Al Vey • Cover Colors: Albert Deschesne Interior Artwork: Storn Cook, Andrew Cremeans, Keith Curtis, Albert Deschesne, John Grigni, Malcolm T. Harrison, Jeff Hebert, Eric Rademaker, Greg Smith, Chris Stevens

Dedication: To the many comics creators who have, through the quality of their work, inspired us to create our own worlds and char- acters. A WORD OR TWO OF APPRECIATION

Special Thanks: To all the Hero fans who playtested, testread, math-checked, and otherwise helped us make this book as good as pos- sible; and to the Hero fans who participated in message board and mailing list dis- cussions of what they’d like to see in this book.

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means, © 1984, 1989, 2002 by DOJ, Inc. d/b/a . All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by Champions Universe © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. any information storage and retrieval system, without permission in writing from the Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Justice Inc., Danger International, , , Pulp Hero, and Printed in the U.S.A. First printing August 2002. © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO201 ISBN Number: 1-58366-005-2 http://www.herogames.com TABLE OF CONTENTS Chapter One Chapter Four UNTIL ...... 105 UNTIL Agent (Urban) ...... 106 Giants Walk Among Us ...... 6 Worlds Upon Worlds ...... 67 Organizations: The Bad Guys ...... 108 North America ...... 68 A History Of Superheroes ...... 7 ARGENT ...... 109 The United States ...... 68 The Early Costumed Adventurers ....7 The Circle Of The Scarlet Moon ....109 Canada ...... 69 Black Mask I ...... 7 DEMON ...... 109 Mexico ...... 69 The Modern Age Of Superheroes Eurostar ...... 110 South America, Central America Begins ...... 11 Institute For Human Advancement ....111 And The Caribbean ...... 70 The 1950s and ‘60s ...... 13 PSI ...... 111 Europe ...... 70 Dr. Macabre ...... 14 The British Isles ...... 71 VIPER ...... 112 The 1970s ...... 16 France ...... 72 The 1980s, 1990s and Today ...... 17 Germany ...... 72 Chapter Six Meteorman III ...... 18 Russia ...... 72 The Thunder Of The Dice ...... 113 Champions Universe Timeline ...... 20 Africa ...... 73 Champions Universe Campaign ...114 Western Asia ...... 73 Campaign Guidelines And Chapter Two Eastern Asia ...... 74 Standards ...... 114 Australia And Oceania ...... 75 Being ...... 27 Campaign Options ...... 114 Elsewhere ...... 75 Defi ning “Superhuman” ...... 28 The GM’s Vault ...... 116 The Nature And Existence Of Millennium City ...... 76 Kinetik ...... 80 Chapter Three GM Information ...... 116 Superpowers ...... 29 All-American Plot Seeds ...... 116 Vibora Bay ...... 82 Sources Of Superpowers ...... 29 Chapter Three ...... 116 Superhuman Demographic ...... 31 Haynesville, Kansas ...... 84 Stalwart ...... 116 Captain Patriot ...... 86 Victory Plot Seeds ...... 117 Chapter Three Lost Lands And Ancients Secrets ..88 Binary Man ...... 119 Powers And Superpowers ...... 34 Atlantis ...... 88 Shugoshin Plot Seeds ...... 121 Stingray ...... 90 Steel Commando ...... 122 Superhumans And Government .....35 Arcadia And The Empyreans ...... 92 The United States ...... 35 Chapter Four GM Information ...... 125 Lemuria ...... 94 The Department Of Superhuman Samhain ...... 126 Monster Island ...... 94 And Paranormal Affairs ...... 36 Kinetik Plot Seeds ...... 128 The All American ...... 37 Worlds Beyond: Alien Life ...... 95 Captain Patriot Plot Seeds ...... 129 The Department Of Defense ...... 39 Realms Beyond: Other Dimensions ....96 Stingray Plot Seeds ...... 131 Victory ...... 41 The Four Worlds ...... 96 Chapter Five GM Information ...... 133 The Department Of Justice ...... 43 Teleios, The Perfect Man ...... 134 NASA ...... 45 Chapter Four Cloned Soldier ...... 137 Other Governments ...... 45 Monstersaurus ...... 138 Superhumans And The Law ...... 48 Lurking Powers ...... 97 Argent Technology ...... 140 Signifi cant Superhuman Threats .....98 Superhumans And The Media ...... 51 Demon Plot Seeds ...... 142 Dark Seraph And The Crowns Demon Brother ...... 142 Superhumans And Technology ...... 55 Of Krim ...... 98 Morbane ...... 142 Uncanny Metals ...... 57 Doctor Destroyer ...... 98 Senator Phillip Glassman ...... 144 Firewing ...... 99 Superhumans And Subcultures .....58 IHA Plot Seeds ...... 145 The Superhuman World ...... 58 Gravitar ...... 99 Minuteman Robot ...... 145 Grond ...... 100 The Business And Financial World ...58 VIPER Technology ...... 146 Istvatha V’han ...... 100 Major Corporations Of The VIPER Agent (Basic) ...... 147 Mechanon ...... 101 Champions Universe ...... 59 Dr. Phillippe Moreau ...... 147 The Espionage World ...... 59 Menton ...... 101 Takofanes, The Undying Lord ...... 101 VIPER Plot Seeds ...... 148 The Law Enforcement World ...... 59 Return Of The Destroyer ...... 149 The Martial World ...... 60 Teleios ...... 102 Shugoshin ...... 62 The Warlord ...... 102 What Has Gone Before ...... 150 Dr. Yin Wu ...... 103 The Military/Mercenary/ Act One: The Scenic Route ...... 150 Terrorist World ...... 64 Organizations: The Good Guys .....104 Act Two: Battle Is Joined ...... 153 The Mystic World ...... 85 L’Institut Thoth ...... 104 Act Three: Destroyer Lives! ...... 155 The Religious World ...... 86 The Trismegistus Council ...... 104 Tune In Next Week ...... 155 4 HERO SYSTEM 5TH EDITION INTRODUCTION

t’s tough to run a Champions campaign some- to be precise). It shows you times! Th ere are lots of decisions to be made, how the presence of super- groundwork to do, to prepare character humans and superpowers has aff ected the world Isheets for, setting aspects to describe, and sce- for the past sixty years and helped shape modern narios to plan. Not everyone who wants to GM a society into its current form. Champions game has the time or interest to create Chapter Two, Being Superhuman: Superhu- an entire campaign. manity In Th e Twenty-First Century, delves briefl y For GMs who don’t want to do a whole lot of into the subject of how superpowers manifest in planning, or who are looking for bits and pieces this setting, and what it means to be “superhuman.” from other games they can adapt for their own Th ese issues impact the character creation pro- settings, Champions Universe presents an entire, cess and many other factors involved in campaign ready-to-run campaign setting for Champions. Th is development. is what Hero Games refers to as a setting book or Chapter Th ree, Powers And Superpowers: campaign book. It provides everything you need to Superhumans And Society, discusses the impact and run a game in Hero’s “offi cial” Champions setting place of superhumans on and in the modern world. — character creation guidelines, NPCs, scenario It looks at superhumans’ aff ect on technology, gov- seeds, discussions of superhuman demographics, ernment, the media, and various subcultures (such reviews of the major players on the superhuman as martial arts, business, and religion). scene, and much, much more. Chapter Four, Worlds Upon Worlds: Th e Chapter One, Giants Among Us: A History Of Multiverse Of Th e Champions Universe, describes Superhumanity, starts the book by describing and the geography of the setting. It discusses the role discussing the history of superhumans from their superhumans play in various parts of the globe, fi rst appearance in 1938 until the present day (2002, and describes several settings (such as Millennium City and Vibora Bay) where superhuman activity is unusually prevalent or otherwise noteworthy. But it goes beyond that to look into lost civiliza- tions, secret lands hidden from ordinary human- ity, the existence of alien life and its contact with Earth, and even other dimensions and the potential threats they hold. Chapter Five, Th e Lurking Powers: Key Players And Organizations In Th e Champions Universe, pro- vides you with information about the superhumans and organizations that have the most prominent role in the setting as a whole. If you want to learn what VIPER is like, what Dr. Destroyer’s been up to, who the most powerful villains in the world are, or the secret role of the Trismegistus Council in pro- tecting the world from extradimensional horrors, this is where you should look. Chapter Six, Th e Th under Of Th e Dice: Gaming In Th e Champions Universe, describes various cam- paign standards, ground rules, and campaigning options for the setting. It includes a scenario, Return Of Th e Destroyer, that you can use to launch a cam- paign set in the Champions Universe. However, to keep things from becoming too schizophrenic, the rest of the book assumes the events described in the scenario have already taken place — otherwise parts of the book become much less useful to you, as GM, as soon as you run the adventure. THE GM’S VAULT Chapter Six also includes another important part of the book: the GM’s Vault, which contains all the secret, GM’s-eyes-only information about the Champions Universe. As much as possible, the fi rst Champions Universe 5

like some aspect or aspects of CHARACTER SHEET the one a published product NOTATION off ers. Th is isn’t surprising — gaming is very much a Generally, the text of matter of personal tastes, and the character sheets it’s unlikely any company can in this book should be publish a setting that appeals, pretty straightforward completely without changes and easy to understand. or adaptation, to thousands Consult the Glossary th of gamers around the world. in the HERO System 5 What one gamer loves, Edition, Revised, and the example powers in another despises. that book, if you have If you don’t want to use any questions about the Champions Universe abbreviations, terms, or exactly as we’ve created it, notations. Th e Writer’s you have plenty of options. Guidelines, available on First, you can change it to suit the Hero Games website, yourself. For example, if you also provide some infor- like the setting in general, mation about character but you hate the history of sheet formatting. superhumans (or the relation- ship between supers and the In a Multipower, a “u” government, or the unlimited next to the cost indicates a Fixed (or “ultra”) slot, sources of superpowers, or and an “m” a Flexible (or any other thing), then change “multi”) slot. it! Most parts of the setting can be changed without caus- Under the END column, ing the whole thing to unravel a number in brack- — like many Champions ets indicates Charges campaigns, it’s intended to be (however, the bracketed a robust and vibrant setting, number next to STR is one readily suited to world- an END cost). shaking events and extreme changes. fi ve chapters of the book have been written from a Second, you can “borrow” the parts you like, “player’s perspective”: they describe what players and discard the rest. You may want to do most and their characters should know about the setting. of the work to create a Champions campaign (or Th ey do include some “secret” information where maybe you’ve already done it), but you’re willing to it’s not convenient to separate it out — for example, save yourself some eff ort by adopting this book’s even though not every PC should necessarily know take on how the United States government interacts about the existence and activities of the Trismegis- with superhumans, or substantial chunks of the tus Council, enough of them should know that it’s CU history, or maybe just some NPC and villain better for the campaign to include that information writeups. Go right where players can read about it. (Th e GM can, of ahead and take course, forbid certain players to read certain parts what you want of the book, though the eff ectiveness of this tactic and leave the rest varies.) behind. Th ere’s no However, there are other types of informa- rule that says you tion players clearly should not know about. It’s one have to use the thing to provide them with character sheets for entire book just NPC , for example; those can inspire and as it is — in fact, help them. But they shouldn’t have access to vil- the HERO System lains’ character sheets, or secret information about specifi cally tells what’s really going on in the sewers of New York you to only use City, or the like. Th at’s what the GM’s Vault contains what you like and — information only the GM should know about. If change or get rid you only intend to play in a Champions Universe of the rest, and campaign, don’t read the GM’s Vault! You’ll learn that applies to a things you shouldn’t, and thus spoil your enjoy- setting even more ment of the game. than to a rules ADAPTING THE CHAMPIONS UNIVERSE system. As long as FOR YOUR OWN USE you have fun with Setting/campaign books are diffi cult for many some part of the gamers to use. Th ey want a pre-packaged campaign CU, that’s what (or parts of one, at least), but they fi nd they don’t matters. 6 HERO SYSTEM 5TH EDITION

lthough superheroes are world of superhumanity today, or left regarded — and properly so — behind relics and long-lost peoples who as a twentieth-century phenom- surface in modern times to cause havoc Aena, the history of costumed or, more rarely, grant someone super- adventurers in America dates back well powers. Th us, to understand superhu- before that. Additionally, many events manity today, one must be aware of a of the distant past have infl uenced the great sweep of history. Champions Universe 7 A HISTORY OF SUPERHEROES

he Champions Universe has had a tradition BLACK MASK I of costumed adventuring dating back centu- Val Char Cost Roll Notes ries, although the “” in its modern 15 STR 5 12- Lift 200 kg; 3d6 [1] Tidiom originates in the 1930s. Certainly such 18 DEX 24 13- OCV: 6/DCV: 6 heroes as Hood and the Scarlet Pimpernel 15 CON 10 12- can be seen as precursors to modern superheroes, 11 BODY 2 11- fi ghting for justice and the oppressed while disguis- 18 INT 8 13- PER Roll 13- ing their true identities. And, if legends and tales 18 EGO 16 13- ECV: 6 are true, men and women with remarkable powers 18 PRE 8 13- PRE Attack: 3½d6 have existed throughout history: sorcerers like 12 COM 1 11- Merlin or John Dee, mighty warriors like Heracles or Hippolyta. Modern events, such as the revelation 6 PD 3 Total: 11 PD (5 rPD) of the existence of Atlantis and her water-breath- 5 ED 2 Total: 10 ED (5 rED) ing inhabitants, lead scholars to believe that the old 4 SPD 12 Phases: 3, 6, 9, 12 myths and stories may have more than a few grains 8 REC 4 of truth to them. 40 END 5 33 STUN 6 Total Characteristic Cost: 106

THE EARLY Movement: Running: 6”/12” COSTUMED ADVENTURERS Swinging: 6”/12” Nevertheless, most historians agree the fi rst Cost Powers END “costumed superhero” in America, land of super- 4 Customized Matchlock Pistol: RKA 1d6; heroes, and thus in the world, was the legendary OAF (-1), 8 clips of 1 Charge each (-1), Black Mask. Th e fi rst man to wear the mask was Increased Reloading Time (2 Full John Ward, who fought against the British colonial Phases; -¼), No Knockback (-¼) [1] government in Massachusetts while married to the 4 A second Customized Matchlock Pistol [1] daughter of his fi ercest enemy, Colonel Hensworth. 16 : Multipower, 32-point reserve; To protect his wife and children from reprisals by all OAF (-1) the British while he was engaged in acts of sabo- 1u 1) Lash: HKA ½d6 (½d6 with STR); tage, Ward wore a mask, and when his campaign of OAF (-1), No STR Bonus (-½) 1 harassment became highly successful, the legend 1u 2) Reach: Stretching 3”, Reduced of the Black Mask spread throughout the colonies. Endurance (0 END; +½); OAF (-1), As the Revolutionary War raged on, Ward became Always Direct (-¼), No Noncombat a special agent of General Washington himself, and Stretching (-¼), No Velocity Damage (-¼) 0 the Black Mask, a symbol of resistance to tyranny. 1u 3) Swingline: Swinging 6”; OAF (-1), Ward’s son, Timothy, inherited the Black Lockout (cannot use other slots in a Phase Mask from his father, and was the fi rst to use it as when uses Swinging; -½) 1 a symbol of justice against criminals instead of the 9 Rapier: HKA 1d6 (2d6 with STR); British. In 1797, he wore the mask while battling a OAF (-1), Real Weapon (-¼) plus +1 band of thieves who had been terrorizing Boston. OCV; OAF (-1), Real Weapon (-¼) 1 Between then and 1818, Timothy put on the mask Martial Art: Th e Manly Arts Of Fisticuff s several more times, using his wits and the psycho- Maneuver OCV DCV Notes logical edge the costume gave him to defeat smug- 4 Block +2 +2 Block, Abort glers, pirates, thugs, and swindlers. When his own 4 Dodge — +5 Dodge, Aff ects son, Samuel, took over the role in 1822, and moved All Attacks, to Philadelphia, legends began to spread across Abort the country that there was only one man wearing 4 Punch +0 +2 5d6 Strike the mask, who was immortal and undefeatable. 5 Roundhouse -2 +1 7d6 Strike Th e various wearers of the mask have occasionally Martial Art: Fencing acted in furtherance of that legend, which is gener- Maneuver OCV DCV Notes ally not believed except by the most credulous of 5 Lunge +1 -2 Weapon +4 DC criminals — especially now that the tenth Black 5 Th rust +1 +3 Weapon Mask is a woman. 8 HERO SYSTEM 5TH EDITION

4 Padded Suit: Armor (2 PD/2 ED); OIF (-½) 0 young men his age, he was swept up with the revo- 5 Night-Eyes: Nightvision 0 lutionary spirit of the times and believed strongly in American independence from England. By Perks 1765 he had joined the secret society of American 2 Contact: Colonel Hensworth 8-, useful patriots and rebels known as the Sons of Liberty. resources, limited to normal identity However, he had also fallen in love with Mary, the 5 Money: Well Off daughter of Colonel Peter Hensworth, who was the top aide to Th omas Gage (the Colonial Governor Talents of Massachusetts), and married her in 1770. Unable 3 Ambidexterity (-2 Off Hand penalty) to openly display his revolutionary beliefs for fear 6 Combat Luck (3 PD/3 ED) of exposing his wife and children to Hensworth’s wrath, Ward instead wore a black mask while help- Skills ing a group of patriots perform acts of sedition and 4 +2 OCV with Customized Matchlock Pistols sabotage against the British Army. Mary knew of 6 +2 with Whip Multipower her husband’s activities, and though she still loved her father, chose to support her husband’s activities 5 Acrobatics 14- secretly as well. 7 Acting 15- Ward was both brilliant and daring in his 3 Breakfall 13- missions against the British, and word soon 3 Climbing 13- began to spread of the mysterious, 3 High Society 13- black-masked patriot who vexed 1 Language: French (basic conversation; the British at every turn. As the English is native) reputation of the “Black Mask” 1 Language: German (basic conversation) spread and tales of his exploits 3 AK: Boston 13- began to be told in other cities, the 5 KS: British Army 15- Colonial Government turned every 5 KS: Colonial Rebel Activities 15- resource available to capturing and 3 PS: Farmer 13- publicly killing him. 3 Riding 13- In 1773, a group of Ameri- 3 Shadowing 13- cans angered by the Stamp Act 3 Stealth 13- and other tariff s imposed by the 2 Survival (Temperate) 13- British disguised themselves 5 Tactics 14- and boarded a ship belonging 3 Trading 13- to the East India Tea Com- 1 TF: Carts & Carriages pany, where they threw 5 WF: Common Melee the boxes of tea into Weapons, Early Boston Harbor. Firearms, Whips Th e Black Mask used his Total Powers & own wiles Skills Cost: and skills 162 at stealth Total Cost: 268 to help the patriots, who included among 150+ Disad- their number Paul Revere, to vantages safety. From that point on, the 15 DNPC: Black Mask worked alongside and Mary (his wife) 11- (Normal) at the direction of Revere and his 20 DNPC: Timothy and Elizabeth friends, Samuel Adams and John (his children) 8- (Incompetent; x2 Hancock, though none of them DNPCs) knew his true identity. Black Mask 25 Hunted: British Army 11- (Mo also assisted the American army Pow, NCI, Capture/Kill) at the battles of Bunker Hill and 15 Psychological Limitation: Breed’s Hill in 1775, battling the Devoted To American Indepen- forces of General Gage and Colonel dence (Common, Strong) Hensworth. 15 Social Limitation: Secret Iden- As the war continued in Amer- tity (John Ward) (Frequently, ica, Ward off ered his services directly Major) to General George Washington 28 Experience Points and undertook a series of missions on his behalf. Acting as a spy, Total Disadvantage Points: 268 saboteur and occasionally Background/History: John Ward even a soldier, the Black was born the son of a Mas- Mask was instrumental sachusetts farmer in 1749. Like many in the eventual defeat of Champions Universe 9 the British Army and the establishment of Ameri- reputation as the greatest detective in Europe; some can independence. Ward became an associate and scholars now believe Dupin possessed very minor friend to notable patriots like Benjamin Franklin precognitive powers. and Th omas Jeff erson, to whom he never revealed In 1853, Matthew Ward became the fourth his true identity. Aft er the Revolutionary War was Black Mask. At fi rst he too operated out of Boston, over, Ward retired to his farm and family life, not but when the Civil War began he joined the Union suspecting the legend he had begun would outlive Army. (Th e South also had a costumed combat- him by many generations. ant, the mysterious Grey , and the two oft en Personality/Motivation: John Ward is a noble and clashed, though never decisively.) Aft er the war, honorable individual with a strong belief in per- Matthew moved the legend to Chicago, where sonal rights, individual responsibility, and the cause he became a policeman. In 1871 James Lee Ward of American independence. Although he’d prefer became the fi ft h Black Mask, and seeking new to resolve America’s quest for freedom peacefully, adventures he moved to Arizona. Th e Black Mask he recognizes that isn’t going to be possible. Having legend underwent another transformation as it committed himself to the cause, he’s going to see it approached its fi rst centennial — James became a through to the bitter end, no matter what sacrifi ces costumed lawman and bounty hunter in the Wild it may require of him. Th e only thing that ever gives West, and adopted the fi rst teen sidekick in Marvin him pause is concern about what will happen to Carr, whose father James had known before his his beloved wife and children if he should be badly death. James himself, however, would have the injured or killed. shortest career of all the Black Masks when he was killed by the notorious outlaw known as Sidewinder Quote: “We’ll never rest until America is a free land.” in 1876. Since James’ own son was only two, Marvin Powers/Tactics: As the Black Mask, Ward is a master became the new Black Mask, the fi rst outside of the of psychological warfare. He knows instinctively Ward family line. how to raise the morale of his compatriots-at-arms THE EXTRAORDINARY GENTLEMEN OF and civilians with equal ease. Further, he spends VICTORIAN ENGLAND most of the war carrying on a campaign of harass- ment against the Colonial Government of Massa- Not all the early heroes and men of mystery chusetts and especially his father-in-law, Hensworth, were to be found in America. Across the Atlantic, with amazing eff ectiveness. He fully understands Victorian England was developing its own tradition that every man Hensworth sends out to fi nd him is of men (and sometimes women) with that special another man not fi ghting for the British at the front. blend of bravery and a thirst for justice that makes Th ough he does not use more violence than is nec- a true hero. essary to complete his mission, he is willing to kill as In London, Sherlock Holmes and his partner a last resort in the name of American independence. John Watson opened the fi rst “Consulting Detec- In battle, Black Mask frequently tries to strike tive Service” in the 1870s, turning Holmes’ formi- from surprise, fi ring his pistols from cover before dable mind (perhaps, like Dupin’s, one with minor swinging into the fray with his whip. Th ough he is precognitive powers) to the purpose of thwarting a skilled fencer, he generally won’t engage in sword- criminals such as Professor James Moriarty. Holmes play against unarmed opponents. He prefers to use continued to battle criminals throughout the 1880s, his environment to tactical advantage; he oft en tries encountering the vampire Count Dracula in 1887 to arrange confrontations for nighttime or dark and Jack the Ripper in 1888. Dracula returned to places, situations in which his superior night- London in 1890, but was destroyed by the vampire is a major asset. hunter Abraham Van Helsing. Holmes apparently met his death in 1891 in an Appearance: John Ward stands just short of six feet encounter with his archenemy Moriarty at Reichen- tall, broad-shouldered with jet black hair, grey eyes bach Falls in Switzerland, though it would later and a warm, friendly demeanor. In action he favors be revealed both men survived the encounter. In nondescript padded leather jackets and buckskins, Moriarty’s absence, his criminal empire was taken with a tricorner hat and a wide black domino mask. over by a network of international criminal master- He carries two matched fl intlock pistols in his jacket minds calling itself simply the Cabal. Meanwhile, and a whip at his belt, and usually wears a rapier as Holmes’ brother Mycroft ascended to head of the well. British Secret Service, using only the letter “M” as THE BLACK MASK IS NOT ALONE his code name. Several British inventors, drawing on the Meanwhile, a few other notable events were Industrial Revolution’s technological advances, occurring. In 1790 Baron Frankenstein success- made the fi rst forays into what would today be fully created an artifi cial man, named by him Adam called “super-technology.” Th ough their creations but better known to later generations simply as were much more limited than modern technology, “Frankenstein’s Monster,” and wound up pursuing and prone to failure and breakage, they neverthe- him into the Arctic wastes aft er the creature killed less opened up astounding vistas and inspired his wife. In the American Southwest of the 1820s, future generations of crimefi ghters and criminals. perhaps inspired by the legend of the Black Mask, For example, in 1883, Dr. Henry Jekyll developed a the costumed swordsman known as El mysterious chemical formula that transformed him Lobo (the Wolf) battled oppressive Mexican authori- into the monstrous criminal Mr. Hyde, and in 1902, ties. And in the 1840s, Auguste Dupin developed his 10 HERO SYSTEM 5TH EDITION

Atlantis, Princess Mara was born. MYSTERY MEN OF THE PULP ERA Th e 1920s and ’30s, known as the “pulp era” due to the popular magazines of the time, saw the fi rst true fl owering of the costumed adventurer concept. Th e number of “mystery men” and adventur- ers (and their adversaries) increased dra- matically, and the concept of costumed crimefi ghting fi rmly entered the public consciousness. 1926 saw the fi rst appearance of the enigmatic . Battling mobsters on the streets of Hudson City with the aid of his assistants, the lovely Velvet and the Midnight Brigade, the Raven was armed with phenomenal accuracy and fast refl exes, and a myste- rious deck of tarot cards which reput- edly allowed him to foresee the future. In 1929, Black Mask VII died, and the mantle passed to his son, Jeff rey Layton Ward, who was also a policeman in Chicago. And in 1932, the brilliant sci- entist Jimmy Tompion fi rst appeared in London fi ghting the machinations of the the brilliant but deranged scientist Hawley Griffi n villainous Air King. invented a skin-bleaching formula and went on an It wasn’t until the mid-1930s that the fl ood- invisible rampage throughout London and the sur- gates really opened, however. For example, in 1936 rounding countryside. And in 1887 the mysterious Bill Jeff ries declared his personal war on crime in island of the brilliant Dr. Moreau was discovered, Philadelphia, developing two alternate identities: the and his laboratory accidentally destroyed by his half- street thug Left y LeGrand, who would learn of some human, half-animal creations. Such was all too oft en crime about to be committed; and the mysterious the pattern; only a few of the renowned Victorian dark avenger Black , who would then thwart it. scientists, such as Professor Holcomb Merriweather, In 1937, King Oceanus of Atlantis was betrayed and managed to retain their sanity and use their inven- killed by Dargon the Usurper, a political rival who tions and processes for good rather than evil. opposed Oceanus’s plans for peaceful fi rst contact with the surface world. Turning the army against MEANWHILE, BACK IN THE STATES... Oceanus with carefully-constructed lies, Dargon and In New York City, ever a hotbed of adventure, his ally, the Nereus, seized the throne. Dargon the now-storied Empire Club opened in 1879. A pri- intended to legitimize his claim by marrying the vate “Gentleman’s Social Club” (though it did have at young princess Mara, by force if necessary, but she least two notable female members) for professional fl ed the castle. Nereus sent a sea-monster aft er her, adventurers, explorers, and other daredevils, the but she escaped, and rather than Dargon’s wrath Empire Club achieved its greatest fame during the Nereus lied and claimed she had died. Mara wound 1920s and ’30s, but was by no means inactive before up on the rocky coast of New England, where she then. fi rst befriended “landers” like the wheelchair-bound Th e fi rst Toastmaster of the Empire Club was orphan Amy Levesque, and Navy Lieutenant Barry Axel Lidenbrock, who had discovered in Colville. Later that year, she rescued the crew of a a massive cave beneath the Earth in the mid-1860s. sinking destroyer off the coast of Massachusetts, and Other early members included Ned Land and George the press gave the mysterious fi gure the nickname . Sea Hawk. In 1896, Marvin Carr retired as Black Mask VI, Other crimefi ghters and adventurers whose and passed the mantle back to Jason Ward, son of names frequently made the front pages during this Black Mask V. Jason moved back to Chicago, taking period included: the Cobra, who used martial arts Marvin’s own son Andrew as his sidekick for a brief abilities learned in the mysterious Orient to battle period. crime in New York City; the fast-fl ying, foe-fi ghting Th ere were few costumed heroes between the Futurian, with his fantastic Rocket-Pack and fear- turn of the century and the 1920s. Th e seventh Black some Electro-Pistol; and the Grey Guardian of San Mask was still active in Chicago, and the mysteri- Francisco. ous Black Eagle fl ew top secret missions as a British aviator during World War I. An orphaned girl in the depths of Africa grew up to be Ryanna the Jungle Queen in the late 1910s and early 1920s. And in Champions Universe 11

tity of Optimus as he sought perfection in matters THE MODERN AGE OF mental, physical, and ethical. “Kid” Brown, a trick- SUPERHEROES BEGINS shooter with the Funtime Family Circus also secretly acted as a bounty hunter under the moniker Cowboy. Despite the fact that some of the early adven- And a San Francisco showgirl named Leticia Henry turers of the 1800s and the pulp era may have pos- put on a mask and skimpy outfi t, called herself the sessed minor paranormal abilities, or used unusually Nightingale, and soon had criminals lining up to be advanced technology, the true Age of Superheroes captured. was yet to come. In the summer of 1938, as Hitler planned the conquest of Europe, his Minister of Propaganda The Defenders Of Justice Joseph Goebbels was secretly assembling a team of America was still neutral in the growing con- powerful mystics, the Reichsamt für die Sicherung fl icts overseas when a completely diff erent threat völkischer Kulturgüter (Reich’s Offi ce for the Safety manifested. On October 30, several alien spacecraft and Security of National Cultural Items, or RSvKg), landed near Grovers Mill, New Jersey, and the pas- led by the mysterious Erich Hessler. Seeking a magi- sengers swift ly massacred several policemen and cal weapon to use against Germany’s enemies before a National Guard unit before assembling gigantic her armies commenced their march across Europe, tripods armed with heat rays and poisonous gas. All the sorcerers gathered in a mountain redoubt on May st the superheroes in the greater New York area wound 1 and performed several powerful occult rituals. But up working together to destroy the tripods and defeat their spells did not have the outcome they expected. the invaders (later identifi ed as Sirians) before they Instead of leading them to artifacts that would sat- could do too much , and decided to remain isfy their masters, the arcane energies they released together as an organization in case of trouble too somehow enhanced, or perhaps unleashed, the latent big for any one of them. Th e group, christened by its magic underlying all reality — thus making the cre- members the Defenders of Justice, had Optimus, Dr. ation of true superhumans possible. Twilight, Cowboy, and Sea Hawk on its fi rst roster. Th ere were two immediate eff ects. First, Hessler’s Th e press quickly began referring to them as “the conjurations successfully summoned a powerful DOJ” for short. demon, who merged with his body and transformed In 1939 the DOJ recruited two more members, him into the horrible, skeletal creature known as Der Captain Patriot and MeteorMan, while continuing Totenkopf, or the Death’s Head. Second, and much to battle menaces such as Liquidator, Sub Zero, Th e more importantly, the heightened mystical energies Mink, and the Bundist spy organization called the now active in Earth’s dimension created the world’s Black Legion. As war heated up abroad, Captain fi rst true superhuman, transforming an ordinary sol- Patriot also participated in forming the secret gov- dier named Walther Flenners into the superpowerful ernment organization called the “Haynesville Project,” Sturmvogel (Stormbird). Scant days later, the cosmic a team of scientists working at a hidden base in Cap’s scales were balanced when Don Randall, of Haynes- old home town to study the nature of superpowers ville, Kansas, was endowed with the superpowers that and how the government could control and artifi - made him Captain Patriot (see page 86). cially create them. At the same time, Der Totenkopf Soon superhumans began appearing around the and his counterpart in Japan, the powerful sorcerer world, though at fi rst mostly in America and Europe. Iron Father, cast a series of interlocking spells to pro- During that summer, for example, Robert MacDon- tect the Axis nations from Allied superbeings — any ald traveled to Egypt and visited the Great Pyramid. enemy superhuman who entered Axis territory While there, he had a vision in which he encountered would suff er a terrible wasting sickness, fi rst losing the god Osiris and was granted powers of light and his powers and then falling into a lifeless coma. darkness. Returning to Harlem, he adopted the iden- tity of Dr. Twilight. Scientist Harrison Chase also traveled, in his case to Yellowstone National Park, World War II where he found a mysterious rock that gave him vast energy-manipulation powers as long as he was in Th e DOJ continued to battle criminals through contact with it. He carved the rock into a ring, and 1940, while the war continued in Europe. Meteor- became the crimefi ghter MeteorMan. Takashi Osuru Man’s wife Abigail found a magical spellbook and was caught in a horrible chemical fi re, but instead of became the mystical heroine Lady Mystery, while dying emerged with the power to psychically create Sir Peter Tanfi eld used his phenomenal skill with and control fi re, and fought for the Japanese military the bow to battle Nazis as the Scarlet Archer. Several under the code name Tasho, or “Flamethrower.” And of America’s most powerful criminals united under Albert Stebernow was subjected to a series of strange the name of the Society of Evil and went on a crime medical tests by Totenkopf and emerged with mas- spree that summer, hard pressing the DOJ before the sive strength and the ability to grow to over thirty feet heroes’ eventual victory. tall. When he went to the front he was called Donner, 1941 saw increased concern, as Germany or “Th under.” pressed its advantage on all sides in Europe, and Of course, even with superhumans emerg- more Übermenschen seemed to appear every day. ing, there were still other new heroes who put on Arlequin, Loge, Moorbrand and Nordwind struck costumes and battled evil without powers. Young fear into the hearts of their enemies, even superhu- millionaire playboy Drake Wilson adopted the iden- mans like the Russian General Winter and the Brit- 12 HERO SYSTEM 5TH EDITION

ish Lady Lightning. Dargon pledged assistance to American Eagle disappeared in action in 1943, Hitler from Atlantis — not only did his forces plague and Lady Lightning was killed by Sturmvogel in Allied shipping in the North Atlantic, the mighty 1944. However, Sea Hawk and Optimus, who had Atlantean warrior Steel Shark joined the Übermen- fallen in love, were able to kill Dargon and retake schen. On December 7, America fi nally entered the the throne of Atlantis — their wedding was one of war aft er a sneak attack on Pearl Harbor by Japanese the rare happy moments during the war, though forces. Few are aware that the third wave of attack- it meant both had to leave the DOJ to rebuild her ers, strange dragon-riding warriors from another nation. Cowboy, who had changed his name to dimension summoned by Iron Father, was only , led the Battalion for the rest of the war. barely thwarted by the DOJ. Th e DOJ attempted a Finally, in 1945 the Freedom Battalion led counterattack on the Japanese mainland, only to fall Allied forces into Germany in time to victim to the defensive spells and barely escape with Hitler’s suicide. Th e fi nal battle between the Über- their lives. menschen and the Allied heroes was a bloody and Once America was in the war, the DOJ tragic one, with losses on both sides. Liberator pledged their services to the War Department and and Swashbuckler were killed, as was Sturmvogel. became part of the Haynesville Project. Major Within a couple of months, America dropped two Leslie Groves divided the team in two. Th e super- atomic bombs on Japan and forced its surrender, powered members remained in the Defenders and and World War II was over. were assigned to protect the homefront against With the end of the war, several heroes Axis spies and superhumans, including new retired, but the remaining members of the DOJ members like the superfast Streak, the high-fl ying reformed the team into a unit of crimefi ghters. American Eagle, and the World’s Mightiest Non- Captain Patriot, MeteorMan, and Lady Mystery Com, Sergeant Battle. Optimus took command of retired within months of the end of the war, the other team, a unit of mystery men and super- and Bulletproof disappeared aft er a battle with soldiers called the Freedom Battalion, who were a mysterious alien. Dr. Twilight left the team to unaff ected by the Axis protection spells and thus concentrate on street-level crime aft er several able to fi ght in Europe. In addition to the Scarlet debates about the violence of his methods. Streak, Archer and Nightingale, he also recruited crime- Nightingale, and Sgt. Battle tried to keep the team fi ghters like Swashbuckler and Bulletproof, who together, but there were few costumed menaces to wore a suit recently created by the Chinese sci- fi ght, and eventually the remaining members of entist Dr. Ping. Th e Defenders were also aided by the DOJ voted to disband in 1948. the scientifi c genius of Professor Michael Maven, Meanwhile, aft er several years of marriage, whose inventiveness provided them with vehicles, Optimus and Mara were having trouble, and weapons, and other devices to battle the Axis. decided to divorce in 1948. Optimus returned Over the course of the war, these two teams to the surface world and went to work with the had countless adventures, and some tragedies. United Nations, later helping to form UNTIL Champions Universe 13 THE 1950s AND ’60s But a second wave was soon to arrive. National Park ranger Tom Teller found a meteor fragment similar to Chase’s, and began using it quietly to rescue people from disas- ters. When Chase found out about this, he gave his blessing (and some train- ing), and Teller became the second MeteorMan in 1956. Th at same year saw the debut of the ninth Black Mask, David Mat- thew Ward, and also the fi rst appearance of El Espe- ctro, a Mexican wrestler whose enchanted silver mask enabled him to fi nd and destroy the vampires, mummies, and zombies that plagued his country. Still, the superheroes of the so-called “Silver Age” were cautious, acting behind the scenes and shunning the spotlight. In 1959, however, all in the mid-1960s. Th e early 1950s saw little in of that changed. Jeff rey Sin- the way of superhuman activity, though Scarlet clair found an alien artifact that transformed him Archer and Black Mask remained active and into the fl ying powerhouse known as Vanguard. Captain Patriot regularly appeared in public as an He became New York City’s leading hero and associate of Senator Joseph McCarthy. When Dr. revived the Justice Squadron, a superteam whose Twilight’s true identity and former Communist members had mostly retired aft er the war. Th at party connections were revealed, the DOJ and in turn seemed to signal a revival of superheroes superheroes in general were disgraced publicly. By across America, and the world. Alan Betts put on the time McCarthy himself was fi nally discredited, the suit of armor designed by his old friend Potter the fi rst generation of heroes had largely retired or and became Rocketman, defender of the Ameri- gone underground. can South. And fi ve friends traveled into space on a homemade ship to protect Earth from a , which turned out to be the home of a mysteri- ous alien race bent on colonization. Exposure to strange radiation while thwarting that plan turned them into the Fabulous Five (Amazing Man, Siren, Streak II, Diamond, and Kid Chameleon.) As if in response, the costumed villains began to return as well. Each hero seemed to bring with him a “Rogues’ Gallery” of villains, some comically inept or bent only on humiliating their foe, others deadly serious and menaces to all of society. Th e Gargoyle, Dr. Macabre, Rockslide, Bookworm, Humbug, and Cyrax the Conqueror, among others, all fi rst appeared in the late 1950s. By the early 1960s, the supercrime problem had reached such proportions that the United Nations established a new agency, UNTIL, to address it (see page 105). 14 HERO SYSTEM 5TH EDITION

DR. MACABRE DR. MACABRE 2 WF: Handguns, Staff s PLOT SEEDS Val Char Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1½d6 HTH Total Powers & Skills Cost: 237 During a strange solar 17 DEX 21 12- OCV: 6/DCV: 6 Total Cost: 320 eclipse, the powers of 15 CON 10 12- the Janus Key fl are, 9 BODY -2 11- 150+ Disadvantages grant Dr. Macabre fi ve 18 INT 8 13- PER Roll 13- 5 Age (40+) times as much power 15 EGO 10 12- ECV: 5 10 Distinctive Features: weird, spooky aura as he’s ever had before! 18 PRE 8 13- PRE Attack: 3½d6 (Concealable With Eff ort; Noticed And Rec- Not knowing if these 8 COM -1 11- ognizable) newfound abilities will 15 Hunted: MeteorMan 8- (As Pow, Imprison) last, Macabre decides to clean out his “revenge 5 PD 3 Total: 10 PD (5 rPD) 25 Hunted: FBI 8- (Mo Pow, NCI, Imprison) list” in one fell swoop 6 ED 3 Total: 11 ED (5 rED) 15 Psychological Limitation: Greedy (Common, — no matter how much 4 SPD 13 Phases: 3, 6, 9, 12 Strong) destruction or death he 7 REC 4 20 Psychological Limitation: Arrogant; has to cause to do it! 40 END 5 Assumes He’s Smarter Th an Everyone He 24 STUN 3 Total Characteristic Cost: 83 Meets (Very Common, Strong) While using the Janus 15 Psychological Limitation: Seeks To Own Key to travel between Movement: Running: 6”/12” Any Magical Item He Hears About (Uncom- dimensions, Dr. Maca- mon, Total) bre accidentally ends Cost Powers END 10 Reputation: Loser supervillain, 11- up in 2002 Millennium 62 Mesmerism: Multipower, 62-point reserve 15 Social Limitation: Public Identity (Paul City. How will he react Lund) (Frequently, Major) to the future? How will 12m 1) Super-Hypnotism: Mind Control the future react to him? 10d6, Reduced Endurance (½ END; +¼) 2 40 Experience Points Perhaps the Janus Key 12m 2) Sleep Command: Ego Attack 5d6, is more powerful in Reduced Endurance (½ END; +¼) 2 Total Disadvantage Points: 320 2002.... 12m 3) Hypnotic Visions: Mental Illusions Background/History: Paul Lund was assistant 10d6, Reduced Endurance (½ END; +¼) 2 curator of the Northwestern Museum of Natural Aft er conjuring some 10 Mental Wards: Mental Defense History in Oregon in 1966, when the museum demonites, Dr. Maca- (13 points total) 0 received an unusual donation from a mysterious bre gets knocked out, 12 Crystal Ball: Clairsentience (Sight and private collector. Among the items was a strange ending up in a coma Hearing Groups), 16x Range (2,400”); for several days. Th e golden key inscribed with mysterious markings. OAF Fragile (-1¼), Gestures (-¼), Lund became obsessed with studying the key, demonites, freed of Incantations (-¼), Extra Time any bond of loyalty to about which he was unable to gain any informa- him, go on a rampage, (1 Minute; -1½) 5 tion. Convinced it was of ancient provenance, becoming more and 17 Th e Janus Key: Extra-Dimensional he began studying old texts and determined the more powerful as they Movement, x2 Increased Weight, any markings were actually words in an archaic Greek soak up the life-energies location in a related group of dialect, but including letters and words he found of Earth’s dimension. dimensions (the Cosmic Axis); OAF (-1) 4 completely unfamiliar. 24 Demon Bell: Summon 8 150-point As he stumbled through yet another attempt Demonites, Loyal (+½); OAF (-1), at translation one dark night, the key itself began Gestures (-¼), Requires A Magic Roll (-½) 7 to glow with a cool blue light. Hesitantly reaching 20 Lotus Dust: Drain EGO 4d6, NND out to it, Lund felt strange energies wash over him. (defense is Life Support [Self-Contained His consciousness was opened to the mysteries of Breathing]; +½); IAF (dustpouch; -½), the cosmos, and he realized he could now bend 2 Charges (-1½) [2] the minds of others to his own will through the 9 Smoke Pellets: Darkness to Sight Group forces of what he called “super-mesmerism.” Th at 3” radius; OAF (-1), 4 Charges (-1), Range night he determined to use his new powers and Based On STR (-¼) [4] those of the key, which he now understood was 8 Ring of Protection: Force Field actually a portal to other mystical dimensions, to (5 PD/5 ED), IIF (-¼) 1 revenge himself on everyone who had ever bul- 4 Padded Cloak: Armor (4 PD/4 ED); OAF lied, ignored, or laughed at him. He would be... Dr. (-1), Activation Roll 11- (-1) 0 Macabre! But fi rst, he needed to fi nd other magi- cal devices, to increase his powers further.... Talents Th roughout the 1960s and 1970s, Dr. Maca- 3 Simulate Death bre was a second-rate supervillain, constantly on the prowl for new magical items to steal from Skills museums or private collections, dig out of ancient 5 Acting 14- ruins, or otherwise sneak off with. He most fre- 5 Disguise 14- quently crossed swords with the second Meteor- 4 KS: Arcane & Occult Lore 14- Man and the demonic hero Mountain, but met 7 Power: Magic 15- pretty much every hero of the Silver Age at least 3 SS: Parapsychology 13- once or twice. While he was no pushover, he never 3 Shadowing 13- quite made it into the fi rst rank of public men- 3 Stealth 12- aces. He spent most of the 1980s in jail, and died Champions Universe 15 of colon cancer in a Seattle hospital in 1993. His Macabre’s powers derive either from expo- personal eff ects, including the Janus Key, vanished; sure to, or use of, enchanted items. His “arsenal” their whereabouts remain unknown. includes a crystal ball, a magical ring, a bell that Personality/Motivation: Many villains seek power summons demonites, and other items, most rela- for its own sake, or to prove something to others tively minor. Th e Janus Key, on the other hand, is or themselves. Doctor Macabre seeks it mainly a powerful artifact from the days of the wars of for revenge. He feels he’s been ignored, bullied, Atlantis. In the hands of a skilled user, it could taunted, pushed around, and treated shab- probably do a lot more than open dimensional bily his whole life... and he won’t take it portals.... anymore! He wants not only to make Campaign Use: In a Golden or Silver Age everyone who ever so much as hurt his Champions campaign, Dr. Macabre serves as a feelings suff er, but to become powerful fairly standard villain, though one with mul- enough and feared enough that no one tiple plot possibilities due to all the weird will ever sneer at him again. uses the GM can make of the Janus Key. Long-term exposure to the ener- In a campaign set in the modern day, gies of the Janus Key has moved Dr. Macabre might return from the Macabre along the sanity spectrum dead somehow, or travel forward from eccentric to outright barmy. in time... or be succeeded by a His success with the Key has new Dr. Macabre, one wield- given him the idea that having ing a Janus Key that has had other magical items will make more of its awesome energies him more powerful still, so unleashed. he looks for such things If Dr. Macabre is too with a fanatical obses- weak for your campaign, sion. He’s managed to increase his SPD to 5 (or lay hands on quite even 6), give him more Janus a few so far, but if Key-based powers, or equip he hears about him with some additional another one, enchanted items (or maybe he’ll soon the ability to cast minor be trying to spells). If he’s too strong, make it his reduce the Active Points in his own. He’ll be Mental Power and remove a few pretty much of his enchanted weapons. unable to resist Doctor Macabre is an attempting to annoying Hunter who can steal any magi- fi xate on an enemy for the most cal artifact or petty of reasons, and show up device he to cause problems at the most hears about, inopportune moments. Typically and while he’ll he launches a scheme, leaving be careful to make carefully-planned clues designed plans that minimize to lead his foe into an ambush, personal danger, he then captures him and puts him will frequently make in a deathtrap. rash decisions in the Appearance: In his prime, Dr. heat of the moment that Macabre is a in his are based on his own delu- early 40s, with short black sions or fairly nutty theories hair (that he dyes the gray he’s heard about. out of) and brown eyes. He Quote: “Curse you, MeteorMan! wears a dark green tunic under a Your infernal luck won’t protect gray cloak and an open-faced black you the next time we meet!” helmet. He carries his enchanted Powers/Tactics: Despite items in concealed pockets in his his fairly impressive cloak and tunic. mental powers, Dr. Maca- bre isn’t a front-line fi ghter, and he knows it. As a general rule he employs the most power- ful henchmen he can get to follow his orders; if none are available he relies on his summoned demonites (decidedly minor members of the Infernal Hierarchy) to do the heavy fi ghting while he slips away in the shadows. 16 HERO SYSTEM 5TH EDITION

THE SENTINELS Th e Mocker, Jack , and Typhoon, among many In 1961, the computer intelligence Ultivac others, committed their crimes and battled their tried to take over the world by seizing control respective foes. of the United States’s and USSR’s nuclear missile Th e turbulence of the Sixties aff ected the launch codes. His plan was thwarted by an unlikely superhuman community in turn. Several supers team-up of heroes, who chose to remain together manifested during the confl ict in Vietnam, and as Th e Sentinels. Th e original lineup, which Rocketman was only the most famous of Ameri- stayed together until 1965, included MeteorMan can heroes to volunteer to serve overseas, battling and Rocketman, as well as Microman (a brilliant the few indigenous supers and the Soviet military physicist who developed the Shrinking Ray), Dr. superteams also on hand. Other heroes, like Hornet Phantom (the daughter of Professor Maven, and a and Dreamsinger, actively opposed the war and brilliant scientist in her own right, who invented became symbols for the “hippie” movement. (Dr. a dimensional phasing device), and Beowulf (the was probably the most popular hero of the legendary warrior-king summoned by a mild-man- peace and love crowd, but he was mostly bemused nered college student). Th is team seized the popu- by their aff ection and did nothing to encourage it.) lar imagination like none before, and its members New heroes continued to emerge in the second half became international celebrities. Unfortunately, of the decade: a second Scarlet Archer, the illusion- the same could not be said for several other heroes ist Masquerade, and the aquatic mutant Sea King. debuting in the early 1960s — the teenage hero Hornet always seemed to run into more than his share of mistrust from authorities, as did the THE 1970s monstrous Mountain (transformed into a hideous As the Sixties ended, a new generation of creature by a demon) and Dr. Scarab (the son of Dr. heroes came to the fore. Th e Outcasts, a band of Twilight, who fought a mystic secret war against his freaks and monsters who stayed together mostly brother Serpentine). for self-protection, took up residence in Vibora Bay. Th e world needed the eff orts of every one of Th e Chinese-American martial artist Mantis joined these heroes in the 1960s, as new menaces seemed the Sentinels, as did the Iroquois weather-control- to appear every day. Th e villainous agency VIPER ler Rainmaker, the fi rst two minority members of fi rst appeared and became a public menace during that august collection of heroes. In 1970 Amazing this time, and mad villains like Revenger, Th e Guru, Man and Siren retired from their life of adventure and Plague struck terror into the hearts of millions. and exploration to raise their infant son Peter; the Fabulous Five continued on, with the addition of the alien birdwoman Kestrel and the young wind- controlling mutant Scirocco. THE EARLY ’70s Th e early 1970s were a quiet period. Several heroes from the beginning of the Silver Age retired, like Rocketman and Beowulf. In 1972, the active members of the Sentinels traveled to the other side of the galaxy when they were caught up in an intergalactic war, and were believed dead for several months. When they fi nally returned, there was a great deal of public celebration and attention, but also a certain tinge of resentment over all of the public ceremony and mourning that had been unnecessary. From this point on, the public fre- quently refused to ever believe that a superhero was actually dead, and “sightings” of deceased heroes in truckstops and island resorts became commonplace (and topics of humor on late-night TV). In 1974, two separate scandals rocked the public’s faith in their government. Th e fi rst was the Watergate scandal, in which President Nixon was discovered to have participated in the cover-up of a burglary. Th e second was that an UNTIL agent, Pavel Borovik, had used his access and authority to serve as a highly eff ective Soviet spy, passing secrets on the U.S. nuclear program that he had acquired when UNTIL had supported the Sentinels in thwarting one of Plague’s schemes. Th is incident only confi rmed to many Americans the wisdom of having never signed the UNTIL treaty or allowed UNTIL agents to operate on U.S. soil Champions Universe 17

THE LATE ’70s Th e relatively peaceful years of the early 1970s gave way, in 1975, to a half-decade of supervil- lainous mayhem that left the world reeling. On March 5th of that year, the most feared supervil- lain in world history — the awesomely powerful and utterly ruthless Dr. Destroyer — made his fi rst appearance. Using powerful gunships equipped with gravitic fl ight technology and mounted blasters, Destroyer and his minions attempted to conquer California as a prelude to conquering the world. With the U.S. military largely blinded and crippled by Destroyer’s initial attacks on their communications and command systems, the super- heroes of America responded. Th e Fabulous Five, the Justice Squadron, and the Sentinels, aided by several independent heroes, clashed with Destroyer near San Francisco. Aft er a day of fi erce fi ght- ing, the master villain’s forces were routed, and he himself forced to escape via a teleportation device — but victory was not without its price. Kid Cha- meleon of the Fabulous Five and Ocelot of the Jus- tice Squadron were both killed by Destroyer’s pow- erful energy bolts, and over a dozen other heroes suff ered serious injuries. Destroyer was not the only villain to make his debut during this time. Others included Levia- than, the Slug, Buzzsaw, Rictus, Dark Seraph, and the Griffi n. An even greater blow was the loss of the superheroine Scirocco, who turned to a life of crime aft er struggling with depression and mental illness. Some of the most spectacular supercrimes ever committed, including the Griffi n’s looting of the Antwerp diamond exchange, Leviathan’s sink- ing of the cruise ship Windward, and the Slug’s almost-successful attempt to transform all the citizens of New York into Elder Worms, took place during this period. Th e Pyrrhic victory over Destroyer, and the increasing tide of villainy, seemed to take the wind out of the sails of many heroes. Th e Fab Five reorganized for the last time, adding two young mutants named Draco and Dart, but the group disbanded in 1979. Th e second Streak was hired as a morning television personality by ABC, and Dia- mond (who seems not to age) joined the Sentinels. THE 1980s, 1990s, AND TODAY Th e 1980s brought a new explosion of super- heroes onto the scene, as if in answer to the vil- tists on the planet. lainy in the previous decade. Th e early years of the But evil never rests, and as the 1980s wore on decade saw the debut of several new solo vigilantes, several of the most dire super-menaces threaten- such as the sword-wielding Crusader in New York ing the world today launched their fi rst schemes. City and Brainwave in San Francisco. A new Mete- In 1985, Mechanon appeared, nearly taking control orMan joined the Sentinels. In 1985, Great Britain’s of America’s nuclear arsenal and using it to destroy offi cial superteam, the New Knights of the Round all life on Earth before the Sentinels managed to Table, rescued a superintelligent gorilla called Dr. defeat him. In 1987, Takofanes the Undying Lord Silverback from the clutches of his creator, Dr. Phil- cut a swath of destruction across the eastern United lippe Moreau, and helped him establish his legal States, killing half a dozen superheroes in the pro- rights in a landmark court case. Silverback has cess (see page 101). A bizarre accident in 1986 led since gone on to become one of the foremost scien- to the creation of the fearsome Grond, who has 18 HERO SYSTEM 5TH EDITION

METEORMAN caused billions of dollars of property damage over 12m 5) Overdrive Flight: 20” Flight, PLOT SEEDS the decade. Eurostar, perhaps the most dangerous MegaScale (1” = 10 km; +½) 6 villain team in the world, got its start in 1988. 12m 6) Protective Field: Force Field MeteorMan wakes up Th e Superhuman World — and indeed, all of (30 PD/30 ED) 6 one morning to fi nd that humanity — was rocked by tragedy in 1992, when 12m 7) Wall of Energy: Force Wall someone has stolen his Dr. Destroyer attempted to conquer the United (12 PD/12 ED) 6 ring right off his fi nger States from a secret facility in Detroit. With the 6m 8) Holograms: Sight Group Images, while he was sleeping! world’s superheroes arrayed against him, and defeat Increased Size (256” radius; +2) 3 Bereft of his powers, and seeming inevitable, Destroyer triggered a suicide 6m 9) Invisibility: Invisibility to Sight unable to contact any of device that killed him, dozens of heroes, and tens Group, No Fringe 3 his usual allies for some reason, he turns to the of thousands of people, and razed the city. Over 2u 10) Energy Bubble: Life Support PCs for help retrieving the past decade, America and many prominent (Self-Contained Breathing, Safe the ring. corporations and charities, together with numer- Environment (High Pressure, High ous superhumans, pitched in to rebuild Detroit as Radiation, Intense Cold, Intense Heat, Aliens from the world Millennium City, the City of the Future (see page Low Pressure/Vacuum)) 0 where MeteorMan’s 76). Today Millennium City is a hotbed of superhu- 12m 11) Solid Energy Fields: Telekinesis ring’s meteor originated man activity, home to the young (but increasingly (32 STR), Fine Manipulation 6 come to Earth, all armed prominent) superteam the Champions, as well 8m 12) Energy Drill: Tunneling 7” through with similar rings. Th e as independent heroes like Kinetik and Nigh- DEF 9 material 4 heroes of the world have twind. Around the country, other new heroes have 1u 13) Penetrating Vision: N-Ray Perception to team up to stop the emerged to take the place of ones slain battling (Sight Group) (not through energy fi elds invasion, with Meteor- Destroyer: Shugoshin in San Francisco, Straight or super-dense minerals) 0 Man leading the charge. in Baltimore, and Proteus in Seattle, to name 2 Goggles: Sight Group Flash Defense just a few. Th ere is even now a new Black Mask, (5 points); OAF (-1) 0 MeteorMan claims he’s hearing voices in his daughter of the last, operating in Vibora Bay. 10 Bulletproof Costume: Armor head, voices that tell New villains have arisen, too: Gravitar, mutant (5 PD/5 ED); OIF (-½) 0 him to give up the ring mistress of gravity; Firewing, an alien super-gladi- to a worthier owner ator who arrived in 2001 to challenge the heroes of Perks and retire. Is this a Earth; the lunatic Foxbat; the powerful gang called 9 Contact: Sentinels (organization) 12- plot by some mentalist the Ultimates; Freakshow; and countless others supervillain, or is one of — including the long-thought-dead Dr. Destroyer. Skills America’s superheroes Th e Champions Universe is a dangerous place, but 15 +5 with Energy Manipulation Powers going insane? thankfully there are always heroes willing to put Multipower their lives on for humanity every day. 3 Electronics 12- METEORMAN III 1 AK: Los Angeles 8- Val Char Cost Roll Notes 3 KS: Music 12- 15 STR 5 12- Lift 200 kg; 3d6 [1] 3 KS: Los Angeles Recording Scene 12- 20 DEX 30 13- OCV: 7/DCV: 7 5 Oratory 14- 18 CON 16 13- 3 Power: Energy Manipulation 13- 12 BODY 4 11- 3 PS: Play Guitar/Bass 13- 15 INT 5 12- PER Roll 12- 3 Streetwise 13- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3½d6 Total Powers & Skills Cost: 239 20 COM 5 13- Total Cost: 382

8 PD 5 Total: 13 PD (5 rED) 200+ Disadvantages 8 ED 4 Total: 13 ED (5 rED) 20 DNPC: Elisa Perez (girlfriend) 11- (Normal, 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 unaware of character’s Social Limitation: 9 REC 4 Secret Identity) 66 END 15 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) 35 STUN 6 Total Characteristic Cost: 143 10 Hunted: a member of his rogues’ gallery chosen by the GM 8- (As Pow, Capture/Kill) Movement: Running: 6”/12” 20 Psychological Limitation: Code Versus Kill- Flight: 30”/60” ing (Common, Total) Tunneling: 7”/14” 15 Psychological Limitation: Headstrong; Doesn’t Always Th ink Th ings Th rough Cost Powers END (Common, Strong) 60 Energy Manipulation Powers: 15 Social Limitation: Secret Identity (Roberto Multipower, 60-point reserve “Bobby” Marrero, musician) (Frequently, 12m 1) Power Blast: EB 12d6 6 Major) 12m 2) Widebeam Blast: EB 6d6, Area Of 82 Experience Eff ect (7” Cone; +1) 6 12m 3) Blinding Flash: Sight Group Flash 12d6 6 Total Disadvantage Points: 382 12m 4) Meteoric Flight: 30” Flight 6 Champions Universe 19

Background/History: Roberto “Bobby” Marrero is the Personality/Motivation: Although the latest incarna- third man to adopt the name MeteorMan. Th e fi rst tion of MeteorMan is just as heroic and powerful was astronomer Harrison Chase during World War II, as his predecessors, beneath the mask there’s a man who used a ring he fashioned from a piece of a meteor with a headful of worries. He’s concerned he’s not he found while exploring Yellowstone National Park. really worthy to carry on the famous name — that he Th e second was Tom Teller, a National Park Ranger doesn’t have what it takes, and that when the chips are in Colorado who found a similar piece of glowing down, he’ll fold. So far that’s never happened, but that stone and also gained powers from touching it. (Teller hasn’t done anything to alleviate his fears... yet. also turned his stone into a ring aft er meeting Chase MeteorMan comes across as full of energy and and practicing his powers with him in the late 1950s.) enthusiasm, and he is. Unfortunately, even Teller retired in 1981, fi nally marrying his longtime though he’s now in his late 30s, he’s still girlfriend, Dawn Simmons, and moved to Pollard, a got too much of the headstrong nature small beach town near San Diego. of youth. He prefers to charge into In Pollard, the Tellers became battle rather than wait and think things friends with a young neighbor, Bobby through, a tendency that sometimes Marrero, who was a struggling musi- gets him into real trouble. cian and superhero fan and fairly Quote: “All right! Action at last! quickly discovered Teller’s secret iden- I was starting to get bored....” tity. Marrero, who was born in 1965, had lived his whole life in Pollard and Powers/Tactics: MeteorMan’s longed for a more adventurous existence. powers derive from his ring of He persuaded Teller to tell him stories of mysterious meteoric metal. Th e his exploits nearly every night, and soon Teller ring grants him broad powers of began to see in this young man the next wearer of energy manipulation and control; he the ring. In secret, he began to train Marrero to can fi re energy bolts, move objects with use it at night out in the desert. shaped solid energy fi elds, fl y, protect In early 1985, just before Teller was pre- himself and others from harm, and pared to give Marrero the ring and his blessing achieve many other eff ects. However, to act as the next MeteorMan, the supervil- the ring is inconspicuous, worn lain Korrex attacked and defeated the Time under a gauntlet, and doesn’t glow Elemental Entropus, and thus triggered the or otherwise indicate that it’s the Secret Crisis, a war across space and time source of his powers, so Meteor- involving almost all of the heroes that had Man doesn’t apply the Focus ever existed. At the request of the Fabulous Limitation to his Energy Manip- Five and the Sentinels, Teller resumed his ulation Powers Multipower. costume and battled alongside the force of MeteorMan is a versatile good, and died in combat with the mon- and eff ective fi ghter most of the strous Decay. time, particularly when he uses Th ough eventually the heroes were his invisibility for surprise victorious in the Secret Crisis, Marrero attacks. However, in the heat was left at loose ends with the death of of battle he occasionally for- his mentor. Aft er drift ing for a few months, he tracked gets to think fi rst and just blasts away at close range. down Harrison Chase, now nearly 80, and fi nished Fortunately, he’s a good team player and takes advice his training with the remarkable old man. Chase sym- from the stronger tacticians among his teammates. pathized with Marrero’s desire to avenge Teller, and Between the fl ashy nature of his powers and the gave the younger man his own power ring. Marrero tradition that goes with the name, Bobby fi nds himself a eventually brought Decay to justice, and then joined well-known and highly publicized hero. Over the years the Sentinels himself. he’s gotten pretty comfortable dealing with the press, Marrero served with the Sentinels for over a which is refl ected by his Oratory Skill. In the public eye decade, until the team was reorganized in 1997 by he has oft en been considered the leader of the Sentinels, Black Rose and the second Amazing Man. By that a job he never had, or had any interest in. time he was beginning to question the extent to which Appearance: Roberto “Bobby” Marrero stands about the ring had taken over his life and his inability to 5’9”, lean and muscular at 160 pounds. He’s got dark, maintain a relationship in either of his identities. He curly hair and an infectious grin. As MeteorMan, he then moved back to Los Angeles, where in his secret wears a black body suit with red gloves, belt and boots, identity he’s decided to try to restart his career as a and a stylized red meteor leaving a white trail across professional musician while occasionally working his chest. Over his head is a full mask and cowl, with with the informal West Coast hero team the Cali- goggles over the mask’s eyeholes. When he uses his fornia Patrol. He also retains reserve status with the powers, his entire body gives off a bright, white glow- Sentinels and occasionally works solo as a hero. He ing aura, which also leaves a sparkling trail behind recently met a nice young lady at the recording studio him as he fl ies. His power ring is hidden under his near his apartment, though he hasn’t yet shared his glove, and there is no obvious visible link when his secrets with her. powers manifest — only a few people know about the ring itself and its connection to his powers. 20 HERO SYSTEM 5TH EDITION CHAMPIONS UNIVERSE TIMELINE

o help you keep the events of the Champi- 1199: Robin Hood is active in English countryside, ons Universe straight, here’s a brief timeline bedeviling King John Lackland and the Sheriff of of major incidents involving, or related to, Nottingham. Tsuperhumanity. You can make note of addi- 1459: Vlad Tepes, voivod of Transylvania, becomes tions or changes specifi c to your own campaign in a vampire under uncertain circumstances. One the sidebars. Th is timeline does not include specifi c legend suggests he is transformed by an Atlantean dates from incidents listed in the GM’s Vault (see “dark mage.” Tepes is later known as Dracula (“little page 116), since that would reveal them to players. dragon.”) 1749: John Ward, the fi rst Black Mask, is born on a Circa 2 million BC: Th e mysterious alien Progenitors farm outside of Philadelphia. tamper with the genetic code of humanity’s ances- tors, leading to the rise of humans. 1772: Ward fi rst adopts the identity of the Black Mask, to protect his family while he performs acts Circa 500,000 BC: Further experiments by the of sabotage against the British Army. Progenitors result in the creation of the immortal superhuman race called the Empyreans. 1788: Ward retires the identity of Black Mask. Circa 37,000 BC: Th e Lemurians use a potent magi- 1797: John Ward’s son, Timothy, a Boston silver- cal weapon, the Mandragalore, against the Empyre- smith, becomes the Black Mask and battles a band ans, but it backfi res, causing the continent of Lem- of criminals. uria to sink. Only the Mole Men, Lemurians who 1818: Black Mask II is killed in action. Th e training had already moved into the cave systems, survived. of his son, Samuel, is taken over by his grandfather, Circa 32,000 BC: Th e Dominion of Atlantis the fi rst Black Mask. becomes one of the predominant political powers 1822: Black Mask III debuts in Philadelphia. By on Earth, transforming the Valdorian Age into the now the legend has grown across the northeastern Atlantean Age. United States, and the fi rst rumors of the immortal- Circa 30,000 BC: War between Vondarien of Atlan- ity of the young nation’s hero begin to spread. tis and Sharna-Gorak the Destroyer causes the 1850: Sherlock Holmes is born in London. He and Cataclysm, sinking Atlantis beneath the waves and his brother Mycroft are raised by roving gypsies reshaping the world. aft er the death of their parents. Circa 10,000 BC: Th e era of the gods and heroes 1852: John Watson is born in Coventry, England. of Egyptian, Greek, Norse and other mythologies 1853: Matthew Ward becomes Black Mask IV, at begins about now and lasts for about ten thousand fi rst operating out of Philadelphia. years. 1860-1865: Th e American Civil War. Matthew Circa 4,000 BC: Shaderon, one of the wisest and Ward, as Black Mask IV, fi ghts alongside the North- most infl uential of the second generation Empy- ern Army, while the mysterious Grey Ghost aids the reans, develops his philosophy of Silence, or tran- Confederates. scendence of the body, and creates the Temple of Silence in Arcadia. Over the next few centuries, 1866: Captain James Nemo launches the fi rst dozens of Empyreans join him in rejecting their submarine, called the Nautilus. He preys on illegal mortal forms and seeking a higher plane of exis- slave-traders heading across the Atlantic to South tence through meditation. America. Matthew Ward moves to Chicago and contin- Circa 460 AD: Th e fi rst Shaolin Temple is founded ues his adventures as the fourth Black Mask. in China. 1867: Oceanus ascends to throne the of Atlantis 490-540: King Arthur rules England from Camelot. aft er the death of his father. Giles de Morphant, the Black Paladin, wreaks great evil, but is eventually slain by Lancelot. Arthur’s 1868: Sherlock Holmes is tutored in advanced realm, and his Round Table of knights, eventually mathematics by Professor James Moriarty, later to falls due to the repercussions of Lancelot’s aff air become the greatest criminal fi gure of Victorian with Queen Guinevere. England. Around this time, James Harmon I, ancestor of 1090: Th e Ancient Order of Assassins is founded Defender, explores Africa and begins building the by Hassan ibn-al Sabah. family fortune. Champions Universe 21

1871: James Lee Ward inherits the Black Mask 1889: Adolf Hitler born in Braunau, Austria. upon his father’s death. He moves to Arizona and 1890: Count Dracula terrorizes London, before he transplants the legend, acting as a vigilante lawman. is destroyed by vampire-hunter Abraham Van Hels- 1872: Marvin Carr begins to act as Black Mask V’s ing and young Jonathan Harker. sidekick. 1891: Sherlock Holmes pursues his nemesis Mori- 1876: Black Mask V is killed by the notorious arty to Switzerland, where they apparently both criminal Sidewinder in a shoot-out in Show Low, perish at Reichenbach Falls. In Moriarty’s absence, Arizona. Since James’s son Jason is only two, the Cabal rises to supremacy in the European Marvin Carr becomes the sixth Black Mask and the underworld. fi rst not to be part of the direct lineage. 1892: Mycroft Holmes becomes the director of the 1877: Sherlock Holmes opens his private “consult- British Secret Service. He is referred to only as “M” ing” detective agency in London. (as have his successors). 1878: Oceanus and Orana marry. 1894: Oceanus slays the traitor Gangar. 1879: Th e Empire Club, a private “Gentleman’s Sherlock Holmes returns to London aft er trav- Social Club” for adventurers, explorers, and other eling the world undercover. daredevils, is founded in New York City. 1896: Marvin Carr retires as Black Mask VI. Th e 1881: Sherlock Holmes and John Watson meet at mask is given back to Jason Ward, son of Black St. Bartholomew’s Hospital during the case known Mask V, who moves back to Chicago. For a time, his as A Study In Scarlet. partner is Andrew Carr, Marvin’s own son. 1883: Dr. Henry Jekyll fi rst uses the mysterious 1902: Sherlock Holmes is consulted by the police chemicals he discovered to become the monstrous when a brilliant but deranged scientist, Hawley Mr. Hyde. Griffi n, develops the power to become invisible and goes on a rampage in London. 1887: Sherlock Holmes encounters Dracula in Transylvania for the fi rst time. 1903: Sherlock Holmes retires from public life. 1888: Jack the Ripper terrorizes London. 1908: A massive explosion occurs near Tunguska Sherlock Holmes involved in the famous cases, in northern Siberia. Th e exact nature of the explo- Th e Sign of the Four and Th e Hound of the Baskervilles. sion remains unknown, though it levels trees for miles around. Scientist later theorize that a comet or meteor struck the Earth. 1917: Albert Zerstoiten is born in Bavaria. 1918: Corporal Adolf Hitler, serving on the Western Front in World War I, is temporarily blinded by mustard gas. While undergoing treatment, he has a vision that the Teutonic Gods have selected him for a great purpose, which he trans- lates as restoring the purity of the Aryan people and bestow- ing on Germany the “Th ou- sand-Year Reich.” He gives up his career in art and goes into politics, becoming a leader of the National Socialist Party aft er the war. 1920: Mara (Sea Hawk) is born in Atlantis. 1924: Orana dies. Oceanus, grief-stricken, refuses to remarry. Mara begins her formal schooling. 1925: Th e Satanic cult DEMON is founded. 1926: Th e Raven is fi rst seen fi ghting crime on the streets of Hudson City. 22 HERO SYSTEM 5TH EDITION

She later befriends several “landers” and becomes known to the world as the heroine Sea Hawk aft er she rescues the crew of a sinking destroyer. 1938: On May 1, Arcane experiments conducted by the Nazi RSvKg cause the increase of ambient mag- ical energy on Earth, thus making it possible for superhumans and superpowers to exist. Both Der Sturmvogel and Captain Patriot gain their powers. Robert MacDonald travels to Egypt. Th ere, he encounters the mysterious ancient god Osiris, who grants him power over light and darkness. In Yellowstone National Park, Harrison Chase fi nds a mysterious rock that gives him fantastic powers when he is in direct contact with it. In October, Earth is invaded by aliens who fi rst land at Grover’s Mill, New Jersey. A majority of the New York-area crimefi ghters team together to defeat the alien tripods. Optimus, Cowboy, Dr. Twi- light and Sea Hawk form the Defenders of Justice. 1940: Th e Japanese sorceror called Iron Father works with the RSvKg to cast a series of spells pro- tecting the Axis countries. Superpowered enemies of the Axis are unable to enter these nations’ bor- ders without succumbing to a “mystical weakness,” losing their powers and eventually falling into comas. 1941: Th e Haynesville Project, the top secret government program to study and employ super- human powers, begins. Th e Defenders of Justice offi cially join the army, along with several solo heroes, and are divided into two separate teams: Th e Defenders, who protect the homefront, and 1927: of the Raven’s partner, the the Freedom Battalion, who fi ght overseas (and are Velvet Phantom, and his group of assistants, the mostly made up of the sneakier mystery men and Midnight Brigade. professional soldiers on the team). Pearl Harbor is attacked by the Japanese, and 1929: Black Mask VII dies, and the mask passes to America is drawn into World War II. his son, Jeff rey Layton Ward. Black Mask VIII oper- ates in Chicago, but moves to Haynesville, Kansas 1942: Th e fi rst Russian superhero, General Winter, when he joins the Defenders of Justice during appears. World War II. 1943: James Harmon III, father of Defender, James Harmon II, Defender’s grandfather, serves with Eliot Ness in the “Untouchables” in Chicago. 1936: Bill Jeff eries declares his personal war on crime. He develops two alternate identities, the costumed avenger known as the Black Owl, and a common street thug called Left y LeGrand. As LeGrand, he uncovers criminal activity that he then thwarts as the Black Owl. 1937: Oceanus is over- thrown and killed by Dargon the Usurper. Dargon tries to wed Mara, who instead escapes. Champions Universe 23 becomes a U.S. Army Ranger, and earns the Con- States, which refuses to allow UNTIL agents to gressional Medal of Honor for his valorous conduct operate within its territory. during the War. Aft er hostilities cease, he becomes 1966: In Great Britain, Bureau S becomes the Min- an industrialist and quintuples the family’s already istry of Superhuman Aff airs, a publicly-acknowl- considerable fortune. edged branch of government responsible for pro- 1948: Th e Haynesville Project offi cially closes its tecting British citizens from superhuman threats. doors. 1967: Th e People’s Republic of China establishes its Princess Mara and Drake Wilson divorce. own government superteam, the Tiger Squad. Wilson returns to the surface world and goes to Th e Fabulous Five thwart a second invasion work for the United Nations, later helping sculpt attempt by the “Martians” of 1938, who are revealed UNTIL into its modern form. to actually be from a planet in the Sirius system. 1949: Despising the Communists in China, Dr. Yin 1968: Th e Iroquois superhero called Rainmaker Wu moves to San Francisco, adopting the identity makes his public debut. of an art supply dealer while working to restore the Steel Shark, an Atlantean rebel and supervil- China he has known and loved for centuries. He lain, temporarily seizes control of the Atlantean later moves back to China, secluding himself in his army and attacks Florida. He is narrowly defeated castle. by the Fabulous Five and Queen Mara. 1953: Black Mask VIII retires. DEMON steals the Basilisk Orb and becomes Th e British government establishes Bureau S regarded by the world as a signifi cant superhuman to study the country’s superhuman resources (and threat. threats). Th e Soviet Union establishes the People’s 1955: Mexican wrestler El Espectro receives his Legion, its offi cial superteam. Th e Legion disin- magical silver mask and begins combating super- tegrates in the late ’80s as the Soviet Union itself natural evil while defending his heavyweight title. crumbles. 1956: David Matthew Ward becomes Black Mask 1969: Peter Renton, son of Amazing Man and Siren IX, while working full time during the day as a Chi- of the Fabulous Five, eventually to become the cago policeman. second Amazing Man, is born. Th e second MeteorMan makes his fi rst appear- Th e United States reveals its fi rst “offi cial” ance. superhuman, the All-American. A Star*Guardian is assigned to our Solar 1959: Five Americans, entering space in a home- System for the fi rst time by the Odragans. Brin Rei made rocketship to protect Earth from a comet, are Tarn, of the planet Dendris, establishes a base on to strange radiation and transformed into Jupiter’s moon Europa, and then comes to Earth the Fabulous Five. regularly. While here, he becomes an unoffi cial 1960: Princess Mara remarries, this time to Andros, member of the Sentinels. Subchieft ain of the Moray barbarian tribe. 1961: Th e Sentinels form when the malevolent computer Ultivac attempts to take over the world. Th e original lineup, which will change constantly over the years, is MeteorMan II, Dr. Phantom, Microman, Beowulf, and Rocketman. 1963: Teen hero Th e Hornet begins his star-crossed career. Th e U.N. establishes a commission, the Tribunal on International Law, to study superhumans and related issues. 1964: Revenger travels to the Moon and conquers the Selenites. 1965: Earth is invaded by the alien Qularr, who attempt to use giant mon- sters from alien worlds as weapons against it. Tokyo is nearly destroyed for the fi rst time. Aft er several attempts at conquest, the Qularr are fi nally defeated and driven from Earth’s galaxy, though several of their monsters remain on Earth (most confi ned to the research facility on Monster Island). UNTIL is created by U.N. treaty — a treaty not signed by the United 24 HERO SYSTEM 5TH EDITION

1970: Th e Fabulous Five free the Selenites on the Kenji Hayashida (Shugoshin) born in Japan. Moon. Amazing Man and Siren retire from the 1976: Queen Mara’s twins, Prince Marus and Prin- team, and are replaced by Kestrel and Scirocco. cess Th alassa of Atlantis, are born. 1971: Th e Ministry of Superhuman Aff airs spon- 1977: Th e Gadroon attempt to conquer Earth and sors the creation of the New Knights of the Round are driven off by a force of Earth’s superhumans Table, Britain’s offi cial superteam. that includes many supervillains (Dr. Destroyer 1972: Jennifer Anne Ward (Black Mask X) is born. among them). Dr. Yvette Ste. Germaine founds L’Institut 1978: Th e United States completes the construc- Th oth, a think tank and research laboratory devoted tion of Stronghold, the world’s fi rst prison designed to the study of all aspects of “paraphysics.” solely to contain superhuman criminals. Th e United States Department of Defense Canada establishes an offi cial superteam, the issues its fi rst Superhuman Survey. Northern Guard. David Farquar begins the newsletter that will Dark Seraph fi rst appears. eventually become Magazine. Great Britain passes a law concerning the reg- 1973: Th e Mandaarians, an enigmatic alien species, istration of superhumans. fi rst visit Earth as peaceful explorers. Later visits Scirocco succumbs to mental illness and occur in 1979, 1984, 1991, and 1999. becomes a supervillainness. 1974: James Harmon IV (Defender) is born. Bren- 1979: General Lorenco João Garrastazu e Silva dan Grant (Kinetik) is born. Bethany (Witchcraft ) takes power in Chíquador. and Pamela (Talisman) Duquesne are born. Th e Slug appears, and nearly succeeds in Th e Advanced Research Group is founded as a transforming everyone in New York City into Elder corporation. Worms. Th e American superhero Ricochet, while 1980: Th e Advanced Research Group changes its working for the CIA, is killed in Paris by GRU name to the Advanced Research Group Enterprises assassins. (ARGENT) as a marketing ploy. 1975: Dr. Destroyer fi rst appears. His attempt Following an attempt by Dr. Destroyer to con- to conquer California and the world is narrowly quer the United States using several supervillains as defeated by a large group of superhumans; Kid pawns, Congress passes the American Superhuman Chameleon and Ocelot are killed. and Paranormal Registration Act. David Ward’s wife, Sharon, dies. David never 1981: Th e gorilla who will be known as Dr. Silver- remarries, and since he has no son, assumes the back is captured by mercenary animal traders in Mask will either pass to another family or the Rwanda and sold to Dr. Phillippe Moreau. legend will end with him. Corazon Valenzuela (Sapphire) is born in Los Mark Whitaker (Nighthawk) is born in Angeles. Detroit. DEMON lures four superheroes and several Champions Universe 25

UNTIL offi cers into an ambush, slaughtering them all as a sacrifi ce to dark underworld gods. Th e fi rst Northern Guard team splits up. Scandal rocks the New Knights of the Round Table, signifi cantly diminishing the group’s reputa- tion. 1982: Don “Captain Patriot” Randall dies of a heart attack. Annette Berkelheimer founds the Institute for Human Advancement (IHA) to champion the cause of “true humans” over mutants and superhu- mans. 1983: ARGENT is exposed as a criminal organiza- tion. Its leaders fl ee the United States. All members of Ameriforce One, the United States’s superhuman SEAL team, are killed when a Soviet sub they are trying to recover explodes. Danar Nicole quits the European Parliament in disgust, undergoes the treatments that transform him into the villainous Fiacho, and begins forming Eurostar. 1984: Dr. Phillippe Moreau’s experiments in “genetic advancement” have their fi rst, accidental success when he grants superhuman intelligence to the gorilla who will become Dr. Silverback. Th e second Gadroon invasion is easily defeated. Canada forms a second Northern Guard. Doctor Sebastian Poe founds the Parapsycho- logical Studies Institute (PSI) to study superhuman phenomena. 1985: Mechanon fi rst appears, attempts to destroy 1988: David Ward (Black Mask IX) retires from humanity with America’s nuclear arsenal, and is adventuring and becomes Police Commissioner of defeated by the Sentinels. Chicago. Doctor Silverback is rescued from Professor Th e Chaos-Beast and his horde of reality- Moreau’s labs by the New Knights of the Round warping demonic beings attempt to invade the Table. He is taken in by Dr. Dina Morrison and Earth and are defeated by the Justice Squadron. other employees of Cambridge Biochemical Labs. Eurostar fi rst appears, releasing its Eurostar Th e Secret Crisis, a war across space and time Manifesto. involving almost all of the heroes that had ever UNTIL founds its own offi cial superteam, existed, occurs. UNITY. Th e New Knights of the Round Table stop an 1986: Th e United States government founds attack by Samhain, thereby restoring themselves to PRIMUS, an anti-supercrime law enforcement the public’s good graces. agency roughly equivalent to UNTIL. A terrible industrial accident creates the mon- 1989: Kristina Pelvanen, formerly the superhero- strous Grond. ine Rowan, founds the Ravenswood Academy, Th e French government passes a law requiring nominally an ordinary (if highly exclusive private the registration of superhumans. school), but secretly intended primarily to train Th omas Cassidy founds SNN, the Super News young superhumans in the proper use of their abili- Network. ties. Th e second Northern Guard team splits up. 1987: In a landmark ruling for nonhuman intel- ligences on Earth, Dr. Silverback wins his indepen- 1990: Brin Rei Tarn dies. His replacement is the dence and legal status as a citizen of the British fi rst human Star*Guardian, Andre Almena. government. Juan Martinez retires as Secretary-Marshal of Andros, Prince Consort of Atlantis, dies in a UNTIL, and is replaced by Wilhelm Carl Eckhardt. tragic accident while exploring. Th e Great Stronghold Breakout occurs due to Takofanes the Undying Lord arises in Okla- a series of unfortunate mishaps. homa and begins marching toward the East Coast. The Cottonmouth Incident: Authorities capture Aft er he kills several superheroes who try and the VIPER supervillain Cottonmouth, who reveals stop him at the Mississippi River, a larger group of much of the inner workings of the organization superhoeroes band together to defeat him in east- before being assassinated by his former employers. ern Kentucky. 1991: Doctor Destroyer launches his artifi cial island, Destruga, in an attempt to gain statehood. 26 HERO SYSTEM 5TH EDITION

When that scheme fails, he turns toward Hawaii, corruption scandal. but is defeated by the combined might of the Nightwind begins fi ghting crime in the still- United States military and American superheroes. under-construction Millennium City. Th e California Patrol, an informal team of Following the death of his daughter in a New West Coast heroes, is founded. York City superbattle, Senator Phillip Glassman Th e German government passes a law requir- becomes an ardent campaigner against superhu- ing the registration of superhumans. mans and a supporter of the IHA. 1992: July 23 — Th e “Battle of Detroit”: Dr. Black Rose and Amazing Man II re-organize Destroyer is defeated battling Earth’s superhe- the Sentinels; MeteorMan III chooses to retire roes, but activates a device that destroys most of from the team. Detroit. Later that year, the American government, Daniel James Johnson becomes the Golden several major corporations, and numerous chari- Avenger of PRIMUS. table foundations form the Millennium Project to 1998: Canada’s latest attempt to establish the rebuild the city. Northern Guard, a team of offi cial heroes, fails as 1993: As a response to public outcry over the the team votes to dissolve itself. destruction of Detroit, the United States signs the Istvatha V’han fi rst attempts, and fails, to con- Tribunal Treaty, allowing UNTIL agents to operate quer Earth’s dimension. freely in American territory. Scorpia and Feuermacher murder Professor Black Paladin fi rst appears. Muerte, loot and destroy his facilities, and defect Eurostar launches an invasion of Poland with from Terror, Inc. to join Eurostar. an army of cloned soldiers created by Teleios, the Th e United States Department of Defense Perfect Man. Teleios’s existence is revealed to the reveals Janissary, a superhuman soldier it has suc- world in the aft ermath of the thwarted attack. ceeded in creating. A program is begun to test the Foxbat fi rst appears and attempts to steal the feasability of creating more superhuman soldiers. Empire State Building. Th omas Cassidy launches the SNN Sidekick Canada forms a third Northern Guard super- television network. team. 1999: Late this year, the rebuilding of Detroit is 1994: Dr. Silverback moves to Millennium City to substantially completed, and the new metropolis is work at the American headquarters of Cambridge christened Millennium City. Biochem. Defender becomes a part-time superhero in Th e Justice Squadron thwarts an ARGENT- New York City. sponsored coup in Guamanga. Sapphire’s mutant powers manifest. Kristine Griswold gains solar energy powers Mark Whitaker (Nighthawk) is injured in and becomes the superheroine Victory, working a VIPER attack on Millennium City University; for the United States Air Force. inspired by the event, he becomes a crimefi ghter. Annette Berkelheimer dies and is replaced as A lab accident gives Brendan Grant super- the leader of the IHA by Archer Samuels. powers, and he becomes Kinetik. PSI is revealed to be a criminal organization Shugoshin receives his Spirit Swords and employing supervillains with psionic powers. begins his crimefi ghting career in San Francisco. Project Sunburst takes place. Th e San Francisco-based Freedom Patrol suf- Th e Warlord fi rst appears, and attempts to fers a major defeat at the hands of ARGENT. conquer Vietnam. 2000: Dark Seraph and the Crowns of Krim steal a 1995: Li Chun the Destroyer is accidentally freed valuable book from a Paris museum, in the process in China. Aft er defeating the Tiger Squad in a two- killing 43 UNTIL agents and the French superhero day running battle, he mysteriously disappears. Skydragon. Th e United States Army initiates “Project 2001: Defender moves to Millennium City and Greenskin” in an attempt to take control of the founds the Champions. Sapphire and Nighthawk supervillain Grond; the project fails, leading to a join soon thereaft er; Ironclad arrives on Earth and destructive rampage by Grond and the deaths of joins the group as well. Witchcraft joins the group most of the scientists involved. late in the year. Th e FBI completes the Stalwart powered Th e Binary Corporation presents Binary Man, armor suit, thus giving it an offi cial superhero to its offi cial corporate superhero and representative, supplement its Hostage Rescue Teams. to the world. Binary Man begins fi ghting crime 1996: Jennifer Anne Ward, now a private investi- and performing heroic deeds. gator in Vibora Bay, adopts the identity of Black Firewing comes to Earth to challenge its Mask X, against her father’s wishes (at least at fi rst). superhumans to combat. UNTIL completes the construction of its 2002: Firewing battles Hyperion in London; the GATEWAY space station. fi ght ends inconclusively, but results in signifi cant Th e “VIPER-Eurostar War” begins in Europe, property destruction. and lasts until 1998. 1997: Los Defensores de Méjico (the Mexican Defenders), a Mexican superhero team, disinte- grates when several members are implicated in a Champions Universe 27

ince superhumans fi rst emerged How many superhumans are there in the in 1938, countless scientists have world? Where’s the dividing line between spent thousands, if not millions, “human” and “superhuman,” and what Sof man-hours analyzing issues does it imply for ordinary humanity? pertaining to superpowers. How do Th is chapter looks at these issues. superpowers manifest, and can their manifestation be controlled or induced? 28 HERO SYSTEM 5TH EDITION DEFINING ‘SUPERHUMAN’ s discussed on pages 57-58 of Champions, without GM’s permission. when you create a superhero campaign, Generally speaking, superpowers and Char- it’s important to know what “superhuman” acteristics don’t have to be tightly related in the Ameans, since who qualifi es for that designa- Champions Universe. Although normally they’re tion and who doesn’t can have signifi cant ramifi ca- fairly tightly related, if necessary, just about any sort tions for your game. Champions lists several factors of superpowers could justify a high rating in most for GMs to consider when deciding where “normal Characteristics (particularly high COM; superhu- human” ends and “superhuman” begins. Here’s how mans in the Champions Universe oft en have quite those factors play out in the Champions Universe. striking appearances). Superpowers oft en interact with human bodies and brains in very unpredictable CAMPAIGN REALISM ways. Th e Champions Universe strives for a middle- of-the-road level of realism, one that makes possible SPECIES the fabulous and fantastic events of the typical comic Most characters in the Champions Universe are book while not totally relegating normal humans to human. However, that’s not the only option avail- the back burner. Th e vast majority of people aren’t able for player characters; there are a number of lost superhuman, but the most dedicated among them races, alien species, and the like in the setting as well. can come close to that pinnacle through training and See Chapter Four for details. other enhancements. People, historical and current events, geopolitics, and technology are usually iden- tical to what you’d fi nd in the “real world,” though Rating Characters the infl uence of the existence of superhumans, and and Characteristics of advanced technology, may be apparent. For purposes of analyzing characters and their CAMPAIGN GUIDELINES Characteristics, the HERO System uses seven catego- Beginning characters in the Champions Uni- ries: Weak, Challenged, Average, Skilled, Competent, verse are built as Standard Superheroic characters, Legendary, and Superhuman. Th e accompanying with a base of 200 Character Points, and up to table describes the Characteristic ranges for the another 150 Character Points from Disadvantages. Champions Universe. You can fi nd more informa- Other guidelines for Standard Superheroic char- tion on the categories on pages 57-58 of Champions. acters generally apply. Chapter Six has more infor- Of course, a Champions Universe character mation about campaign ground rules and the like, doesn’t have to have Superhuman-range Character- beginning on page 114, but don’t read that section istics to be considered a “superhuman.” Th e Super- human label is simply a convenient one for defi n- CHAMPIONS UNIVERSE CHARACTERISTICS STANDARDS ing a specifi c threshold. Char Weak Challenged Average Skilled Competent Legendary Superhuman Being a superhuman STR 1-2 3-5 6-10 11-13 14-20 21-30 31+ depends primarily on DEX 1-2 3-5 6-10 11-13 14-20 21-30 31+ having superhuman CON 1-2 3-5 6-10 11-13 14-20 21-30 31+ abilities of some sort, or BODY 1-2 3-5 6-10 11-13 14-20 21-30 31+ an appropriately super- INT 1-2 3-5 6-10 11-13 14-20 21-50 51+ human origin for one’s EGO 1-2 3-5 6-10 11-13 14-20 21-50 51+ Characteristics, not on PRE 1-2 3-5 6-10 11-13 14-20 21-50 51+ crossing that threshold. COM 1-2 3-5 6-10 11-13 14-20 21-30 31+ For example, look at Vic- PD, ED 0-1 1-2 3-4 5-6 7-10 11-15 16+ tory on page 41. None SPD 1 1-2 1-2 2-3 4-5 6-7 8+ of her Primary Char- REC 1 1-2 2-4 5-6 7-10 11-13 14+ acteristics fall into the END 2-4 6-10 11-20 21-26 27-40 41-60 61+ 31+ range for “Superhu- STUN 3-4 7-11 12-20 21-27 28-40 41-60 61+ man” in the Champions Universe. And yet, she’s Running 1” 2-3” 4-6” 7-8” 9-10” 11-13” 14”+ clearly superhuman Leaping 0” 1” 2” 3” 4-5” 6-11” 12”+ — she can fl y, fi re energy Swimming 0” 1” 2” 3” 4-5” 6-9” 10”+ bolts, and so forth. Champions Universe 29

THE NATURE AND EXISTENCE OF SUPERPOWERS s with any Champions campaign, it’s impor- Alien Species: Firewing, Ironclad, Nebula, Vibron tant for a GM running a game set in the Extradimensional Energies: Tesseract, many energy Champions Universe to understand how projectors Asuperpowers can exist, and what sources they come from, and just how many superhumans Genetic Manipulation: Dr. Silverback, Teleios there are running around out there. Magic and Mysticism: Dark Seraph, the Morbanes, Takofanes, Talisman, Witchcraft Mutation: Binary Man, Brainchild, Cateran, Gravi- SOURCES OF tar, Hummingbird, Sapphire SUPERPOWERS Psionic Powers: Brainchild, Mentalla, Menton, Psimon Th e Champions Universe is what Champions Super-Science: Binder, Defender, Dr. Destroyer, the describes, on page 45, as an “unlimited source” Warlord campaign. All of the major sources of superpowers Supernatural Forces: Samhain that book describes — Alien Species, Extradimen- sional Energies, Genetic Manipulation, Magic and Training: Nighthawk, Shugoshin Mysticism, Mutation, Psionic Powers, Super-Sci- ence, Supernatural Forces, and Training — exist Similarly, Champions describes, beginning on in the Champions Universe and can give rise to pages 59-60, the most common “origins” for super- superpowers. And they’re not necessarily the only human characters. All of those types of origins, and sources, just the major ones; some superhumans others, exist in the Champions Universe. Here are have powers whose nature and source don’t fi t some examples of characters with each of the typi- neatly into one (or even several) of these categories. cal origins (most of these characters are described Here are some examples of characters with in other books): each of the main sources of superpowers (most of Alien: Firewing, Ironclad, Nebula, Vibron these characters are described in other books): 30 HERO SYSTEM 5TH EDITION

THE HERO Build Gadgetry: Binder, UNIVERSE Defender, Dr. Destroyer, Steel Commando, Utility, the If you’re interested in Warlord fi nding out more about Godly Ancestry/Bestowal: the Hero Universe Anubis, Dark Seraph and the concept mentioned in Crowns of Krim, the Mor- the main text, visit the “Free Stuff ” page on the banes Hero Games website Mental Training: Just about www.herogames.com). any superhuman with a lot One of the many fun of Skills and useful free down- loads you can fi nd Mutant: Binary Man, Brain- there is a document child, Cateran, Gravitar, describing the Hero Hummingbird, Sapphire Universe. Most of the Mystic Family/Race: the Syl- settings published by Hero Games fi t into this vestris, the Vandaleurs “meta-setting” at some Mystical/Magical Training: point, so even if you Stingray, the Morbanes, Tako- don’t have any interest fanes, Talisman, Witchcraft in genres other than Champions, you may Physical Training: Black Mask, fi nd ideas for characters Nighthawk, Shugoshin, Steel and plots from the rest Commando, Utility of the Hero Universe Radiation Accident: Kinetik, — ancient evils come back to haunt the Tachyon, Th underbolt I (and modern world, threats II), Victory from the far future that Subject Of Experimenta- have traveled back in tion: Dr. Silverback, Oculon, time, and the like. Pulsar, Ripper

However, this raises the question of how superpow- KELVARITE ers can exist at all. Ordinarily of ambient magic higher still. Th eir intent was to eff orts to build powered armor fail, and people magically propel Germany to world dominance. In 1996, a strange zapped by lightning while standing in a laboratory What actually resulted was a situation in which meteorite of unknown full of strange chemicals die instead of manifest- superpowers became possible. origin crashed to Earth ing superpowers. Yet, in the Champions Universe, Because of the ambient magic in the Champi- in western Kentucky. ons Universe, accidents that would normally kill or An unusually large some characters can build super-tech devices, and specimen, the meteor- some gain superpowers from things like radiation maim people sometimes — very rarely, but some- ite seemed to contain accidents. times — lead to the manifestation of superpowers common minerals and In the Hero Universe (the “meta-setting” of instead. It also makes genetic mutations that create metals, but emitted which the Champions Universe is just one part), superpowers possible, and allows some extremely an unusual glow that superpowers can exist because magic exists. Th e gift ed inventors to create technology the general caused the people who Hero Universe is suff used with magic. Sometimes, public can’t necessarily understand, use, or repro- found it to alert the as in the distant past, the level of ambient magic duce. But it’s important to remember that this has authorities, who in turn rises to the point where virtually anyone can cast no eff ect on the special eff ects of any given charac- contacted experts at spells or control mystic forces, and the gods them- ter’s superpowers. Th e special eff ects of Defender’s various universities. Th e powers are “super-technology,” even though it’s the meteorite proved to be selves can walk the Earth. At other times, like the mostly made of a glow- far future, the level of magic ebbs to such a low ambient magic that allows him to manufacture his ing, greenish mineral point that almost no one can practice it or use it, suit of powered armor and make it work. Th e spe- heretofore unknown to superpowers cannot exist, and anything associated cial eff ects of Sapphire’s powers are “mutation,” even Earth science. Dubbed, with either concept is generally regarded as super- though it’s magic that made so benefi cial a muta- for reasons none of the stitious claptrap, a misunderstanding, the result of tion of her genes possible. Neither character regis- scientists can now recall, miscommunication and ignorance, or the like (in ters as in any way magical — because they’re not. “kelvarite,” the mineral short, people come up with rational explanations defi ed most standard for mystic phenomena and superpowers). methods of analysis. Th e level of ambient magic in the Hero Uni- verse, and thus the Champions Universe, had More importantly from the perspective of the remained quite low for several centuries prior to Superhuman World, 1900. It began to rise again in the mid-nineteenth kelvarite proved oddly century. In 1938, it had risen to the point where RSvKg, a group of mystics working for the Nazis, Continued on next page were able to perform rituals that “forced” the level Champions Universe 31 SUPERHUMAN ically, and culturally. In short, superhumans exist Continued from last page in much greater frequencies in the First World (the unstable and prone to DEMOGRAPHICS United States, mainly, but also places like Europe explosions — disas- and Japan) than in Th ird World regions. Th is even ters which sometimes holds true for mystically-powered superhumans, imbued ordinary True superhumans fi rst appear in the Hero despite the fact that mysticism is more prevalent humans with superpow- Universe — in other words, the “Champions Uni- in the Th ird World than the First. In the United ers when their bodies verse” part of that meta-setting truly begins — in States, the number of superhumans in some areas were bombarded with 1938. (Some low-powered superhumans may have is as high as one per 100,000, whereas in Africa and fragments of kelvarite, or absorbed intense existed before then, but those incidents were iso- most of Asia, the numbers drop as low as one per lated and short-lived, the mere precursors of the radiation given off by ten million or even fi ft y million. (See accompany- the blasts. Th e super- fl ood to come). Initially, the number of superhu- ing text box.) villains Tachyon and mans was relatively low — about one in ten mil- Th eories abound as to why this state of aff airs Th underbolt II both lion, at most, and much lower than that in the less exists. Some experts claim, and not without justifi - gained their powers advanced regions of the world. cation, that the “radiation accidents” which create in this fashion; many Over time, the number of superhumans many superhumans are more likely to occur in the others may have as well. steadily increased. By the late 1960s, it had reached high-tech environments of the First World. Th is one in fi ve million in the most super-populous does not, however, wholly explain why mystic-pow- Superhumans who gain regions of the world, and by about 1980 it was ered superhumans abound just as much in the First their powers from kelva- at around one in three million. Today, there is World. rite oft en exhibit powers approximately one superhuman for every one mil- Other students of the subject advance more involving high STR, fast or unusual forms of lion people on Earth — or about 6,000 altogether, esoteric theories. For example, one school of give or take a few hundred. However, that’s not the movement, and greater thought claims democracy and mass media attract than normal resilience, whole story of superhuman demographics. Th ere more of the “forces” that create superhumans by but not always. Th ey are several other factors to consider. building a more open, free-thinking society. In also tend to have vari- SUPERHUMAN DISTRIBUTION essence, these theorists believe superhumans result ous Disadvantages in somehow from the unconscious thoughts and feel- common, such as Sus- First, there’s the distribution issue. Superhu- ings of people, which are better or more frequently ceptibilities (either to mans are not spread evenly across the globe — you expressed in free societies. Some even claim that kelvarite itself, or to cannot, simply by consulting the population data the existence of comic books chronicling the earth-related powers for a country or continent, accurately gauge how adventures of superheroes — a media phenomena that eff ect the mineral fragments in their many superhumans exist there. For reasons no one mostly non-existent outside the First World — acts can satisfactorily explain, superhumans are more bodies). Th e bizarre as a “lightning rod” to attract “superhuman ener- kelvarite radiations likely to arise in certain areas — primarily those gies,” thus making superhumans more common areas that are more advanced technologically, polit- also tend to make them in the United States, Europe, and Japan. But pro- more vulnerable to vari- ponents of these theories cannot explain why ous attacks and eff ects, PREVALENCE OF free-thinkers in democratic societies should be any including Drains and more likely to create superhumans than oppressed electricity. SUPERHUMANS or impoverished Th ird Worlders yearning for a Th e following chart indicates the approximate better life. Th e exact amount of prevalence of superhumans in various regions of Even more radical are conspiracy-oriented kelvarite on the planet the world as of 2002. theories that the movers and shakers of the First remains unknown. All World arrange for the creation of superhumans that was recovered from the Kentucky meteorite Region One Superhuman Per... as a way of keeping the Th ird World relegated to North America is kept carefully secure second-class status on Earth. No solid evidence in by the United States Th e United States One million to 100,000 support of this idea has ever been made public, but Canada One million to 250,000 government or various Mexico Twenty to fi ve million that hasn’t stopped a lot of people from agreeing research universities Central America Twenty to six million with it. — but other meteorites South America Twenty to three million may have fallen to Earth Superhuman Migration undetected, or been Europe Complicating this issue is the fact that it’s not British Isles One million to 750,000 brought to this world by Western Europe One million always possible to tell where a superhuman mani- aliens. Eastern Europe Two million fested, but only to determine where he’s currently Russia Four to three million engaging in superpowered activity. It is widely Africa believed that a percentage of the superhumans Saharan Africa Seven million active in the First World were actually born in Subsaharan Africa Fift y to ten million Th ird World countries, but used their superpowers Asia to emigrate to the United States or Europe — which Th e Middle East Eight million are not only “where the action is,” but better places Central Asia Fift y to ten million to live generally. Some estimates claim as many as India Twenty to ten million one-third of the superhumans in the First World Southeast Asia Fift y to ten million China Five million are actually from the Th ird World, but given the Japan One million diffi culty in researching the subject, it’s unlikely Oceania Fift y to ten million scientists will ever have solid data on the question. Australia Five million 32 HERO SYSTEM 5TH EDITION

SUPERHUMANS A World Apart man.” Th ey may simply have faster refl exes than their AND DARK Even in the regions where they’re most friends, or experience unusual fl ashes of intuition, CHAMPIONS common — such as the United States — costumed or be remarkably smart, or be highly resistant to superhumans rarely mingle with normal humans injury or disease. Others recognize that they pos- Th e superhuman, to any signifi cant extent. Th e average citizen of the sess superhuman abilities, but also realize they’re trained superhuman, United States has never knowingly met a superhu- not powerful enough to act as crimefi ghters (or and gadgeteer statistics man, and never will. Like movie stars and famous criminals), and simply conceal their powers or use discussed in this section professional athletes, they are something people read them to accomplish everyday tasks. Th e highly-pub- do not include the vigi- about, and see pictures of, but never experience. licized, but essentially trivial, healing powers of the lantes and other char- renowned physician Dr. Jeremiah Mugembe, which SUPERHUMAN POWER LEVEL acters found in Dark have done more to diminish the threat of AIDS in Champion settings such Th e study of superhuman demographics must Africa than all the pharmaceutical companies in the as Hudson City. Despite also consider the question of how powerful the aver- world combined, are but one prominent example of the fact that they share age superhuman is. In other words, of the roughly the same world, the two this phenomenon. groups do not inter- 6,000 superhumans existing on Earth today, how And of course, the mere fact that someone mingle (at least not in many are powerful enough to participate in the has suffi cient power to be a costumed superhuman offi cial Hero Games “Superhuman World” as costumed criminals or doesn’t mean he will be. Being a costumed hero or publications), and Dark crimefi ghters? criminal requires more than just superpowers — it Champions characters Th e best data currently available suggests that takes a certain attitude (be it heroic or villainous). aren’t considered a part for every superhuman of notable power (i.e., who, Some psychologists have argued that all costumed of the Superhuman in game terms, qualifi es as at least a Low-Powered superhumans suff er from signifi cant mental prob- World. Superheroic character), there are one to four super- lems, and while that may or may not be true, the fact human individuals whose powers aren’t nearly so remains that some people with superhuman powers extensive or eff ective. In most cases, these persons don’t want to parade around in gaudy costumes and probably don’t even consider themselves “superhu- undertake adventures or commit crimes. Th ey keep their powers hidden, or secretly use them for civilian jobs, and don’t get involved in the so- called Superhuman World. For example, Habitat For Human- ity workers in Atlanta have frequently received mysterious help from an unknown super- human who somehow con- structs entire houses overnight. Whoever this person is, he prefers to keep his identity (and powers) secret and simply go on about his life like a normal person — but he also appar- ently enjoys helping out with charitable projects from time to time. Taking all of this into account, most experts estimate that only about 40% of the world’s 6,000 superhumans are powerful enough to become costumed heroes (or villains) and actually do so, yielding a world population of no more than about 2,400 costumed superhumans. Th is roughly tallies with the best eff orts to date to obtain a “head count” of “capes” (as researchers some- times call them). TRAINING, GADGETEER ING, AND ALIENS Th e fi gure of approxi- mately 6,000 superhumans in the world includes only those persons with innate super- powers, such as the ability to Champions Universe 33

fl y or fi re beams of energy from the eyes. It does not include three groups of persons who may also participate in the Superhuman World: people with advanced training; people able to build super-tech- nology devices; and aliens. Some otherwise normal humans, through dis- ciplined and intensive training, can develop athletic prowess, martial arts, various skills, and related abilities to such a degree that they can compete with superhumans, despite having no true super- powers themselves. Th e superhero Nighthawk and the supervillain Utility both fi t into this category. Although some scientists argue that these individu- als — referred to by some researchers as “TSHs,” or “trained superhumans” — possess “latent superpow- ers,” or superpowers at so low a level they cannot be detected, most people believe these “super”humans are not superpowered at all. Many TSHs use weapons or high technol- ogy, such as Utility’s Omni-Pistol, and that leads to another category of non-superhuman “superhu- mans”: builders of super-technology (known to both superhumans and researchers generically as “gadgeteers”). While some of these people are defi - nitely superhuman (such as the supervillain Cyber- mind, with his innate ability to control, understand, and use machines despite no formal training as an engineer or technician), most simply seem to be scientists or tinkerers with a certain spark of genius that lets them achieve breakthroughs that elude more normal persons. Th e superhero Defender and the supervillain Binder both belong to this group of individuals. Again, some researchers advance the “latent superpowers” theory, but most people believe gadgeteers are not superhuman as that term is gen- erally understood — yet they frequently participate ily uses his superpowers for selfi sh ends including in the Superhuman World. Indeed, the two super- criminal gain, the acquisition of power, the infl iction humans widely regarded as the most dangerous on of pain on others, fl outing the law generally, and the the planet — Dr. Destroyer and Mechanon — both like; whereas a “hero” is a superhuman who uses his derive their abilities solely from technology. powers to oppose supervillains, assist others, prevent Lastly, any analysis of the superhuman popu- disasters, and generally “do good.” lation has to consider the issue of aliens living on Studies have shown that over the course of the Earth. While most aliens known to be living on “Superhuman Era,” the ratio of heroes to villains Earth — like Ironclad, Nebula, and Vibron — have has averaged 40% to 60%. In other words, there are defi nite superpowers of their own, it’s possible that about half again as many villains as heroes. Some- other aliens live on this planet, lacking true super- times the ratio tips a little one way or another, but in powers but possessing abilities derived from their most cases it remains close to this fi gure. As of 2002, alien physiognomy that essentially qualify as “super- the ratio holds. powers.” If so, those aliens keep their existence secret Reasons for this unequal division of superhu- from the world at large, so no accurate estimate of man resources are not diffi cult to discern. Being a their numbers exists or can be derived. “hero” is diffi cult. It requires discipline, self-sacri- According to the best data available, the number fi ce, and a willingness to risk one’s life for little or of TSHs and gadgeteers ranges from 0% to as high as no gain. Villainy, on the other hand, suff ers from 35% of the number of costumed true superhumans few of those drawbacks, and in the best cases can in a given region. Th at leads to an estimated world lead to signifi cant material gain. It may also lead population of about 500-600 such persons, which to punishment by the justice system, but many vil- again roughly agrees with the existing statistics. lains clearly don’t worry about that possibility too much — experience has shown they can usually HEROES AND VILLAINS avoid capture, or fi nd a way to escape if necessary. One last question concerns scholars studying It’s only human nature that so many superhumans superhuman demographics: of the active costumed would turn to crime (even if it’s just petty crime superhumans (and related characters) in the Cham- made easier by the use of superpowers). What’s pions Universe, what percentage are “heroes” and surprising — but gratifying — is that so great a per- what are “villains”? As researchers use these terms, centage of superhumans would choose to become a “villain” is a costumed superhuman who primar- heros. 34 HERO SYSTEM 5TH EDITION

tinguish their campaigns in ways that erhaps the most interesting are both consistent with the comics they aspect of any Champions cam- know and love, and relatively “realistic.” paign is deciding to what extent Th is chapter of Champions Unvierse dis- Pthe existence of superhumans cusses how superhumans have aff ected has changed modern society, and how. the world of the CU, and how modern Th inking about these issues provides society (primarily in the United States) gamers with the opportunity to play a has been shaped by, and reacts to, their few fascinating rounds of “what if?”, and presence. GMs with a chance to defi ne and dis- Champions Universe 35 SUPERHUMANS AND GOVERNMENT overnments, being inclined to monitor, the Bureau of Alcohol, Tobacco, and Firearms), regulate, and exploit things of potential providing information on their true identities, the danger or power, have taken a major inter- nature and extent of their powers, and so forth. Gest in superhumans since they fi rst arose. Costumed crimefi ghters using super-technol- Sometimes they outlaw or regulate them, some- ogy were also required to register with the BATF times they oppress them, sometimes they recruit under diff erent provisions of the Act, and to reveal or hire them. the capabilities (but not precise technical details) of their devices. Although public support for ASPRA was extensive, it was coldly received in THE UNITED STATES the superhuman community. Relatively few super- heroes, and no villains, came forward to register, As the site of the majority of superhuman forcing the government to declare them outlaws. activity on Earth, and the home of most of the Th e truth of the matter, though, was that the world’s superhumans, the United States has paid law was toothless; the government couldn’t pursue more attention to superhuman-related issues, superheroes directly due to not only the negative and spent more money on superhuman matters, publicity involved in targeting popular heroes, but than any other government. Its involvement with the simple fact that without superheroes, America superhumans began in World War II, when it fi rst would be helpless before any number of superhu- began working with newly-emerged superheroes man threats (not to mention the likes of VIPER). and costumed crimefi ghters to combat the Nazi Recognizing this, the government adopted a strat- super-menace in all its many forms. egy of attrition. As supervillains were captured, America’s approach to its superhumans was they were identifi ed as extensively as possible, and a relatively relaxed one until the social turmoil the information entered in the ASPRA databases; of the late 1960s, when certain elements in the when superheroes needed government assistance government became concerned about the pos- or law enforcement sanction (as they oft en did), sible threat superhumans posed to national (and the price for cooperation was registration. Nei- even world) security. It was during this time that ther side was very happy with the result, but in the FBI fi rst began monitoring domestic super- the end it (mostly) got the job done, and allowed humans, and the Department of Defense issued its fi rst Superhuman Survey in 1972. In 1969, the government fi elded its fi rst “offi cial” costumed agent, the All-Ameri- can, who was the product of an only partly-successful superhuman-soldier experiment called Project Perseus. America also used several superpowered espionage agents during the Cold War geopolitical maneuvering of the period, most notably the shapeshift ing Refl ec- tion (who scored numerous intelligence coups against the Russians) and the speedster Ricochet (who was killed in Paris by Bulgarian assassins acting on orders from the GRU in 1974). SUPERHUMAN REGISTRATION In 1980, following an almost suc- cessful attempt by Dr. Destroyer to conquer the United States using several American villains as his pawns, Con- gress responded to widespread public outcries by passing the American Super- human and Paranormal Registration Act. ASPRA required all innately-pow- ered superhumans to register with the federal government (specifi cally, with 36 HERO SYSTEM 5TH EDITION

the United States government to build the world’s causes some friction with other branches of the second-largest database on superhuman powers government (particularly the military), but has (aft er the one maintained by UNTIL). proven so successful in practice that no signifi - ASPRA, or the “Registration Act” as most cant support exists for changing it. superhumans refer to it, has been updated and DOSPA is organized into eight primary divi- revised several times since then, but never abol- sions, whose responsibilities are evident from ished. Responsibility for registration and record- their names: Alien Aff airs; Diplomatic Aff airs; keeping was turned over to PRIMUS when it was Military Aff airs; Mystic Aff airs; National Security founded in 1986. Many states and local govern- Aff airs; Research & Development; Supertech- ments have patterned their own registration laws nology Aff airs; and World Security Aff airs. An aft er it. Today, superhumans are far more used to, Undersecretary heads each division and reports and forgiving, of the Act’s requirements, and com- to the Secretary, who in turn reports to the Presi- pliance with its mandates is more common than dent as requested or required by law. ever. Th e government can proudly point to the Although the current DOSPA Secretary, fact that the ASPRA databanks have never been Andrew Rochester, is a good man who’s well- penetrated by outsiders, nor has any information regarded both within and without the Superhu- obtained through the Act ever improperly been man World, not everyone who works for his used against a registered superhero (on the other Department is so nice. Some of his underlings, hand, ASPRA information about villains is freely including at least one of the people in line to distributed to law enforcement agencies that need replace him should he have to leave the job, have it). decidedly harsher and/or less trusting attitudes toward superhumans. The Department SECRETARY OF DOSPA ANDREW ROCHESTER Of Superhuman And 10 STR 12 DEX 12 CON 10 BODY Paranormal Affairs 18 INT 13 EGO 15 PRE 10 COM 3 PD 2 ED 2 SPD In 1986, following Mechanon’s 4 REC 24 END 21 STUN initial appearance and near- destruction of the United Abilities: Bureaucratics 14-, Conversation 12-, States, President Reagan autho- Criminology 8-, Deduction 13-, High Society rized the creation of two new 12-, AK: Northern Virginia 13-, CK: Washing- agencies specifi cally to cope ton, D.C. 13-, KS: Superhuman World 13-, KS: with superhuman issues. Superpowers 12-, KS: US Government 14-, Th e fi rst, PRIMUS, was a Oratory 12-, Persuasion 12-, PS: U.S. Govern- law enforcement arm of ment Offi cial 13-, PS: U.S. Soldier 11-, WF: the Department of Justice Small Arms, 50 points’ worth of Contacts in (see page 43). Th e second, and the U.S. government and military more important, was the new 25+ Disadvantages: DNPCs (wife and children), Department of Superhuman and Hunted (some supervillain who’s currently Paranormal Aff airs (DOSPA), a annoyed with him), Rivalry (various government Cabinet-level agency. DOSPA’s offi cials who want his job) mandate then, and today, is this: Notes: Only the fourth person ever to head to coordinate the United States’s DOSPA, Andrew Rochester is a veteran of the reaction and response to superhu- United States Army who fought in Desert Storm man-related issues; to manage the and achieved the rank of Major before leaving activities of all of America’s super- the military to join the Department of Defense. human assets (regardless of what His stellar work there on the annual Superhuman specifi c part of the government they Survey drew the attention of the White House, might work for); and to research and and in 2001 President George W. Bush appointed investigate issues pertaining to super- him Secretary of DOSPA. Rochester has a keen humanity, superpowers, super-technol- fascination for issues pertaining to superhuman- ogy, and the like. ity, and holds superheroes such as the All-Amer- Given the extent of the superhu- ican, the Champions, and the Justice Squadron man threats to the United States, in high regard. Under his administration the DOSPA’s power has grown rap- government has been much more cooperative idly over the years, making it one and friendly toward non-sanctioned superhe- of the most publicly-visible parts roes than it was under some previous Secretaries. of the federal government. Ultimately all Rochester is in his early 50s. He lives in sub- superhumans associated with the American urban Virginia with his wife and two daughters. government answer to it, even if they normally work directly with some other agency, and it has jurisdiction over any superhuman- or paranor- mal-related matter. Th is wide-ranging authority Champions Universe 37

THE ALLAMERICAN Skills Val Char Cost Roll Notes 20 +2 Overall 20 STR 10 13- Lift 400 kg; 4d6 [1] 20 +4 Hand-To-Hand 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 3 Acrobatics 13- 20 BODY 20 13- 3 Breakfall 13- 20 INT 10 13- PER Roll 13- 3 Combat Driving 13- 20 EGO 20 13- ECV: 7 3 Combat Piloting 13- 20 PRE 10 13- PRE Attack 4d6 3 Computer Programming 13- 20 COM 5 13- 1 Electronics 8- 3 High Society 13- 15 PD 11 Total: 21 PD (6 rPD) 2 AK: Fort Benning & Environs 11- 12 ED 8 Total: 18 ED (6 rED) 2 CK: Atlanta 11- 5 SPD 20 Phases: 3, 5, 8, 10, 12 2 KS: United States History 11- 10 REC 4 2 KS: Military History 11- 40 END 0 2 KS: Th e Military/Mercenary/ 50 STUN 10 Total Characteristic Cost: 178 Terrorist World 11- 2 KS: Th e Superhuman World 11- Movement: Running: 11”/22” 2 KS: U.S. Military Procedure & Protocol 11- Leaping: 8”/16” 1 Lockpicking 8- 1 Mechanics 8- Cost Powers END 3 Oratory 13- 13 Rocket-Powered Punch: HA +8d6; OIF 3 Paramedics 13- (-½), Hand-To-Hand Attack (-½), 3 PS: U.S. Army Soldier 13- 4 Charges (-1) [4] 1 Security Systems 8- 12 Stars: HKA ½d6 (1d6 with STR), 3 Stealth 13- Ranged (+½), Autofi re (5 shots; +½), 2 Survival (Temperate/Subtropical) 13- Penetrating (x2; +1); OAF (-1), 12 3 Systems Operation 13- Charges (-¼), No Knockback (-¼) [12] 3 Tactics 13- 36 Stripes: Entangle 6d6, 6 DEF, Explosion 3 Teamwork 13- (+½); OAF (-1), 8 Charges (-½) [8] 11 TF: Common Motorized Ground Vehicles, Martial Arts: Commando Training Two-Wheeled Motorized Ground Vehicles, Maneuver OCV DCV Notes Parachuting (Basic, Advanced), SCUBA, 3 Aikido Th row +0 +1 8d6 + v/5, Target Small Motorized Boats, Small Planes, Large Falls Planes, Combat Aircraft , Helicopters 4 Boxing Cross +0 +2 10d6 Strike 7 WF: Small Arms, Blades, Flamethrowers, 4 Choke -2 +0 Grab One Limb, Grenade Launchers, Heavy MGs, Shoulder- 4d6 NND (2) Fired Weapons 4 Escape +0 +0 55 STR versus Grabs Total Powers & Skill Cost: 339 4 Hold -1 -1 Grab Th ree Total Cost: 517 Limbs, 50 STR 4 Judo Disarm -1 +1 Disarm, 50 STR 200+ Disadvantages 4 Kung Fu Block +2 +2 Block, Abort 20 Hunted: Institute for Human Advancement 16 +4 Damage Classes (already added in) 8- (Mo Pow, NCI, Capture/Kill) 12 Armored Costume: Armor (6 PD/ED); 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) OIF (-½) 0 20 Psychological Limitation: True-Blue 3 Polarized Mask Lenses: Sight Group Flash American (Common, Total) Defense (5 points); OIF (-½) 0 20 Psychological Limitation: Code Versus 1 Improved Lung Capacity: Life Support Killing (Common, Total) (Extended Breathing: 1 END per Turn) 0 15 Social Limitation: Secret Identity (James 10 Fleet-Footed: Running +5” (11” total) 1 “Jack” Tiptree) (Frequently, Major) 4 Strong Leaper: Leaping +4” (8” forward, 20 Social Limitation: Subject To Orders (Very 4” upward) 1 Frequently, Major) 2 Strong Swimmer: Swimming +2” (4” total) 1 202 Experience Points 7 Mask Radio: Radio Perception/ Transmission; OIF (-½) 0 Total Disadvantage Points: 517 Background/History: In the late 1960s, with public Perks anger over Vietnam heating up and patriotic feel- 60 Contacts: scads of them in the U.S. military ings at their lowest ebb ever, concerned offi cials and government in the Pentagon decided they needed someone to 3 Fringe Benefi t: Federal Police Powers serve as a powerful, easily-recognized symbol of 7 Fringe Benefi t: Security Clearance American patriotism, American virtues, and the 9 Reputation: America’s national hero strength and honor of the United States military. (throughout Earth, 14-) +3/+3d6 38 HERO SYSTEM 5TH EDITION

Looking around for a way to create this symbol, tive eff orts, the All-American has been a true hero, they hit upon some experiments being performed not simply a soldier following commands. More by an Army scientist named Herman Olafson. than one person who wore the costume was fi red Doctor Olafson was the head of Project Perseus, an from the job for refusing to take orders he consid- off shoot of the Haynesville Project and the latest ered wrong. in the military’s long line of “superhuman soldier” Th e latest in this long line of heroes is Jack projects. He had reached the stage where, through Tiptree, the son of a South Dakota car sales- drug and radiation treatments, he could augment man. Aft er he joined the Marines in 1989, he was a human being’s natural physical and mental capa- selected to become the All-American when his bilities signifi cantly. But he had not yet achieved physical showed him to be perfectly suited for the breakthroughs necessary to induce true super- Perseus treatments. Jumping at the chance to serve human abilities — or even full augmentations his country in such a prominent role, Tiptree soon approaching superhuman levels. found himself garbed in the All-American’s famil- Th e concerned offi cials decided Perseus was iar stars-and-stripes costume. Over a decade later, good enough for their purposes — in fact, maybe he’s still serving his country, having held onto the the Perseus subjects would make job longer than any of his predecessors. Th ough better symbols for America, since some things about the job concern him from time they’d be more like “the common to time, usually he just man.” Th ey ordered Olafson to sus- gets to be a hero, and pend work and turn over all his data that’s more than enough to them. Aft er they reviewed his work, incentive to keep the mask. including detailed background and Personality/Motivation: Like the psychological profi les of all of his other All-Americans, Jack Tiptree is an subjects, they chose Gerald American patriot, through-and-through. It’s his Th omaston to be their country, right or wrong, and he’s proud to rep- symbol — the man they resent it. He follows the orders of his superiors, were going to call “the even when he doesn’t agree with them, because All-American.” that’s the American way as he sees it. He respects Reluctant at fi rst, the President, the fl ag, Mom, apple pie, and all Th omaston soon warmed other things defi nitively American, and defends to the role. Th e concerned them against anyone who would challenge offi cials presented him with a them or knock them — though he never red, white, and blue costume, fi ghts unfairly or dishonorably, since that complete with weapons: razor- would be un-American. Many Americans sharp throwing stars; tangle consider him a “square,” or a tool of the grenades; and special gaunt- military-industrial complex, but neither is lets that allowed him to correct. He’s just a plainspoken American deliver a “rocket-powered trying to be a hero in a complex world. punch” several times a day. And they trained him to Quote: “Every American has it within use his Perseus-given phy- him to be a hero.” sique and mental acumen. Powers/Tactics: Th e All-American Within just a few months, the is the product of Perseus treatments, All-American was presented to the a series of diffi cult (and expensive!) media as a new symbol for America. chemical, radiation, and psychological Th omaston spent several therapies, combined with specialized years in his new role, fi ghting training, developed by the United crime, helping American sol- States military beginning in the late diers with missions, and rescuing disaster victims. 1960s. (Th e exact nature of the Per- A crippling injury removed him from the super- seus process, including how suit- hero game, so the concerned offi cials had to fi nd a able candidates for the treatments replacement. Aft er reviewing thousands of military a r e chosen, remains highly classifi ed personnel fi les, they selected another candidate, and known to only a few high-ranking federal got him to agree to the Perseus treatments, and employees.) While these treatments don’t grant awarded him the mantle of the All-American. superhuman powers, they do enhance the subject’s Since then, four more men and one woman natural physical and mental gift s. In game terms, have worn the costume and carried the legacy of they permanently boost Characteristics. Most sub- the All-American. Now recognized by the Ameri- jects receive ratings of 20 in Primary Characteris- can public, and the world, as “America’s offi cial tics, but some go higher (though they never reach superhero,” the All-American has come to represent the specifi ed campaign standards for “superhu- just the sort of heroic patriotism that the concerned man”). Jack Tiptree is typical of the All-Americans offi cials cynically created for their own purposes. in most respects, and thus has 20s in his STR, INT, And just as cynically, their successors have used the and other Primary Characteristics (making him concept for their own gain and in their own ways. about four times as strong, agile, smart, and charm- But as oft en as not, in spite of their most manipula- ing as the average person). Champions Universe 39

Like every All-American, Jack has been war, most of those heroes retired, and the Depart- trained in the arts of hand-to-hand combat, acro- ment did not make any serious eff orts to replace batics, and the like. He’s picked up a wide variety of them. It wasn’t until the 1960s, during the height other skills through his military training and on- of the Cold War and the fi ghting in Vietnam, that the-job experience. He carries three weapons for the DoD fi rst tried to both actively recruit super- use in combat. His Stars are fi ve-pointed shuriken humans for the military, and create “superhuman (throwing stars) with an almost monomolecularly- soldiers” of its own (see below). sharp edge, which makes it possible to embed them As of 2002, the Department of Defense in nearly any target. His Stripes are fl exible red and employs fi ve superhumans: Victory, who belongs white bar-shaped tangle grenades capable of eff ect- to the Air Force; Fusillade and Bulwark, who are ing numerous targets over a small area. Lastly, his members of the Army; Swordfi sh, who belongs Rocket-Powered Punch is a right-hand gauntlet with to the Navy; and an unidentifi ed superhuman compressed-air jets that lets him deliver a dev- employed by the DIA. Bulwark, Fusillade, and astating blow, but only four times a day. He saves Victory have all seen action during the fi ghting the Punch for desperate moments and foes who in Afghanistan, and made valuable contributions won’t fall to his normal blows. He sometimes uses to the war eff ort. Additionally, many superheroes a Stripe to hold a target motionless long enough to contribute their knowledge, skills, or technical deliver a Rocket-Powered Punch. resources to the Defense Advanced Research Proj- Campaign Use: In most cases, the All-American ects Agency (DARPA) on an occasional basis. should function simply as an NPC superhero with THE SUPERHUMAN SURVEY whom the PCs might sometimes ally themselves. If Th e DoD’s best-known involvement with the PCs are wanted by the law, or otherwise not on the Superhuman World in the modern day is its good terms with the government, the All-Ameri- preparation of the annual Superhuman Survey can might end up cast in the role of “villain” as he for the United States government. Begun in 1972, tries to help the authorities bring the heroes in for the Superhuman Survey (more formally referred questioning. He’d never Hunt a superhero other- to as the “Survey of Superhuman and Paranormal wise, and if pressed by his superiors to apprehend Th reats to National and World Security”) assesses someone he believes to be a genuine hero, is likely the current superhuman and paranormal threats to to defy orders — which would make him work with not only the safety of the United States and its citi- the PCs (to help prove to the government that his zens, but the world; it also analyzes the past year’s judgment was correct, if for no other reason). activity in the Superhuman World and discusses If the All-American is too powerful for your any important implications. campaign, tone down his weapons and Martial Arts Th e Survey ranks supervillains and supervil- a bit, but don’t reduce his Characteristics unless it’s lain teams in four “classes”: Omega, Delta, Beta, absolutely necessary. If he seems too weak, increase and Alpha. An Omega-class supervillain has the his SPD to 6, add some Damage Classes to his power to threaten the security, safety, and/or exis- attacks, provide him with some additional weapons, tence of the entire world; a Delta-class supervillain and/or give him another Overall Level or two. poses a credible threat to the national security of Appearance: Th e All-American wears a distinctive the United States. Most villains fall into the much red, white, and blue costume well-known to the less dangerous Beta and Alpha categories. citizens of the United States for over thirty years Th e Superhuman Survey is widely distributed (thanks to extensive media campaigns promot- throughout the government, and versions with ing him, and his numerous appearances on the classifi ed or sensitive information redacted are sold broadcast news and in the papers). Th e shoulders to the public. (Among the information redacted is and arms are blue, with his white Stars mounted six the government’s confi dential opinion regarding each on his outside upper arms (when detached for the reliability, trustworthiness, and threat level of throwing, they reveal a similarly-shaped patch of known superheroes.) More than one supervillain white cloth to maintain the appearance). Th e rest of has been known to brag about his position in “the the torso is red, the trunks and belt are white (with rankings.” special compartments to hold his Stripes), and the Th e Survey includes a short appendix assess- legs are red as well. His boots and gauntlets are ing threats to other countries and regions of the made of blue-colored metal; the gauntlets have dis- world. Many nations prepare their own version of tinctive fl ares at the end to hold the compressed air the Survey to evaluate threats to themselves, and technology that enables his Rocket-Powered Punch. UNTIL likewise reports on threats to world safety. He conceals his identity with a blue domino-style mask. Th e Superhuman Survey 2002 Th e 2002 edition of the Superhuman Survey contains relatively few surprises, with the exception The Department Of Defense of the return to the report of Dr. Destroyer aft er a ten-year absence that so many offi cials hoped was Th e Department of Defense has been involved permanent. Destroyer resumes his position at the with superhumans since World War II, when its top of the Omega-class list, a ranking he held virtu- predecessor worked closely with them to coor- ally every year from 1975 to 1992. Other villains dinate eff orts to oppose Nazi superhumans and on the Omega-class list include Gravitar, Istvatha related military assets. Following the end of the V’han, Mechanon, Menton, PSI, Takofanes the 40 HERO SYSTEM 5TH EDITION

SUPERHUMAN SOLDIER PROJECTS Th e Department of Defense, like many similar organizations around the world, has from time to time attempted to create its own superhumans for mili- tary purposes. Its results have been decidedly mixed. (Note that “superhuman soldier projects” diff ers from “super-soldier projects,” which are attempts to create enhanced human soldiers that aren’t truly superhu- man. Th e All-American is, technically, a super-soldier, since his abilities don’t qualify him as a true superhu- man and the Perseus Project failed in its goal to create superhuman soldiers.) America’s initial eff orts to create its own superhu- man soldiers were haphazard aff airs by the Depart- ment of War during World War II, when the existence of superpowers was still so new that no systematic knowledge of them was available. Several scientists, either employees of the War Department or indepen- dent researchers, approached the government with various theories and processes that would supposedly create superhumans. Virtually all of these experiments failed of their own accord, though a few were sabo- taged by the enemy. Only two, Project Achilles (created by Dr. Malcolm Merriweather) and Project Ascension (created by a group of War Department scientists) suc- ceeded. Th eir end results — the superheroes Achilles and the Comet — both died in action during the war. Later analysis strongly suggests that Project Ascension succeeded only because its test subject was a mutant, and that the Ascension process itself does not work; the data from Project Achilles remains highly classi- fi ed. Also of note during World War II was the PROJECT Undying Lord, and the Warlord and his organiza- Haynesville Project, which began in the Kansas farm- SUNBURST tion. ing town of the same name aft er Captain Patriot was VIPER is the most prominent name on the revealed to the world. Initially devoted to studying the One of the government’s Delta-class list; as usual, it fails to make the Omega nature and strength of various superpowers, the Proj- most unusual attempts list only because its size makes it so much easier for ect quickly shift ed toward trying to fi nd ways to create to create superhuman the government to track its general movements and superhumans. Without the Haynesville Project’s data soldiers was Project Sun- activities. Other Delta-class threats include ARGENT, and assistance, neither Achilles nor Ascension would burst. Begun in 1994 by a Dark Seraph and the Crowns of Krim, DEMON, have succeeded. Th e Project was declassifi ed and shut group of rogue generals, Eurostar, Holocaust, Masquerade, Teleios, the Ulti- down following the war. Sunburst was intended mates, and Dr. Yin Wu. Note that not all of these vil- Th e Department of Defense renewed its eff orts to measure soldiers’ lains are necessarily violent; Masquerade makes the to create superhuman soldiers in the late 1960s with resistance to the eff ects of nuclear war, and to create list primarily because of his/her ability to eff ortlessly Project Perseus, which yielded only the All-American. superhuman soldiers infi ltrate government installations. However, the information obtained through Perseus with the ability to survive Th e Beta-class list includes some surprisingly was carried over into a variety of projects during the a nuclear war and keep powerful villains, such as Firewing and Grond. Ordi- 1970s, one of which, Project Yeoman, succeeded in fi ghting. narily villains of such power could easily ascend at 1977. Six Navy SEALs who underwent the Yeoman least into the Delta-class rankings, but their motiva- process emerged with low-level superpowers (mainly Th e generals and their tions or modus operandi keep them from posing superhuman strength and toughness), and were scientists gathered a a greater threat to the United States. Both can be formed into a powerful elite forces unit christened group of over 200 sol- extremely destructive, but neither has any sustained Ameriforce One. Ameriforce One performed many diers, who were told they interest in conquest or similar activities. Other “Betas” valuable secret missions for the United States until were participating in a include Anubis, Black Paladin, Cybermind, and Tes- 1983, when its members were killed when a stranded “wargame” involving a seract. Soviet sub they were trying to recover exploded. nuclear weapon scenario. Th ey equipped these Any villain not on one of the other three lists Th e DoD’s researches progressed through the hapless guinea pigs with ends up as an Alpha. As the DoD itself always notes 1980s, as DARPA began to explore the possibility special protective suits in the preface to the Survey, a villain’s ranking of cybernetic or biological augmentation instead of they wanted to test, which depends solely on his general ability to threaten the eff orts to induce “normal” superpowers. It achieved a also included instruments world, America, or substantial numbers of people. few temporary successes, but nothing of lasting value. designed to measure the Even an Alpha-class villain, such as Ankylosaur or It redoubled these eff orts aft er 1992, when public eff ects of the experiment. Lodestone, poses an extreme risk to any individual or outcry over the Detroit disaster led to increased fund- business. ing of superhuman soldier projects by Congress. In Continued on next page 1998, scientists working on what was dubbed Project Champions Universe 41

Onslaught revealed a new superhuman soldier, code- Defense (15 points) 0 Continued from last page named Janissary, to top Pentagon offi cials. Created 6 Wrist Communicator: HRRP; OIF (-½), Th ey put the volunteers largely by splicing genetic material from animals into Flashed As Sight And Hearing Group As into the fi eld and deto- his DNA, Janissary performed superbly in all tests Well As Radio Group (-½) 0 nated a special low-yield set for him by the military, though some doubts were nuclear weapon several raised about his mental fi tness for duty; the treatments Perks hundred yards away from seem to have left him prone to violent outbursts and 30 Contacts: various in the U.S. military and them. rebellious behavior. Th e DoD is currently trying to government decide whether the program is worth continuing, in 3 Fringe Benefi t: Federal Police Powers Most of the volunteers died instantly, or over the light of these problems and its tremendous expense. 7 Fringe Benefi t: Security Clearance next several weeks from 6 Reputation: American military hero VICTORY intense radiation poison- (throughout Earth, 14-) +2/+2d6 Val Char Cost Roll Notes ing as doctors monitored their vital signs but did 30 STR 20 15- Lift 1,600 kg; 6d6 [3] Skills little to ease their pain 21 DEX 33 13- OCV: 7/DCV: 7 12 +4 with Plasma Manipulation Multipower — the “protective suits” 22 CON 24 13- were useless as a defense, 10 BODY 0 11- 2 Animal Handler (Equines) 14- though they did gather 15 INT 5 12- PER Roll 12- 3 Bureaucratics 14- some data the generals 15 EGO 10 12- ECV: 5 3 Combat Piloting 13- considered valuable. But a handful of volunteers did 23 PRE 13 14- PRE Attack: 4½d6 3 Computer Programming 12- 18 COM 4 13- not die; instead, they were 3 High Society 14- mutated in various ways. 2 AK: Seymour Johnson AFB & Environs 11- One, Randall Gordon, 10 PD 4 Total: 13 PD (3 rPD) 2 AK: Cape Canaveral & Environs 11- showed only minor 14 ED 10 Total: 17 ED (3 rED) 2 KS: Gardening 11- physiological changes; 6 SPD 29 Phases: 2, 4, 6, 8, 10, 12 3 KS: Th e Superhuman World 12- others were somehow 10 REC 0 2 KS: U.S. Military Procedure & Protocol 11- imbued with the energies 74 END 15 2 Navigation (Space) 12- of the blast. Most of the 40 STUN 4 Total Characteristics Cost: 171 3 Power: Plasma Powers 13- survivors fell into deep 2 PS: U.S. Air Force Pilot 11- comas. Movement: Running: 6”/12” 2 PS: Astronaut 11- Flight: 20”/80” 3 Riding 13- Th e generals hid the survivors, placing most 3 SS: Astronomy 12- Cost Powers END of them in a top secret, 2 SS: Biology 11- heavily-secured facility 75 Plasma Manipulation: Multipower, 3 SS: Meteorology 12- 75-point reserve nicknamed “the Crypt,” 3 SS: Physics 12- and putting others else- 7u 1) Plasma Bolt: EB 15d6 7 3 Stealth 13- where. Since then, at least 7u 2) Plasma Blast: EB 10d6, Reduced 3 Tactics 12- three of the survivors Endurance (0 END; +½) 0 3 Teamwork 13- have manifested super- 7u 3) Plasma Burn: EB 10d6, Armor 6 TF: Combat Aircraft , Large Planes, powers and turned to Piercing (+½) 7 Parachuting (Basic, Advanced), Small crime: Randall Gordon 7u 4) Plasma Burst: EB 10d6, Explosion (+½) 7 Planes, Spaceplanes gained the ability to 50 Plasma Shields: Multipower, control an experimental 50-point reserve suit of armor and became Total Powers & Skills Cost: 443 the Armadillo; Jason 6m 1) Personal Plasma : Force Field Total Cost: 605 (10 PD/10 ED), Reduced Endurance Matthews lost his voice and was turned into the (0 END; +½) 0 200+ Disadvantages “walking radiation bomb” 10m 2) Energy Screen: Force Wall (8 PD/8 ED; 15 Distinctive Features: glowing form and known as Radium; and 5” long and 2” tall) 5 eyes (Not Concealable; Noticed And Tim Colton was liberated 45 Power-Flight: Multipower, Recognizable) from the Crypt by none 45-point reserve 25 Hunted: Mechanon 8- (Mo Pow, NCI, other than Dr. Destroyer 4u 1) Flying: Flight 20”, x4 Noncombat 4 Capture) to become Gigaton, the Doctor’s chief of security 2u 2) Spacefl ight: FTL Travel (4 LY/day), 25 Hunted: VIPER 8- (Mo Pow, NCI, Kill) (and the most power- Costs Endurance (-½) 0 20 Psychological Limitation: Code Of Th e Hero 52 Energy Consumption: Absorption 6d6 ful Sunburst survivor to (Common, Total) date). (energy), any physical Primary 20 Psychological Limitation: Code Versus Characteristic one at a time (+¼), Can Killing (Common, Total) Absorb Maximum Of 60 Points’ Worth Th e generals behind Proj- 15 Social Limitation: Public Identity (Kristine ect Sunburst continue to Of Energy 0 Griswold) (Frequently, Major) keep things secret and 9 Energy-Infused Form: Armor (3 PD/3 ED) 0 20 Social Limitation: Subject To Orders (Very maintain the Crypt. Th ey 20 Energy-Infused Form: Life Support Frequently, Major) live in fear that other sur- (Self-Contained Breathing, Diminished 20 Vulnerability: 2 x Eff ect from Drains vivors will develop super- Eating: Once Per Week, Safe Environments: (Common) powers, and that one will Intense Cold, Intense Heat, High Pressure, 254 Experience Points eventually expose them. High Radiation, Low Pressure/Vacuum) 0 Only time will tell if they are right to fear. 15 Eyes Of Th e Sun: Sight Group Flash Total Disadvantage Points: 605 42 HERO SYSTEM 5TH EDITION

tions and repercussions of having to follow ques- Background/History: An astronomer and Air Force tionable orders when her Subject To Orders clashes combat pilot, Kristine Griswold was fortunate with her Code Of Th e Hero, she usually fi nds a way enough to be accepted into the U.S. astronaut pro- to resolve the confl ict to her own satisfaction. She’s gram. Aft er years of training, she fi nally had the had to refuse to follow orders less than half a dozen chance every astronaut dreams of — to be part of a times during her career, and each time her decision Space Shuttle mission! was upheld by higher-ranking offi cers. Th e mission was going perfectly until an Unfortunately, Victory’s powers and duties unpredicted, and unusually intense, burst of solar have left her somewhat isolated from society, radiation bombarded the Shuttle. Kristine’s fellow making her feel lonely (though she’d never admit astronauts seemed basically unaff ected, but the it). Unable to hide her energy glow and glowing strange cosmic energies had a defi nite eff ect on her. eyes, she can’t go anywhere in public without being She began to feel poorly, and her temperature rose. mobbed by admirers and fans, making it diffi cult to Aft er a day of fever, she was suddenly better, and go on dates, spend a little time shopping, or attend in fact had begun to emit a strange yellowish glow. cultural events. She tends to socialize mostly with Her now-pupilless eyes glowed, too. fellow offi cers or other superhumans. She’d really Th e mission was like to break out of this rut, but so far hasn’t found quickly scrapped and the a way to do so. Shuttle returned to Earth. Quote: “Bombs and missiles aren’t the only things Scientists examining the Air Force has that you need to worry about.” Kristine couldn’t explain Powers/Tactics: Th rough means not understood exactly what happened, by conventional science, exposure to intense but their tests confi rmed solar radiation caused Victory to develop that she’d somehow been energy manipulation powers. (She does granted powers of energy not register as a mutant to standard manipulation and detectors.) Th e energy she emits and control. Rather controls is basically similar to plasma, than waste such but has some odd diff erences scien- a valuable asset tists can’t fully account for or explain. as a simple astro- Th e mystery of her powers doesn’t naut, the American really concern Victory, but it has government persuaded attracted the interest of other parties, her to become including, most ominously, Mechanon one of its “offi cial” (who would like to capture her, drain her superhuman energy, and use it to power one of his super- assets. weapons). Kristine Victory can emit bolts and blasts of energy was reluctant for off ensive purposes, or protect herself (and to become a hero sometimes others) with shields of energy. at fi rst, but she soon found (Note that the slots in her defensive Mul- she enjoyed it. As “Victory” (a tipower are Flexible, so she can mix name chosen for her by the Air and match Force Field and Force Force), she could do more to Wall to obtain the best result for any help people than she ever could as given situation.) She can also absorb an astronomer and astronaut. Even better, as her energy, using it to boost her strength, powers developed, she gained the ability to survive agility, or resilience. (She also absorbs in space, and even to travel faster than light! She ambient light and radiation, “feeding” ended up with the best of both worlds. on them so she only has to consume Victory has served her country as a superhero physical food about once a week.) Since for nearly a decade now, and has worked with most her entire body is infused with energy, she doesn’t other offi cial American superheroes, and plenty of have to breathe, can withstand the eff ects of envi- non-sanctioned ones as well when she needed to. ronments that would kill normal humans, and can She’s fought beside the Army in places like Afghani- fl y. In space, she can attain velocities exceeding the stan, rescued trapped space station workers, helped speed of light; she sometimes goes out “exploring” with the demolition or creation of federal facilities, the greater galaxy, but rarely goes far for fear of assisted disaster victims, and stopped the crimes getting lost or being away from Earth when she’s and schemes of numerous supervillains. Although needed to cope with some emergency. her duties leave her with relatively little time to pursue her hobbies (horseback riding and garden- Campaign Use: Besides using Victory as you might ing), she wouldn’t give up her life for anything. other offi cial government heroes (i.e., to create stories based on the confl ict between duty and Personality/Motivation: Victory is a genuinely kind- ethics), the most interesting thing you can do with hearted and sympathetic person who gains a deep her is delve into the mystery of her origin. What sense of satisfaction from her heroic activities. caused the unusual solar fl are? Why did it grant her Although she’s sometimes troubled by the implica- powers, and no one else? Will her powers continue Champions Universe 43 to grow and strengthen, perhaps to the point where THE SECRET she becomes a danger to others? SERVICE AND Victory should be powerful enough as-is for SANCTION PACKAGE DEAL SUPERHUMANS most campaigns. If she proves a little too weak, Th is package represents the Skills and abilities boost her defenses, and perhaps allow her Absorp- Champions Universe superheroes with United Of the various federal tion to feed into her Plasma Manipulation Multip- States government sanction should have. Sub- agencies associated with ower reserve and Energy Blasts. If she’s too strong, stitute other “Police Powers” Fringe Benefi ts as law enforcement and trim a few points off SPD and other Characteristics, appropriate for states, cities, and the like. Various related duties, the Secret drop her Plasma Manipulation Multipower to 60 Disadvantages (including the Social Limitation Service has traditionally Active Point powers, and reduce her other powers Subject To Orders) might also be appropriate for been, and remains, the accordingly (you may also want to get rid of her sanctioned heroes. most inimical to super- humans of any sort. It Absorption entirely). Cost Skills and Perks almost always refuses Victory is not the sort to Hunt anyone unless 2 KS: Federal Criminal Law 11- to hire, or work with, ordered to do so. As a Hunter, she’ll pursue a target 2 KS: Federal Criminal Procedure 11- any superhumans, and methodically and relentlessly, calling on all the 6 One or more Contacts in the federal justice arrests those who try to governmental resources she can access to track her system, of the player’s choice help without permission quarry down and capture him unharmed. 3 Fringe Benefi t: National Police Powers as threats to the safety of Total cost: 13 points the President. Appearance: Kristine Griswold is a woman in her early 40s, though she appears to be about 30. She Secret Service agents has short blonde hair and blue eyes, and stands — all factor into the decision. wear clothes tailored 5’10” tall; her features are well-known from her Superheroes granted sanction buy the National Police Powers Perk (if the sanction is only tempo- from the same high-tech many appearances on television news shows and fi bers used in PRIMUS interviews. As Victory, she wears a simple costume rary, characters don’t have to pay points for it). Th e government oft en exacts concessions from heroes agents’ uniforms, and — mostly a metallic-looking gold, with red boots carry advanced fi rearms in exchange for a grant of sanction. Th e agreement and highlights, and the sleeves ending above her equipped with ammuni- wrists to leave her hands uncovered. She wears no of superteams to include a government liaison tion able to aff ect most mask or headgear. A soft yellow-gold glow sur- among their employees, the sharing of technologi- superhumans (RKA rounds her body at all times, and her pupilless eyes cal secrets, or a solemn oath to turn over captured 2½d6, Armor Piercing). glow a more intense gold. devices or data to the government are all among the Every Secret Service concessions oft en obtained. agent receives special psychological train- The Department Of Justice PRIMUS ing that gives him 20 In 1986, following Mechanon’s almost-success- points’ worth of Mental Because of superheroes’ prominent role as ful attempt to take over the United States, Congress Defense, as a precaution crimefi ghters, the Department of Justice is more authorized the DoJ to create a new federal law against psionic supervil- closely associated with superhumans in the public enforcement organization solely to pursue super- lains. Th eir trademark dark sunglasses provide mind than most governmental agencies. Th e criminals. Th is was also an eff ort to defl ect critics Sight Group Flash DoJ not only employs more superhumans than of the government’s policy, at that time, of bar- Defense (5 points) and any other division of the federal government, it’s ring UNTIL from United States territory. Th e DoJ contain sophisticated responsible for granting offi cial law enforcement responded by creating the Paranormal Research communications tech- sanction to independent heroes. and Investigation Mission of the United States — or nology (High-Range Radio Perception). SANCTIONING PRIMUS, for short. PRIMUS was initially conceived of as an Superheroes not directly employed by the fed- agency like UNTIL, in that it would employ normal eral government may apply to the Department of human operatives equipped with advanced tech- Justice for sanction, which grants them law enforce- nology designed for combatting superhuman and ment powers roughly equivalent to those possessed paranormal menaces. However, Dr. Lucius Alex- by agents of the FBI. A grant of sanction may be ander, one of the scientists assigned to work with temporary or permanent; permanent sanction is the agency, alerted its leaders to a discovery he had subject to periodic review at the government’s dis- recently made — a super-serum he called Cyber- cretion. line. When given to certain subjects on a regular Th e United States is glad to work with respon- (daily) basis, Cyberline granted them superhuman sible, upstanding superheroes, but it won’t grant or near-superhuman strength and refl exes. Aside sanction to just anyone. It reviews each candidate from some “mildly addictive” properties, Cyberline thoroughly to ensure he will not abuse the privilege seemed to have no negative side eff ects. and is suitable for it. Only candidates who comply Top Justice offi cials quickly restructured with the American Superhuman and Paranormal PRIMUS to make use of the Cyberline concept. Registration Act will be considered, and the candi- Th e leader of the organization would now be the date must submit himself for psychological testing subject most responsive to Cyberline, code-named as well. Superteams requesting sanction must have the Golden Avenger. His primary fi eld operatives a charter and other indications of stability. Th e would be other Cyberline-compatible agents, applicant’s record of conduct — his ability to work called Silver Avengers (many of whom would lead well with the authorities, his respect for the govern- regional offi ces). Th e remainder of the organiza- ment, the nature and extent of his crimefi ghting tion’s employees — the vast majority of its agents activities, and his past successes as an adventurer — would be ordinary humans equipped with the 44 HERO SYSTEM 5TH EDITION

PRIMUS latest technology. TECHNOLOGY For the past 16 years, PRIMUS has proven to be Here are a few examples an invaluable asset of the of the equipment rou- U.S. government. Even aft er tinely employed by UNTIL was allowed to operate PRIMUS agents: in American territory in 1993, PRIMUS retained the primary PRIMUS Plasma Rifl e: responsibility for combat- Th is silver-grey weapon ting superhuman crime in uses plasma technology the United States. Th e orga- to project a powerful nization has regional offi ces beam of energy. Many in several cities (including squads of PRIMUS agents train to focus Boston, New York City, Wash- multiple beams on a ington D.C., Atlanta, Miami, single target in the hope Vibora Bay, New Orleans, of taking him out of a Chicago, Millennium City, fi ght quickly. Seattle, Denver, San Francisco, Energy Blast 8d6, 4 and Los Angeles), and smaller clips of 32 Charges each offi ces in others. It maintains (+½) (60 Active Points); a force of approximately OAF (-1), Two-Handed 12,000 fi eld agents, and has Weapon (-½). Total cost: been instrumental in ending 24 points. numerous superhuman threats to the people and secu- PRIMUS Flashbang Gre- nade: Th is weapon is rity of the United States. designed to incapacitate As of 2002, the Golden and weaken an oppo- Avenger is Daniel James John- nent without causing son (known to his friends as him (or any innocent “DJ”), a former F-14 pilot who bystanders) signifi cant succeeded Robert Kaufman in injury. PRIMUS agents the position in 1997. He’s well- use code-words to alert known in Washington for his of Andrew Rochester’s and shares the DOSPA their squadmates that no-nonsense attitude, take-charge personality, and they’re about to use one. Secretary’s opinion of superhumans. Since being encyclopedic knowledge of superhumans. appointed by President Clinton in 1996, Parks has Sight and Hearing PRIMUS agents oft en work with superheroes, Group Flash Attack 8d6 expanded the Bureau’s roster of superheroes. It now though their reactions to costumed crimefi ghters (45 Active Points); OAF employs eight: Tarantula and Firebrand, stationed are mixed. On the one hand, many agents owe their (-1), Range Based On in New York City; Kodiak and Teknique, stationed lives to superheroes, and have a healthy respect for STR (-¼), 6 Charges in Millennium City; Stalwart, who works with (-¾). Total cost: 15 their abilities, bravery, and heroism. Th is attitude the Hostage Rescue Teams; and three — Bellatrix, points. is pronounced in fi eld offi ces where the Silver Insight, and Proton — who shuttle around the Avenger(s) favor heroes, such as Millennium City, country as needed. Insight, with his psionic powers, PRIMUS Wiregun: New York, and San Francisco. On the other hand, frequently performs telepathic scans of applicants Known as a “Haywire” many agents regard superheroes, at least in part, as for sanction or certain types of suspects. to fi eld agents, this “renegades” and “unprofessional” — people who rifl e shoots a coil of hinder PRIMUS’s mission as much as help it in memory-metal wire that wraps around a target many cases. Several Silver Avengers, particularly THE DEA and incapacitates him. those heading the Miami and Seattle offi ces, share Th e Drug Enforcement Administration tends this opinion. Entangle 5d6, 7 DEF to make less use of superheroes than the FBI. Given (60 Active Points); THE FBI its emphasis on undercover work and elaborate OAF (-1), Two-Handed intelligence-gathering missions, it has fewer jobs Th e Federal Bureau of Investigation’s broad Weapon (-½), Limited appropriate to fl ashy, larger-than-life crimefi ghters. jurisdiction over 200 diff erent federal crimes Range (10”; -¼), 6 However, its Miami offi ce has sometimes worked Charges (-¾). Total cost: throughout United States territory oft en brings it with an aquatic superheroine named Jetstream to 17 points. into contact with superheroes (and confl ict with interdict drug traffi cking from the Caribbean, and supervillains). Th ough it sometimes squabbles in cooperation with the Border Patrol recently PRIMUS Uniform: Th e with PRIMUS over these matters (the Bureau still hired a fl ying hero called Cloudcutter to help patrol standard PRIMUS fi eld hasn’t gotten over having primary responsibil- the United States-Mexico border. uniform, in navy blue ity for supercrime taken away from it in 1986), it with gold highlights, usually makes positive contributions to eff orts to is woven of high-tech STRONGHOLD fi bers that protect the stop supervillains. Its forensics labs, the best in the By the mid-1970s, the federal and state gov- wearer from harm, but world, frequently analyze evidence from super- ernments realized their numerous attempts to fi nd are so light they do not crime sites. ways to restrain superhuman criminals had largely Th e FBI’s current director, former CIA agent failed. Supervillains escaped jails and prisons with Continued on next page and US Attorney Hamilton Parks, is a good friend some regularity, making a mockery of the justice Champions Universe 45

escapes from Stronghold are a rare (though by no Continued from last page means unknown) event. hinder movement. As of 2002, the warden of Stronghold is Dr. Armor (8 PD/8 ED) (24 Arthur Wildman, son of the man who originally Active Points); OIF (-½), conceived of the project. A fi rm but fair man, Dr. Activation Roll 14- (-½). Wildman keeps a careful eye on his “charges” and Total cost: 12 points. ensures not only that they don’t escape, but that they aren’t abused. He does his best to rehabilitate PRIMUS Helmet: Th e them, though it’s usually a losing battle. PRIMUS uniform includes a helmet that comes equipped with NASA communications gear. Th e National Aeronautic and Space Admin- Radio Perception/ Transmission (Radio istration has many responsibilities that relate to Group) (10 Active superhumans and paranormal phenomena. It Points); OIF (-½). Total monitors near and far space (in conjunction with cost: 7 points. UNTIL’s space station, GATEWAY) looking for signs of alien visitors or invaders, and maintains what may be the world’s most extensive database STRONGHOLD CELL on what humanity knows about sentient life on CONFIGURATIONS other planets. (As part of this database, it constantly gathers information about known aliens on Earth, Here are just a few of including Firewing, Herculan, Ironclad, Nebula, and the possible confi gura- Vibron.) It oft en solicits the help of superhumans tions of Stronghold cells. system. Amid a public outcry for action, the Justice with its various research projects, or to get vehicles Each is powered by the Department announced Project Stronghold. and other equipment into space quickly and safely. facility’s generators. Stronghold was envisioned as an enormous (Its United States Space Station, scheduled for full maximum security prison designed specifi cally to operational capability in 2005, would not have been Anti-Intangibility Cell: hold only superhuman criminals. Th e brainchild possible without the help of many superheroes.) In Aff ects Desolidifi ed of the brilliant but eccentric Dr. Charles Wildman, the event America ever establishes formal contact (+½) for DEF 20 (30 Stronghold would incorporate the latest technol- with alien species, NASA and the State Department Active Points); Partial ogy and ensure that a captured supervillain stayed would jointly coordinate diplomatic relations with Coverage (-2), Costs Endurance (-½). Total captured. Aft er contentious Congressional hearings, the non-humans. funding for Stronghold was approved. Construc- cost: 9 points. tion was completed in 1978, and the “super-prison” has remained a vital part of the national strategy to OTHER GOVERNMENTS Anti-Psionic Cell: Mental combat supercrime to this day. Although it has suf- Defense (30 points) (30 fered a few breakouts and other problems, it nor- Th e United States is not the only govern- Active Points); Partial Coverage (-2), Costs mally does exactly what it was intended to — keeps ment to develop policies and procedures regarding Endurance (-½). Total supervillains incarcerated for the duration of their superhumans. cost: 9 points. sentences. AUSTRALIA Stronghold is managed by the federal Bureau Anti-Teleport Cell: Th anks to the relatively low level of superhu- of Prisons. By special arrangement with the states, Cannot Be Escaped Stronghold takes superhuman prisoners accused or man activity Down Under, the Australian govern- With Teleportation (x2; convicted solely of state crimes as well. Th e Bureau, ment has never established an offi cial superteam +½) for DEF 20 (30 with the assistance of PRIMUS, even provides a or initiated a superhuman registration policy. It Active Points); Partial retrieval service to pick up villains for transport to does work closely with several independent heroes, Coverage (-2), Costs Stronghold. including the powerful mystic Walkabout, who Endurance (-½). Total Built on (and into) a desolate mesa in the New keeps a careful eye on the mysterious dimension cost: 9 points. Mexican desert, Stronghold is completely isolated known as the Dreamtime and the many dangerous and self-suffi cient. Th ere are no towns for dozens of things that dwell therein. Reinforced Cell: +10 miles, and no water between them and the prison. DEF (30 Active Points); CANADA Partial Coverage (-2). Th e prison has its own power generation facility Total cost: 10 points. and hospital; food is brought to the prison on a Canada’s policies and practices regarding monthly basis. superhumans closely mirror those of the United Weakness Cell: Sup- Every part of Stronghold is heavily secured, States, since it experiences a lot of “spillover” super- crime from its neighbor to the south. In 1978, it press STR 6d6, Reduced and the sensitive areas (control center, communica- Endurance (½ END; tions center, and so on) particularly so. Th e cells are established an offi cial superteam known as the Northern Guard, but the team’s record has been +¼) (37 Active Points); built not only for durability, but to incorporate vari- Only Within Defi ned spotty. It has broken up on several occasions, only ous modular systems that can stymie superpowers Area (-2), Can’t Reduce (see accompanying sidebar). Hot Sleep chambers to re-form later with some (or all) new members. STR Below 10 (-0). Total (see Champions, page 121) are available for super- Th e last Northern Guard existed from 1993-98; cost: 12 points. humans like Firewing and Dark Seraph who are so Canada has been without an offi cial superteam powerful that not even a standard Stronghold cell since then. Canadian superhumans are required to can hold them. As a result of this attention to detail, register under a law almost identical to ASPRA. 46 HERO SYSTEM 5TH EDITION

MEMBERS OF THE TIGER SQUAD

Here’s a partial list of members of the Tiger Squad (the names given are English translations). Ones with an asterisk by their name are pro- democracy, though they generally prefer to work within the system to eff ect positive change. Gossamer Storm of its superhumans underground or to other Earthquake Fist countries in Western Europe. It has an offi cial Luan superteam with three members: Tricolor, who can Quicksilver duplicate into three persons embodying the French Summer Cloud* national motto; Volt, who has electrical powers; and the Musketeer, a swashbuckling costumed acrobat. Winter Dragon Th e team’s offi cial designation is “the Sixteenth GraniteMan Bureau,” but its members prefer to call themselves Technocrat* “the Vanguard.” Shining Dawn* GERMANY Red Bullet Germany’s exploitation of superhumans in CHINA World War II led to a general distaste for the sub- Th e Chinese government has a harsh policy ject that remained through the early 1980s. Th e toward superhumans. Beijing has declared that all German media rarely said more about superhuman Chinese superhumans are either servants of the activity than it absolutely had to, and the govern- state, or outlaws. When reports reach the authori- ment’s offi cial policy about superhumans was to ties about a new superhuman, they track him down ignore them as much as it could. Th is began to and take him to a special training compound in change in the ’80s, as old memories faded and the central China whose exact location is a carefully- people began to see the benefi ts of having super- guarded state secret. Many Chinese supers spent heroes around. Since 1991 the government has their entire childhoods there. required the registration of superhumans under a Once properly trained (and indoctrinated), policy similar to that of Great Britain, and has oft en a Chinese superhuman becomes a member of the granted temporary (but never permanent) sanction Tiger Squad, the PRC’s offi cial superteam. With to superheroes in appropriate situations. over 50 members, it is by far the largest superteam in the world, though a signifi cant percentage of GREAT BRITAIN its members have primarily martial arts-oriented Great Britain’s history of superheroics, like powers. Th e government splits the Squad up into that of the United States, dates back to World War “fi eld teams” of four to seven supers and assigns II, when several British heroes made enormous them to a particular city or region of the country. contributions to the Allied war eff ort (the most Superhumans who somehow evade the gov- notable of these being the Skymaster’s assistance ernment, or who escape from it later, are automati- with the D-Day invasion). In 1953, the government cally branded criminals, and may be executed if established a secret department known as Bureau captured. China’s problem with “renegade superhu- S, whose job was to study Britain’s superhuman mans” has increased since Hong Kong was returned resources (and threats), and make use of them for to it in 1997. Very few of Hong Kong’s defi antly government purposes when it was considered safe independent superhumans have gone to work for and appropriate to do so. By the 1960s, Britain had the government, preferring outlawry to servitude. several “unoffi cially offi cial” superhumans working Most of China’s renegade superhumans, and for it, and in 1966 Bureau S became the Ministry more than a few members of the Tiger Squad, of Superhuman Aff airs, a publicly-acknowledged sympathize with the nation’s pro-democracy branch of government responsible for protecting movements. Some actively fi ght against the oppres- British citizens from superhuman threats. sive government, smashing military facilities and In 1971, the MSA sponsored the formation harassing government offi cials. It remains uncer- of the New Knights of the Round Table, an offi cial tain whether they’re doing more to help, or hurt, superteam for Great Britain. Th e Knights, as the the cause. group’s widely known, has fl uctuated wildly in membership in the past thirty years, sometimes FRANCE having as few as three members, and twice having Since 1986, the French government has eight. A terrible scandal in 1982 involving three of required the registration of superhumans under the members cast a shadow over the entire group, somewhat harsher restrictions than the United but it redeemed itself in the public eye in 1988 by States, and thus has succeeded in driving many staving off an attack by the fear-spirit Samhain Champions Universe 47

to terrorize the entire island. Since then the New JAPAN Knights have remained popular, and oft en work with Japan has no offi cial superteam (though it fre- UNTIL or other superteams to save not only Her quently considers creating one) and no registration Majesty’s kingdom, but the world itself, from danger. law. It oft en works closely with superheroes who Great Britain has had a superhero registration have proven themselves trustworthy, readily grant- law since 1978, but its terms diff er signifi cantly from ing them sanction for long periods. Th e Japanese, those of the American law. Registration is strongly generally speaking, are enraptured by superheroes encouraged, but voluntary, and does not require the (not just their own, but other nations’ as well), and revelation of the super’s true identity if some other the Japanese government’s attitude refl ects this high means of making positive identifi cation is provided degree of popular support. (such as a fi ngerprint or retina scan). However, a vocal minority of British citizens favor stricter regis- RUSSIA tration laws more carefully enforced. During the 1960s and ’70s, the Soviet Union maintained a large, powerful, and highly-publicized INDIA superteam called the People’s Legion. Th e Legion Located between two hostile neighbors, one clashed with American superheroes on several possessing the largest force of superhumans on occasions, but also worked with them to prevent Earth and the other having nuclear weapons capable disasters and save lives. In the 1980s and ’90s, as the of reaching New Delhi, India has worked hard to Union fell apart, the People’s Legion lost funding build up a superhuman force of its own, called the and slowly crumbled away as well. Despite harsh Superhero Division (offi cially a part of the Indian Russian laws outlawing superhuman activity not Army’s Central Command, headquartered in Luc- sanctioned by the state, and requiring all superhu- know). As of 2002, the Division has 14 members, mans to register with the authorities and report all including two — the six-armed sorcerer Rashindar, their activities, several former Legionnaires, along and Ushas, who claims to be an avatar of the Hindu with a new generation of younger, more rebellious goddess of the same name — who are among the supers, began fi ghting crime on their own. most powerful in the world. Th ey usually have their Since the collapse of the Soviet Union and work cut out for them fi ghting India’s lively crop of rise of the Commonwealth of Independent States, supervillains (including the Black Tiger, the knife- these supers — including the famed armored hero wielding Katar, the weather-controlling Monsoon, Stalnoy Volk (Steel Wolf) and the young and popu- the Lord of Rats, and the demonic Survalesh), but lar mystic Gyeroy Vedun (roughly, “Hero Wizard”) have sometimes been sent north to the disputed area — have struggled on, attempting to fi ght crime in a of Kashmir to oppose the armed forces of Pakistan. land that has become a kleptocracy. Several eff orts Besides the Superhero Division, India has have been made to re-form the Legion (perhaps a thriving population of superhumans. Th e law under a diff erent name), but none has yet suc- requires them to register, as in the United States, but ceeded. Even the mighty heroes of Russia, it seems, the Indian government has so many other problems are not what they once were. to deal with it doesn’t really bother to enforce the law except when superhumans draw too much attention to themselves by destroying large amounts of public property and the like. For the most part, the supers of India seem to abide by an unwritten rule to avoid that sort of thing so the government leaves them alone. ISRAEL Surrounded by enemies who out- number it, Israel has a history of relying on advanced, powerful weaponry as a safety net. Th is includes superhumans, of whom Israel has approximately a dozen (eight of them so-called “trained superhumans”) working for it. Th ese twelve do not form an offi cial “team,” but simply go where assigned by their military commanders. All are quite popular among the Israeli people, and equally despised by the Palestinians; Israeli supers have clashed with their Palestinian counterparts (who are fewer in number) on several occasions. Israeli law requires the registration of all superhumans, and is stringently enforced. 48 HERO SYSTEM 5TH EDITION

be infringed.” For example, the Court held in Grond SUPERHUMANS v. Atkins, 109 S.Ct. 3386 (1989), that “hot sleep” (see AND THE LAW Champions, page 121) was a constitutional form of restraint if it’s reasonably likely there’s no other way Registration laws aren’t the only laws created to keep the prisoner incarcerated for the duration because of, or infl uenced by, the existence of super- of his sentence. On the other hand, various state humans. Since 1938, United States law has adapted court rulings have held that “trained superhuman” to refl ect the realities of a world with superheroes criminals, like Utility and Green Dragon, have to be (and villains); many other countries with a signifi - treated more or less like normal maximum-security cant superhuman presence have passed similar prisoners unless there’s “clear and convincing” evi- laws. Some of the more prominent superhuman- dence such methods are insuffi cient to hold them. oriented laws (and ones GMs could make use of in Several superhuman criminals have claimed, scenarios) include: under the Constitution’s general right of privacy, a “right to maintain a secret identity.” Th e Supreme Court specifi cally ruled that no such right exists in Constitutional Law Jessica “Blackmane” Howard v. New Jersey, 395 U.S. Th e most important constitutional law issue 1603 (1969). for most superhumans is the Eighth Amendment’s A number of Supreme Court rulings have guarantee against “cruel and unusual” punishment. stated that the Fourteenth Amendment’s guarantees What constitutes “cruel and unusual” in a situation of due process and equal protection do not apply to where a superhuman’s powers make it impossible sentient aliens, extradimensional entities, artifi cial for the state to hold him using ordinary means of intelligences, and the undead, because they are not incarceration? Th e Supreme Court ruled, in James “persons” under the law. On the other hand, they “Smasher” Aronson v. United States, 390 U.S. 1420 do apply to mutants, mutates, clones, and genetic (1968), that “certain methods of incarceration constructs based on human stock. Congress has, which would be unconstitutional if used on normal however, passed laws granting at least limited rights human criminals will be constitutional if used to all “independent, free-willed, sentient entities” in to restrain superhuman criminals. Th e methods American territory. which may be used on a particular superhuman criminal must be as narrowly tailored as possible to restrain that individual, so that his rights will not Criminal Law Most crimes committed by superhumans are covered by ordinary criminal laws — robbery and murder are still robbery and murder, no matter who commits them or how. But many jurisdictions have passed various criminal laws specifi cally tar- geting types or uses of superpowers (and the courts have, generally, upheld these laws as non-discrimi- natory). For example, in most states, the use of a super- power against another person automatically con- stitutes the crime of aggravated assault, regardless of whether the power itself cannot cause physical injury or lasting harm (e.g., Ego Attack). Th ese laws, roughly speaking, equate superpowers with weap- ons for legal purposes. Similarly, the use (or threat- ened use) of superpowers oft en constitutes “reckless endangerment” under various state laws. A sanctioned superhero who uses his powers to capture and restrain a criminal may fi nd him- self exposed to charges of “excessive force.” Th e test for whether force is excessive is one of objec- tive reasonableness: a particular degree of force is allowable if it would be used by a reasonable police offi cer on the scene in light of the need for split-second decisionmaking in a potentially lethal situation. Th is is a lenient test which disregards the offi cer’s (superhero’s) underlying intent or motiva- tion. Graham v. Connor, 490 U.S. 386 (1989). (Of course, a non-sanctioned superhero will likely fi nd himself sued for assault and battery instead.) All states have laws to prevent people conceal- ing their identity in public. Offi cials oft en ignore or overlook these laws for superheroes (sanctioned or unsanctioned), but can bring them to bear if Champions Universe 49

needed, and oft en add them to the counts against a (1980). A “superhero exception,” used by a few DIPLOMATIC captured supervillain. states, gives sanctioned heroes the power to ignore IMMUNITY Some jurisdictions (primarily cities) have many criminal procedure rules when extreme cir- enacted laws or ordinances outlawing specifi c cumstances are present. Diplomatic immunity, superpowers — either in general, or in specifi c On the other hand, non-sanctioned heroes which is extended to circumstances. Examples include Mental Powers in do not have to follow any police procedures at all. some representatives of general, Density Increase when in a building above Th e Supreme Court held in Burdeau v. McDowell, foreign governments, the ground fl oor, Desolidifi cation, and Damage 256 U.S. 465 (1921), that the Fourth Amendment’s makes them totally Shields. Superhumans with these powers must search and seizure rules do not apply to private immune to prosecution either refrain from using them or risk arrest for citizens (unless they are working as agents of the for crimes they commit in the United States (or doing so. police). Th e Court confi rmed that the Burdeau rule any other host state). applies to superhuman crimefi ghters in the case of DEFENSES TO CRIMES Under the 1961 Vienna Parkson v. California, 479 U.S. 1363 (1986), which Convention on Diplo- In their eff orts to stay out of jail, supervillains established the so-called “vigilante doctrine”: just matic Relations: oft en raise creative defenses to the crimes they’re because someone wears a mask and costume to ■ charged with. Chief among these is the insanity the premises and conceal his identity and engages in crimefi ghting buildings of a diplo- defense, which usually means one or more of the practices which would be unconstitutional if the matic mission are invio- following: the defendant did not know the wrong- police used them does not prevent the state from late, and may not be fulness of his actions; the defendant was unable to using evidence these costumed “vigilantes” obtain. entered or searched; understand the nature and quality of his actions; or In other words, a non-sanctioned costumed crime- ■ the papers and cor- the defendant lacked the capacity to conform his fi ghter can break into a criminal’s house, beat him respondence of the mis- conduct to the law, even though he knew that what up, tear his house apart looking for evidence, and sion are immune from he was doing was wrong. Many cases have dealt then turn the criminal and the evidence over to the search; with this defense as it applies to supercrime, and police — and the state can use that information to ■ the diplomatic bag (a the following precedents are generally recognized prosecute the criminal. Of course, the authorities clearly marked pouch as binding in most jurisdictions: can arrest a non-sanctioned hero for doing this used to carry diplomatic documents) and diplo- ■ (breaking and entering and assault are crimes), and wearing a silly-looking costume and committing matic couriers may not bizarre crimes does not, per se, prove the defendant the victim can sue him. be detained or searched; is insane SEARCHES AND SEIZURES and ■ a sincere belief in the occult or magic does not, Th e Fourth Amendment to the Constitution ■ diplomats (ambassa- per se, prove the defendant is insane dors, ministers, counsel- forbids “unreasonable searches and seizures” and ors, and so forth) and all ■ sincere delusions (such as Foxbat’s belief that he’s requires the authorities to have “probable cause” to members of their fami- living in a comic book) can constitute a valid insan- obtain a search warrant. Sanctioned superheroes lies have full criminal ity defense are subject to these restrictions. immunity — they may “Probable cause” means that a certain item not be convicted of any Superheroes charged with crimes oft en raise is evidence of a crime, or was used to commit a crime. Th e same applies crime; and that the item is at the place which is to to administrative and the defense of “defense” (of self, others, or personal technical staff (such as property). Th e main consideration here is the be searched. To have probable cause, an offi cer must clerks and typists) and level of force used. To defend one’s self or another, have a “substantial basis” for concluding that the their families. Service deadly force can be used if the hero reasonably search will fi nd an incriminating object. Illinois v. staff (such as drivers) believes he (or the potential victim) is imminently Gates, 462 U.S. 213 (1983). An offi cer or sanctioned have criminal immunity threatened with death or great bodily harm. Deadly hero may establish “PC” in many ways, including only for offi cial acts. force can be used to defend a home in some confi dential informants, witnesses, physical evi- instances, but almost never any other property. In dence, and personal observation (but a policeman’s If a foreign government all other situations, the hero should restrict himself or superhero’s sworn statement, by itself, is not appointed a superhu- suffi cient to show probable cause). A warrant must man as its representative to non-deadly force. to the United States Similarly, superheroes oft en use the defense also give a “particular description of the place to be or the United Nations, of “crime prevention.” Generally, a person can use searched” and provide a “particular description of that superhuman would force to the extent the force seems reasonably nec- the item to be seized” — states cannot issue “gen- have diplomatic immu- essary to prevent the commission of a felony. Just as eral warrants” allowing broad, unfettered searches. nity. For example, Dr. with the “defense” defenses, the courts have shown However, search warrants are not required for Destroyer might peti- themselves willing to go to great lengths to extend searches incident to a lawful arrest, items in “plain tion the United Nations this defense to respected superheroes acting in a view” of the offi cer/hero, some searches of vehicles, for membership for reasonable manner. when the subject consents, in “stop-and-frisk” situ- his “new country” of ations, and when the police/heroes are in “hot pur- Destruga Secundus. suit” of a suspect. In these situations, exigent cir- If his petition were Criminal Procedure granted (highly unlikely, cumstances and diminished expectations of privacy but possible), he could “Criminal procedure” refers to the rules and override standard Fourth Amendment protections. appoint Gigaton as his regulations governing police conduct, and the Th e law allows some searches with normal ambassador to the U.N.; conduct of the trials of people accused of commit- sense-enhancing devices, like binoculars or aerial Gigaton would have ting crimes. Sanctioned superheroes must follow photography. It does not allow searches with excep- full criminal immunity normal police procedures, such as arresting villains tional Enhanced Senses, like N-Ray Vision or Ultra- for crimes he commit- violet Perception, unless those senses are innate to ted while in the United only upon “probable cause” and reading criminals States as ambassador. their rights. Starblaze v. Washington, 446 U.S. 1535 the superhero using them. Similarly, searches using 50 HERO SYSTEM 5TH EDITION

Mind Scan or Telepathy aren’t allowed without a war- mask and off er testimony. On the other hand, super- rant. villains can, if they wish, invoke this rule to testify while concealing their identities. MIRANDA WARNINGS Courts have, with some reluctance, allowed Under the Fift h Amendment to the Constitu- superhumans to introduce evidence gained through tion, police offi cers and sanctioned superheroes have telepathy. However, the hero must be sanctioned and to provide “Miranda warnings” to suspects who are in acting pursuant to a search warrant, and must estab- police custody and under interrogation — that they lish (through certifi ed testing procedures) that he have the right to remain silent, and anything they genuinely has telepathic powers. say can and will be used against them; and that they have a right to an attorney (provided by the state if necessary). Th e defi nitions of “police custody” and Other Legal Issues “interrogation” depend on circumstances, and oft en In the Champions Universe, it is possible for require much less than the stereotypical handcuff ed- superhumans to sue or be sued in their costumed to-a-chair-and-had-a-confession-beaten-out-of-him identities. To fi le a lawsuit, a superhuman must be situation. sanctioned, have a Public Identity, or otherwise be THE EXCLUSIONARY RULE “verifi able.” Suing a superhuman is another matter; Evidence obtained in violation of a suspect’s it’s oft en diffi cult or impossible to track a super down, Fourth or Fift h Amendment rights, and other evi- serve process on him, force him to come into court dence derived from it, cannot be used against him in to answer the claims against him, and so forth... but it court, pursuant to the exclusionary rule established has been done successfully in the past. by Mapp v. Ohio, 367 U.S. 643 (1961). Th is may lead Similarly, superhumans may establish bank to a supervillain getting a case dismissed “on a tech- accounts, sign contracts, and conduct business in nicality.” However, there are some exceptions to the their costumed identities if they wish — and if the rule, including the good faith of the offi cer/hero, and other parties they’re dealing with consent. Th is raises having an independent, untainted, source for the some diffi cult legal issues, and has caused some major evidence. deals to fall apart in the past, but generally works well based on the good faith of all parties involved. All major insurance companies in the Cham- Evidence pions Universe off er “superhuman insurance” that protects policyholders against damage or injury from Th e United States has allowed superheroes to any superhuman or paranormal cause. Businesses in testify in court while concealing their identities since major urban areas frequented by superhumans (such the 1961 case of Maxwell v. Michigan, 367 U.S. 992 as Millennium City or New York City) practically (1961). Th e hero must either be sanctioned, or in consider “super-insurance” mandatory; it’s just too some other fashion satisfy the court as to his identity risky to try to get by without it. — courts won’t allow just anyone to show up in a Champions Universe 51 SUPERHUMANS AND THE MEDIA rom the moment they fi rst appeared, super- cover it for breathless audiences back home! Most MIRANDA CHEN humans have been the darlings of the media. media analysts scoff ed at this pledge and predicted Journalists of all types, from drunken hacks the network would fold within two years, but as 8 STR 10 DEX Fwell past their prime to the most serious usual, Cassidy surprised the pundits and made 8 CON 8 BODY and educated commentators, have followed their SNN a major success. Local cable companies signed 12 INT 10 EGO exploits, fi lmed them for an eager public, and on in droves, and SNN had no diffi culty fi nding 15 PRE 14 COM reported on every aspect of their lives. In some subjects to cover. In addition to footage of break- 2 PD 2 ED cases, this excessive coverage has aff ected superhu- ing news, by 1991 it had branched out into fi lming 2 SPD 4 REC man conduct; superhumans are still human, and and producing its own documentaries and shows 20 END 20 STUN some of them (particularly melodramatic supervil- on superhuman-related subjects. Its series include lains) love that kind of attention. But superhumans Behind Th e Mask (in-depth reports on and inter- Abilities: CK: Millen- have done just as much to infl uence the media as views with superhumans who have publicly-known nium City 11-, KS: Th e Superhuman World 11-, the media has infl uenced them, if not more; some identities) and SuperHistory (a scholarly examina- PS: Broadcast Reporter analysts trace the twenty-fi rst century’s public’s tion of superhumans’ infl uence on world history 13-, PS: Writing 11-, 20 short viewing attention spans, eagerness for action and events since 1938). Another show, Gadgets, is a points’ worth of Con- new stories, and desire for up-to-the-second news favorite of techno-geeks everywhere. tacts in the media coverage directly or indirectly to the presence of So successful has SNN become that in 1998 superhumanity. Cassidy created a second network, SNN Sidekick, to Disadvantages: Psy- provide even more coverage of superhuman-related chological Limitation: issues. Sidekick fi lls at least half of its program- Greedy And Opportu- BROADCAST MEDIA ming time with older documentaries and programs nistic (“classics,” in the network’s parlance), but has also Superhumans have had an extreme infl uence established some new shows to try to attract new Notes: Miranda Chen on radio and especially television. Although super- viewers. Its superhuman talk show, HeroTalk, is a reporter who works humans appeared in the world before the advent of hosted by journalist Carol Rydell and comedian for WRJK in Millen- modern mass television broadcasting, they helped Michael McClarren, has become a major hit and nium City, covering encourage and promote that form of news/enter- the “superhuman beat.” usually has at least one or two superheroes as tainment in many ways. Not only do the activities She’s mainly in it for the guests each week. of superhumans — colorfully garbed, dramatically money and the opportu- posed, nobly- or villainously-acting — make for nities for advancement; fantastic television, but the technological break- she hates having to risk PRINT MEDIA her life getting too close throughs enabled by some superhumans made tele- to super-battles and vision widely available, sooner than it would have Newspapers and magazines have counted on the like. If she had the been in a world without them. superheroes and villains to increase circulation and chance to make a “big Coverage of superhuman events (mainly attract readers for sixty years, and that shows no break” for herself by superhero-supervillain battles, the bigger and more signs of changing anytime soon. Th e papers regu- revealing a hero’s Secret destructive the better) was restricted to ordinary larly provide front-page coverage for superhuman- Identity or the like, she’d network and cable news until 1986, when media related events, and the number of glossy magazines probably take it. mogul Th omas Cassidy founded SNN, the Super devoted to superheroes (and even villains, some- News Network. SNN’s stated aim was to provide times!) has grown beyond count. More than a few news, information, and programming about super- superheroes (or superteams) have professionally- humans and nothing but superhumans 24 hours produced fan magazines devoted solely to them a day. No matter how dangerous the superbattle, and their activities. Sapphire, for example, is the or how distant the battlefi eld, SNN promised to subject of at least three exclusive magazines (one produced by her own marketing department). Of all the magazines devoted to supers, by far the most successful, and best-known, is SuperWorld Magazine. Begun as a newsletter in 1972 by a teen- age superhero fan named David Farquar, its witty writing and superb photographs quickly attracted enough circulation for Farquar to turn it into a professional magazine. Th ese days the typical issue is 128 pages long, loaded with full-color pictures (many obtained by SuperWorld’s daredevil photog- raphers and available nowhere else), and contain- 52 HERO SYSTEM 5TH EDITION

JIMMY DUGAN ing a variety of in-depth and “fl uff ” pieces about Superheroes appear on television shows, too. superhumans. Its Headquarters Interview, featuring Several sitcoms, including Th e Spectacular Squad- 8 STR 10 DEX detailed questions asked of supers in their home ron, Lightning Man And Falcon Girl, Capes And 10 CON 10 BODY environs, is immensely popular; even most supervil- Cowls, and SludgeMan poke gentle fun at costumed 13 INT 10 EGO lains regard it as a mark of distinction to be asked to crimefi ghters and their adversaries; occasionally real 20 PRE 10 COM participate in an HI interview. (On the other hand, superheroes make a brief guest appearance (and 3 PD 3 ED SuperWorld’s eff orts to “HI” Dr. Destroyer during donate their acting fees to charity). One soap opera, 2 SPD 4 REC the 1980s resulted only in the deaths of three veteran To Save Th e World, features the adventures and 20 END 25 STUN reporters.) Farquar Publishing also periodically pro- travails of a fi ctional superhero team called Justice duces Uncaped, a Playboy-style magazine featuring Force Omega; tens of thousands of “TSTW” fans Abilities: CK: Chicago female superhumans. tune in every day to fi nd out things like whether 8-, CK: Millennium Tabloid papers such as Th e National Inquisition Templar will keep the Pharoah from destroying New City 11-, CK: New cover superhumans extensively, though usually from York and discover that his teammate Charisma is York City 11-, CK: San a rather lurid or extravagent perspective. For exam- carrying his baby. A few dramas, including the mul- Francisco 8-, KS: Th e Superhuman World ple, the list of superheroines described as “about to tiple Emmy Award-winning Walking Gods, take a 13-, PS: Interviewing give birth to Grond’s love child!” is too long to print more serious look at the heroes that protect Earth. here. Tabloid stories frequently link superheroes with 13-, PS: Print Reporter COMIC BOOKS 14-, PS: Writing 13-, 30 other media or political stars romantically — though points’ worth of Con- in the tabloids’ defense, occasionally those stories are Comic books are a popular entertainment tacts in the media, Life true. Most superhumans just laugh the tabloids off , medium in the Champions Universe, though super- Support (Diminished but a few (mostly villains) have gotten upset enough hero books compete with many others, such as mys- Eating: Can Survive On about them to trash newspapers’ offi ces and assault tery and romance, for shelf space and consumer dol- Cigarettes, Coff ee, And (and even kill) reporters and publishers. lars. About half the superhero comics use fi ctional Whiskey for a week) heroes, while the others feature real-life heroes who have licensed their images and adventures to the Disadvantages: Psycho- ENTERTAINMENT publisher. In some parts of the Superhuman World, logical Limitation: Will whose book outsells who else’s book is a major point Risk Life And Limb To Superhumans are oft en entertaining all by of pride — and sometimes the cause of jealousy- Get A Good Story themselves, but that hasn’t stopped Hollywood and inspired super-battles. the publishing industry from trying to exploit them Notes: In 1973, Jimmy for even more entertainment potential. Dugan was a young journalism graduate MOVIES AND TELEVISION looking for something For reasons better than an obituary no one has ever beat. By dumb luck he happened to meet David managed to Farquar in a bar in Phil- explain, super- adelphia, and the two hero movies are hit it off . Farquar ended extremely pop- up hiring Dugan as ular. Despite SuperWorld Magazine’s the fact that fi rst full-time reporter. real-life Dugan’s worked for the super-battles magazine ever since, are regularly making a great living featured on the evening and having the time of his life. He’ll risk his news, people love to pay neck for any good story, eight bucks to sit in a has suff ered numerous movie theater and watch injuries (and near-death fi ctional superhumans engage incidents) on the job, in fi ctional battles, romances, and and has a well-deserved adventures. A few superheroes have reputation as a mostly even licensed their images and stories harmless pest with a to Hollywood for use in movies, penchant for ridiculous though the resulting fi lms typi- questions (“Defender! cally bear little resemblance to the How did it feel just now when Firewing blasted actual events that inspired them. you from the sky?”). A typical super-movie plays on the average viewer’s desire to have super-powers. Th e hero starts out as a normal guy, then somehow gains superhuman abilities and has to use them to fi ght crime, save the city from destruction, and win the girl of his dreams. Even though the same basic plot has been used for dozens of movies, the public never seems to tire of it. Champions Universe 53

ART AND MUSIC a career with innate THE ARENA Superheroes have had relatively little impact superhuman abilities. Th is on art and music (moreso on the latter), though has not, of course, stopped rumors from spreading Since the 1970s, rumors the technological innovations they have invented about particularly successful or talented players. have persisted about a or inspired have improved artists’ abilities to create Still, sports promoters are well aware of the secret network of under- ground pit-fi ghting their work in many cases. Several museums have fascination superhumans exert upon the public competitions involving featured exhibits of art by or about superhumans; a mind, and have oft en taken advantage of that through special events. A traveling gymnastics, superhumans. Dubbed display of Ironclad’s etch-sculptings was a major hit “the Arena,” even acrobatics, and track-and-fi eld show was a fi nancial for the Millennium City Museum of Modern Art in though it supposedly early 2002, for example. A few superhumans, such failure in 1975 despite the participation of several involves multiple loca- as Sapphire, are famous for their artistic accom- notable supers. Th e past two decades have seen tions in major cities, the plishments. several charity sporting events pitting one super- circuit is said to be run hero team against another to raise money for char- by certain illicit promot- SPORTS ity, most notably the annual soft ball tournament ers for the benefi t of Professional sports haven’t been changed played between teams of superhumans and Major wealthy, jaded patrons much by the advent of superhumanity; all major League baseball players and sponsored by a major who enjoy watching professional sports organizations have rules in soft drink company in southern California every superhumanly-pow- erful fi ghters smash place preventing superhumans from participating February. Inevitably these events make a lot of and crush each other. money, but almost as inevitably they seem to attract on league teams, for obvious reasons. Most pro- Most of the fi ghters are fessional athletes are Skilled or Competent-level supervillain attacks. A few superhuman boxing relatively low-powered humans; a character with even Legendary-level matches have also taken place. superhumans (though Characteristics and Skills is likely to dominate any Some media moguls have fl oated the idea of they still put any normal sport he participates in, and a true superhuman establishing a superhuman-only league for some human boxer to shame), could be an entire team by himself! Th ough several sport (usually football or wrestling). So far this but occasionally a tale high-profi le criminals and crimefi ghters have back- concept hasn’t taken off for the simple reason that leaks out about someone grounds as professional or amateur athletes (such there aren’t enough superhumans with appropri- like Herculan or Grond as former pro-football star Reggie Morgan, who ate powers (mainly super-strength and toughness) getting involved for a big cut of the proceeds. became the Scarlet Shield in the 1970s), no profes- to sustain them. A tabloid once accused Th omas To date, no law enforce- sional athlete has publicly attempted to continue Cassidy of researching ways to induce superhuman his career aft er acquiring superpowers, or begin strength in test subjects so he could create a “Super- Continued on next page 54 HERO SYSTEM 5TH EDITION

Continued from last page Sports Network,” but no evidence of these charges ment offi cers have was ever provided and they were retracted aft er THE INTERNET learned anything con- Cassidy fi led a libel suit. Superhumans are immensely popular in the crete about the Arena, Millennium City, which lost most of its profes- world of cyberspace. Mailing lists, chat rooms, and and most dismiss it as sional sports venues in 1992, retains the original websites devoted to them have multiplied beyond an urban legend. Detroit teams and names in all four major sports: count in the past ten years. Most are devoted to a the Tigers (baseball), Lions (football), Pistons (bas- single super, or single superteam, but some cover the ketball) and Red Wings (hockey), who won the entire gamut of superhuman activity. Stanley Cup in 2002. Vibora Bay has major league Th e largest and most popular of the superhu- teams in both football (the Hammerheads, who man websites is probably Super_Talk.Com, started have an unfortunate history as “lovable losers” in in 1994 by two college students, Mark Binnaker and the AFC East) and basketball (the Bobcats, who Sheila Swinson. Although they began it initially out have endured several years of mediocrity since a of their love for the subject, their oft en-irreverent strong run in the early ’90s), but only a Triple-A take on things, and seeming ability to get “scoops” level baseball team and no hockey franchise. before major news organizations, attracted both fans and investors. Th ey have since parleyed their hobby into a business that employs a dozen people and pays them hand- some salaries. Super_Talk.Com remains the fi rst, and oft en only, stop on the World Wide for many fans of superheroes. Fans whose tastes run to the darker oft en prefer VU.Net (www.vu.net). VU stands for “Villainy Unbound,” the name of a print magazine once produced by the website’s owners but long since discontinued in favor of Web-only publishing. As the title indicates, VU.Net focuses almost entirely on supervil- lains. Motivated mainly by some unquenched spirit of adoles- cent rebellion and anarchistic loathing for respectable society, VU.Net’s writers laud the (rela- tively non-violent) accomplish- ments of supervillains, write favorable feature articles about them, and so forth. Some sites concentrate on a specifi c aspect of the Superhu- man World. Th e best known of these is SuperRomance.Com, which tells its readers which heroes are romantically involved with each other (or with movie stars), and which super-couples are in danger of breaking up. It’s a favorite site for people who like to gossip about hero-villain illicit aff airs, whether Defender likes Sapphire or Witchcraft better, and who was seen having dinner at Recherche with Fire- brand last night. Champions Universe 55 SUPERHUMANS AND TECHNOLOGY SOURCES OF erhaps no other fi eld of human endeavor has ■ Travel, whether by air, water, or land, is quicker and SUPER-TECHNOLOGY been infl uenced by the existence of superhu- safer than ever before. Flights from the East Coast of mans as technology. Willingly or unwillingly, the United States to the West Coast can be comfort- Not every character who Pthe scientifi cally-oriented heroes and villains ably completed in but two hours in some cases. uses super-technology of the past sixty years have made contributions to actually built it him- mankind’s technical knowledge that have improved Th e best example of the possibilities of self. Besides invention, the capabilities and standards of living of nations modern technology is Millennium City. Built from Champions Universe and people around the globe. the ground up since 1992, it incorporates dozens of characters could acquire Some examples of twenty-fi rst century techno- technological innovations that have yet to propa- super-technology in sev- logical advances that have resulted, directly or indi- gate out to the rest of the world due to infrastruc- eral ways: rectly, from the presence or eff orts of superhumans tural, logistical, and economic reasons. (See page 76 include: for more information.) For the most part, the tech- Aliens: Sentient alien species exist who are nological innovations wrought by superhumanity ■ Space stations. Since 1996 UNTIL has had a fully- more technologically functioning space station, GATEWAY, orbiting are most evident in the United States and the First advanced than humanity. Earth. Although its primary purpose is to remain World, but more than a few have reached poorer, Th ey might give super- alert for signs of alien invasion or like threats, as the less developed countries as well. technology to a human name indicates it’s also humanity’s fi rst true step for their own inscrutable out of the cradle and into the wide galactic world. purposes, or a character The Limits Of could salvage systems America’s own orbiting facility, the US Space Station, from a crashed starship. is scheduled to come online in 2005, and UNTIL has Technology Distribution plans for at least three more. Despite these advances, the most sophisticated Find it: A character ■ High-tech fi bers and materials discovered by super-technology — the best powered armor suits, might stumble across superhumans, and scientists working with their time travel devices, teleporters, and the like — usu- super-technology some- data, beginning in the 1960s have led to stronger ally remains restricted to its inventor (or fi nder) how. Maybe it’s left over from a super-battle, and more comfortable bulletproof vests, lightweight alone, to a small group of people, or to a specifi c armored panels for military vehicles, more crash- or somehow “escaped” government, instead of propagating out to the from one of ARGENT’s proof civilian cars, and many similar advances. public as a whole. Leaving aside the fact that some laboratories. Naturally, ■ Communications has advanced signifi cantly. of this technology (e.g., military-grade weaponry) the inventor/real owner Th roughout the United States and Europe, and in isn’t appropriate for public purchase, there are sev- probably wants it back.... many other developed or wealthy countries as well, eral reasons why not all super-technology becomes virtually everyone has access to computers, cellular widely distributed. Get someone else to phones, and similar devices that are easily carried, First, not all “supertechnology” really works, or make it: A character lightweight, fast, high-memory, extremely user works exactly as it seems to. Instead, it serves as a who knows a technologi- friendly, and have extraordinarily long battery lives. proxy or “conduit” for true superpowers possessed cally-oriented superhero like Defender or Juryrig Even in Th ird World countries, ownership of cell by the inventor. Th us, while the device appears to function for the person who built it, it won’t work could persuade him to phones and computers may exceed 50% of the popu- make something for the for anyone else. lation, thanks to advanced manufacturing processes character. A villain, or and materials. Similarly, sometimes even when an inventor a desperate hero, could truly creates a piece of supertechnology, he does so ■ Internal combustion vehicles and manufacturing hire an underworld through a once-in-a-lifetime set of circumstances are much cleaner and more environmentally friendly armorer, like the infa- he cannot reproduce, making the mass manufac- mous Wayland Talos than the machines of old. Many other strides have turing of the device impossible. In the same way the of Millennium City, to been made to clean up and repair damage to the ambient magic permeating the Champions Uni- make super-tech devices environment. Th e superhero Technomancer has verse can give rise to the creation of superhumans, for him... though “help” even experimented with quasi-magical robots that sometimes it makes possible the creation of other- like that usually comes transform pollutants into building materials and wise impossible technology. Or it may be that the with a price beyond other useful substances. mere money. inventor has a superhuman “spark of genius” once, ■ Advances in medicine and genetics have elimi- and then can’t ever fi gure out how to do it again, Steal it: Quite a few vil- nated, or diminished the impact of, many diseases. even through reverse engineering. lains, like Ankylosaur, Cybernetic technology fi rst developed for powered Th ird, even when supertechnology can be Blowtorch, and Dev- armor and similar super-technology has been mass produced, it is usually hideously expensive to astator, got their start adapted to devices that allow people with spinal inju- do so. Th e parts and raw materials required may be by stealing super-tech ries to walk again, and people with neurological dis- unique, or nearly so, and the technical expertise can orders to function without signifi cant impairment. be even rarer. Aft er all, many super-inventors are Continued on next page 56 HERO SYSTEM 5TH EDITION

Continued from last page true geniuses, and sometimes mad to boot; getting even a roomful of ordinary scientists and engineers Technological Superiority from someone (typically to duplicate their eff orts is a diffi cult proposition. Governments, scholars, and superhero fans a large organization Only fanatical and dedicated researchers can create like the United States spend a lot of time discussing and debating who new super-technologies in many cases. government, VIPER, or has the most advanced technology on Earth. Given UNTIL). A hero, con- Fourth, to some super-inventors, particularly the secrecy which shrouds many superhuman versely, might steal from villains, there’s no desire to share their technology, activities, no analysis of the subject can ever claim a villain or villainous even if they can. A certain amount of power and to be truly accurate, but the following general agency. In either case, prestige comes from being “the only one” to have a parameters seem to most experts to be well-sup- the victim of the theft particular weapon, or who can make a certain labo- ported by the existing evidence. could end up Hunting ratory process work eff ectively and cheaply. Making General consensus maintains that of all enti- the character to recover the technology publicly available, even for huge ties on Earth, Dr. Destroyer has the most advanced its property. sums of money, spoils the fun. Even if the inventor technology. Mechanon may be his superior in himself would prefer to distribute his creations, the robotics, and Teleios in the biological sciences, but person or government employing him may have the diabolical Doctor is, overall, the most techno- TECHNOLOGY other ideas. SKILLS logically-advanced individual on Earth. He pos- To some extent, governments can avoid these sesses computers, weapons, operational bases, and restrictions. Powerful nations, such as the United vehicles that are, by most experts’ estimation, fi ve to Champions Universe States or Great Britain, have huge sums of money, ten years (if not more) ahead of most other people characters who want well-stocked research facilities, and corps of bril- to build super-technol- and institutions. liant scientists at their command — and if they ogy devices themselves Destroyer’s rival Mechanon, probably the should consider buying work on something long enough, they may achieve single most advanced robot on Earth, barely lags appropriate Science results that would elude lesser strivers. For example, behind the Doctor in most respects. He can create Skills, such as the ones some Champions Universe governments have robots so sophisticated they’re almost indistin- listed below, in addition fi elded units of soldiers equipped with low-strength guishable from true humans, build devastatingly to Skills like Computer powered armor (or at least high-tech defensive powerful weapons, exert fundamental changes on Programming, Electron- gear), made use of advanced spacecraft , and discrete geological areas (e.g., cause new islands to ics, Inventor, and Sys- equipped special military and paramilitary forces rise from the ocean fl oor), and accomplish similar tems Operation. with blasters and similar super-weapons. But even eff ects. then, they oft en prefer to keep their super-technol- In the fi elds of genetics and biology generally, Density Physics: For ogy to themselves as much as possible, due to the the villain Teleios stands head and shoulders above building devices that strategic and tactical advantages it provides. the rest of the world. His seemingly eff ortless ability to clone humans (normal or super), interbreed life Continued on next page forms, and create new life forms in the laboratory Champions Universe 57 makes him a defi nite threat to be reckoned with. Continued from last page Even Destroyer seems to accord him a grudging UNCANNY METALS alter the density of a respect. person or object (i.e., Th e scientists and engineers of the Champions Th e villainous organizations VIPER and that provide Density Universe have created and discovered some amaz- ARGENT both possess signifi cant amounts of Increase, Desolidifi ca- ing metals and alloys with unusual properties that super-technology, usually developed by their teams tion, or powers with make them perfect for super-technology. of well-paid scientists but sometimes stolen or similar special eff ects). obtained by other means. Th ey are roughly equal to Questionite is an amazingly durable, yet unusu- each other, and both slightly ahead of their closest ally light, metal found only in certain rare depos- Dimensional Engineering: law-abiding equivalent, UNTIL. its. Between its rarity and usefulness, it’s incredibly Necessary for building Th e industrialist superhero Tetsuronin (Iron expensive. Questionite armor and machine parts devices that breaches are extremely diffi cult to damage; blades made of dimensional barriers, or Samurai) of Japan, so called in honor of the World questionite can cut through just about anything War II hero of the same name, is oft en considered accesses extra-dimen- and never seem to lose their edge. sional energies (e.g., the most technologically advanced crimefi ghter in Neutronium most teleporters, time the world. In sophistication and overall power, his is even more durable than ques- tionite, but much, much heavier — so heavy that travel devices, and the armor is signifi cantly better than that of Defender, an average trained athlete can’t easily lift a blade like, not to mention cer- Stalwart, Devastator, or even the Warlord (whose made of the stuff . Th ose who possess neutronium tain kinds of weapons). expertise at developing weapons systems is in some claim it comes from dead stars, though scientists ways almost on par with Destroyer). Tetsuronin have pointed out it’s not nearly dense enough. Force Field Physics: For has shared many of his technological innovations Kendrium, an alloy invented by Professor Darryl building devices that use with the Japanese and American governments Kendrick, mixes high-grade titanium steel with or generate force fi elds without any thought of compensation. Defender certain chemicals and other substances (Prof. (e.g., defensive devices of the Champions, Electron of the Justice Squad- Kendrick, who’s patented kendrium, won’t reveal using Force Field or ron (former sidekick and heir to the super-science the exact mix) to create a metal that’s much stron- Force Wall). secrets of the late hero Digitak), Cannonade, and ger than steel, but not much heavier. Technon are other superheroes who are also highly Gravitics: For building regarded for their technological expertise. Th ough it loses a few of its technical secrets to theft devices that manipulate gravity to achieve cer- Among world governments, the United States or industrial espionage, it retains more than enough of them to give it a signifi cant edge in both com- tain eff ects (e.g., some (and its institutions, such as the military and Telekinesis and Flight PRIMUS) enjoys a clear technological superiority. mercial and military technology. Of all the nations on Earth, only the United States devices). has the fi nancial wherewithal Psionic Engineering: and technological knowledge to Necessary for building build its own space station, plan devices that provide manned trips to Mars, equip a psionic or psychic abili- permanent (albeit small) force ties (e.g., most gadgets of soldiers with powered armor, built with Mental occasionally outfi t law enforce- Powers, excluding ment personnel with similar Mental Defense). types of armor), or maintain an anti-supercrime agency as large as Size Physics: Necessary PRIMUS. for building devices that Astute observers have noted alter the size of a person that no matter what the type of or object (e.g., that pro- technology, there’s usually at least vide Growth, Shrinking, or powers with similar one supervillain — if not more special eff ects). — at or near the top of the list of “who has the world’s best.” Th e generally-accepted explanation for this is that supervillains don’t have to contend with budget restric- tions, bureaucracies, approval boards, or safety restrictions. Th ey can pursue their studies and their work with a fanatical obsession, untrammelled by the types of interference nations and corpora- tions suff er from. Some super- heroes, of course, have much the same freedom (if not always the same obsessions), but nevertheless typically lag behind villains due to their refusal to engage in unethi- cal scientifi c practices (like human testing). 58 HERO SYSTEM 5TH EDITION SUPERHUMAN AND SUBCULTURES PROFESSOR n addition to their broad infl uence on govern- was this trend, as it increased through the 1960s BEN E. SCOTT ment, technology, and the like, superhumans and ’70s, that eventually led to the passage of laws 5 STR 8 DEX have also had a marked eff ect on many sub- allowing superhumans to transact business in their 8 CON 8 BODY Icultures and discrete segments of society. “Th e costumed identities. (Prior to those laws, superhu- 18 INT 12 EGO touch of the superhuman,” to use the term coined man product spokesmen were typically paid in 16 PRE 8 COM by Professor Ben E. Scott, oft en aff ects many diff er- cash... and woe to the businessman who tried to 1 PD 2 ED ent aspects of peoples’ lives. cheat one.) Today, some superheroes command 1 SPD 3 REC six-fi gure salaries for long-term advertising deals, 16 END 15 STUN though many (including the Champions and the THE SUPERHUMAN WORLD Sentinels) prefer not to sully themselves by cashing Abilities: Computer in on their heroism. Superhumans, in fact, form their own sub- Programming 13-, KS: Th e biggest superhuman infl uence on busi- culture, generally referred to (both by them and History 11-, KS: Super- ness wasn’t nearly so visible to the public, though. by commentators) as “the Superhuman World.” In human World 16-, KS: Super-technology, and reasearch into superpowers, much the same way that politicians or movie stars Superpowers 16-, KS: improved many manufacturing processes, products, tend to move in their own circles and interact pri- World Religion 13-, PS: and business methods, thus helping to fuel the Professor 14-, SS: Biol- marily with others of the same profession, superhu- late twentieth century American economy. Th anks ogy 11-, SS: Chemistry mans tend to interact with each other a lot — more to superhumans, people could get better goods 11-, SS: Physics 11-, SS: than their relatively limited numbers would seem quicker and cheaper than ever before. Sociology 13-, Fringe to allow for, statistically. Somehow, psychologically Beginning in the mid-1960s, a few businesses Benefi t: Tenure and socially if not physically, their superhumanity experimented with hiring superhumans as full- sets them apart from normal humanity. Th ey inevi- Disadvantages: time employees. In a few instances, these “company Age tably encounter one another (sometimes with vio- (60+), Physical Limita- supers” played the part of corporate do-gooder, lent repercussions), become involved romantically tion: debilitating injuries acting more or less as normal superheroes but with one another, socialize together, and simply get suff ered during the constantly representing, and singing the praises drawn together due to common pursuits, beliefs, destruction of Detroit, of, their employers — the good publicity from the goals, and opinions. Psychological Limita- hero’s actions, in theory, made the corporation itself Th e Knowledge Skill Th e Superhuman World tion: Intense Intellectual look good. In other cases the supers were hired spe- Curiousity represents knowledge of this subculture and the cifi cally to use their powers to help corporate proj- people in it. Many (though by no means all) super- ects. For example, in the early 1970s, the Donatelli Notes: Once a sociolo- humans have it (at least on an 8- roll), representing Services, Inc. built the “Atlas” suit of powered armor gist studying religion in their experiences with others of their kind. Hard- and hired a man named Victor Scanlon to wear it. modern society, Ben E. core superhero (or villain) fans oft en have it as As Atlas, Scanlon helped Donatelli erect buildings Scott became fascinated well, due to their intense interest in their hobby. A and dams, demolish old buildings, clear land, and and intrigued by super- Champions Universe character can make a KS: Th e humans, eventually perform many other tasks. Although the practice Superhuman World roll to know basic informa- switching his studies to of retaining corporate supers generally fell out of tion about another superhuman’s powers, activities, focus on them instead. favor in the 1980s due to liability concerns, some predilections, modus operandi, and perhaps even For the past 20 years he’s businesses, such as the Binary Corporation (which weaknesses. (See page 63 of Champions for more been one of the world’s sponsors the Millennium City superhero Binary information on this Skill.) foremost authorities Man), still try it as a way of garnering favorable on superhumans, their powers, and their role publicity. in society. Based at THE BUSINESS AND Since the 1980s, fi nance-savvy superheroes prestigious Duke Uni- have been infi ltrating the business world in other versity, Professor Scott is FINANCIAL WORLD respects. Rather than sell their inventions to corpo- frequently consulted by rations for money, technology-oriented superhu- governments, corpora- When superhumans fi rst appeared, business mans have taken stock or company jobs as payment tions, news organiza- took little note of them — there was, aft er all, a war instead, leading to more than one corporation with tions, the police, and to be fought. But in the post-war consumer boom, a superhuman on its board of directors. Instead of others with an interest it soon occurred to advertising executives and going to work for a large company, some superhu- in superhuman aff airs. manufacturers that perhaps there was a place for mans have started their own businesses, preferring superhumans in the business world. Th e fi rst super- to cash in on their powers rather than spend time human recruited to endorse a product — famed fi ghting crime. Perhaps the most noteworthy of war veteran Shenandoah, for Goldenrod Cigarettes these companies is Yesterday Delivery (“When you in 1953 — was soon followed by a fl ood of popu- need it there yesterday!”), operated in New York lar heroes willing to cash in on their abilities. It City by a speedster named Roberta Yelnofsky. Champions Universe 59

FRANKLIN STONE MAJOR Th e world of business and fi nance CORPORATIONS is fi lled with many rich, powerful OF THE CHAMPIONS people — men and women of discipline UNIVERSE and ruthless ambition. But even among this group of exceptional individuals, In addition to ACI and Franklin Stone stands out. Founder, the Binary Corpora- primary owner, president, and CEO tion, some of the most of Advanced Concepts Industries (or important businesses in “ACI,” as it’s universally known), Stone the Champions Universe (based on size, wealth, is one of the wealthiest and most pow- power, and/or innova- erful men in the world — and he wants tive resources) include: to be wealthier and more powerful Adair Publishing still. Born to working-class parents in (publishing, television, Brooklyn, New York, Stone used his mass media) native intelligence and drive to work his American Business way through college and the Wharton Machinery (various School of Business, and then to found fi elds) ACI in 1973 and captain it to the fore- Cambridge Biotechnolo- front of world commerce. gies (biotechnology) Despite its name, ACI does more Drake-Victoria, Inc. than heavy manufacturing — in fact, (defense contracting) it has its fi ngers in just about every Duchess Industries important economic pie there is. (various fi elds) Divisions or subsidiaries of ACI are Fordham ChemTech involved in high tech, mining, oil, (various fi elds) banking and fi nance, shipping, various Genex Laboratories service industries (including the Ace (biotechnology) Burger fast food chain), construction, Harmon Industries and lobbying. Th ere isn’t a fi eld of busi- (various fi elds) ness out there that Stone isn’t willing work for their countries have simply gone to work Ironwood Industries to invest in, and even try to dominate, if he feels for themselves. Shapeshift ing mercenaries like (aerospace, defense there’s profi t to be made. He didn’t get where he Masquerade or Menagerie command top dollar for contracting) is today by hesitating — or by letting little things their ability to infi ltrate competitors’ facilities, steal Kenwell Corporation like business ethics or the law interfere with a deal valuable data or equipment, and escape undetected. (light and heavy when he could fi nd a safe way around them. Rumors in the Superhuman World claim both the manufacturing) Americans and the Chinese still use superhumans Pharos Industries for traditional intelligence-gathering purposes, but (various fi elds) THE ESPIONAGE WORLD there’s no solid proof of this. ProStar (high tech, soft ware) Although the earliest superheroes had rela- Regent Energy (energy, tively little involvement with espionage, by the THE LAW ENFORCEMENT communications) mid-1950s and ’60s both the West and the Soviet Skyvox (high tech, bloc had recruited superhumans to help them fi ght WORLD soft ware) the Cold War. American and British heroes such as Tychon-Maxwell Inc. Law enforcement has had to react to the Refl ection, Bearcat, Shadowwalker, and Ricochet (various fi elds) existence of superhumans in two ways. Th e fi rst, were involved in covert operations opposed by Whitcomb Corporation of course, is working with superheroes to combat Soviet superhumans like Red Eagle, Checkmate, (various fi elds) and the Swan. Th ese confl icts — usually competi- crime, whether those heroes are sanctioned or tions to accomplish (or prevent the accomplish- unsanctioned. Approve or disapprove of superhe- ment of) some mission objective rather than true roes as they may, police departments across the super-battles — mostly took place in the cities of United States and the world have learned to live Europe, though the FBI occasionally came across with, and adapt to the presence of, superheroes Russian eff orts to plant super-spies in American within their jurisdictions. society. (How many of those super-agents, most the More importantly, law enforcement has had to products of a Soviet superhuman-soldier program develop procedures, tactics, and equipment to cope called Directorate Black-12, might have escaped the with superhuman criminals — since superheroes notice of American authorities remains unknown.) aren’t always available to deal with supervillains. Some died or retired, only to be replaced by other Most major metropolitan police departments agents as dedicated to the cause as they. have created what are generally known as MARS As the Cold War gradually slowed, and then (Metahuman Activities Response Squad) units. came to an abrupt halt with the collapse of the Equipped with powerful technology to capture or Soviet Union, superhuman involvement with stop supervillains — sometimes including low- espionage mostly shift ed to the arena of industrial strength powered armor suits — and trained to espionage — supers who would once have gone to fi ght superhuman foes, MARS cops risk their lives 60 HERO SYSTEM 5TH EDITION

MARS EQUIPMENT every day to save innocent citizens from the likes of Once he found his way to Yengtao, a humble Bulldozer and the Ultimates. Th ough some experts and deserving student could study any martial have raised serious questions as to MARS units’ skills he wished. Supposedly a student could learn Here are a few examples of equipment issues to track records (one went so far as to describe them any fi ghting style ever used anywhere in the world typical MARS units: as “the biggest drain on police resources for the at Yengtao Temple, even if that style had long since least gain of any unit in the force”), MARS offi cers ceased to exist in the world outside. Th e best of MARS Capturefoam proudly point to the stacks of thank-you letters the students could progress further, learning spe- Grenade Launcher: Th is they’ve received from grateful citizens and the cial mystic martial arts powers, advanced fi ghting weapon fi res grenades many awards for bravery and heroism lining their maneuvers, and even, according to some tales, containing capturefoam, squadroom walls. Oriental wizardry. But only those who completed a quick-hardening the courses of instruction established for them by chemical substance Yengtao’s masters earned the right to wear its two strong enough to pre- THE MARTIAL WORLD symbols, the Sapphire Phoenix and the Cherry vent most targets from Blossom. moving. Legends have credited martial artists with Since the beginning of the Age of Superheroes, superhuman powers for years. For example, during Entangle 4d6, 8 DEF, several costumed crimefi ghters, and a few villains Area Of Eff ect (6” the Boxer Rebellion, some martial artists claimed as well, have claimed that they once studied at Radius; +1) (120 Active the ability to defl ect bullets and perform similar Yengtao. Th e pulp-era mystery-man who called Points); OAF (-1), Two- wondrous feats. Most such claims proved to be idle Handed Weapon (-½), 8 himself the Cobra once said he possessed the bragging or fancy tale-telling, but since the advent Charges (-½). Total cost: knowledge of Yengtao, and the New York super- of superpowers in the world, many martial artists 40 points. heroine Fire Blossom, active in the mid-1970s, also have demonstrated amazing abilities that were once displayed abilities that experts say could only have only the stuff of stories. Most students of the fi ght- MARS Sniper Rifl e: come from Yengtao Temple. In the modern day, the ing arts remain perfectly normal people, of course. Equipped with high- Millennium City superhero Nightwind, his archen- But through the study of ancient mystic martial powered ammunition emy Jade Phoenix, and the Hong Kong superhero specifi cally designed disciplines, control of their ch’i, intense physical known as Jín Lóng Quán (“Golden Dragon Fist”), to hurt injury-resistant training, and other means, more than one martial all claim to have studied at the Temple. superhumans, these artist has developed superpowers and used them to Over the past several years, stories have fi ltered rifl es are only used fi ght crime... or commit it. (See Champions, pages out of deepest China claiming that at long last, the when the department 73-74, for more information about superheroic considers them abso- Yengtao Temple has fallen. Few of these rumors martial artists and their possible powers.) lutely necessary. agree on the details; some blame the Death Dragon, RKA 4d6, Increased THE TOURNAMENT OF THE DRAGON some the inscrutable sorcerer Dr. Yin Wu, and some Maximum Range (x5, Among the most powerful and skilled mar- internal confl ict between the monks and students. or 2,250”; +¼), No tial artists, both normal and superhuman, rumors Other stories advance even wilder theories, like the Range Modifi er (+½) idea that the Temple was merely a front for aliens (105 Active Points); circulate about a fi ghting tournament like no other OAF (-1), Two-Handed — Bïsài Lóng, the Tournament of the Dragon, it is who have returned to their home planets. Weapon (-½), 8 Charges called. Supposedly the masters who hold the Tour- Nightwind has supposedly stated privately to (-½). Total cost: 35 nament, the enigmatic Watchers of the Dragon, call the Champions that Jade Phoenix destroyed the points. together the greatest martial artists from around Temple, but he has refused to confi rm this. Th e the world every sixty years to compete for the truth may come out in time, but for now the fate of MARS Stunner Pistol: coveted title of Champion. Th e winner, it is said, Yengtao remains as mysterious as its origins. MARS cops are oft en receives not only great prestige, but the blessings issued this sidearm for Yengtao Abilities use in situations where of the gods themselves... and the chance to fi ght an Here’s a selection of abilities and powers that the need to prevent ancient evil known only as the Death Dragon. characters who have studied at Yengtao Temple, or harm to innocents from Lately the rumors concerning the Tournament with fi ghters who themselves once trained there, misses and ricochets is have become more common, and more urgent. In might possess. Many others are possible. paramount. the alleys of Shanghai, the streets of San Francisco’s The Catapulting Blow of Loc Sun Pak: Fighters use Chinatown, and the dojos of Millennium City, the EB 8d6, NND (defense this blow when they need to knock an opponent is Power Defense; +1) best of the best whisper that it is nearly time for far away — to gain breathing room or a chance (80 Active Points); OAF the Tournament to be held once more. Who will be to regroup, for example. It has also proven quite (-1), 4 Charges (-1). chosen to compete? And what fate truly awaits the deadly in fi ghts on tall buildings or mountaintops. Total cost: 27 points. winner? HA +6d6, Double Knockback (+¾) (52 Active YENGTAO TEMPLE Points); Hand-To-Hand Attack (-½). Total Of equal importance to many martial art- cost: 35 points. ists are the legends of Yengtao Temple. Long ago, it is said, a great temple was founded in a hidden The Eagle Claw of Yoon Jung-oh: Yoon Jung-oh valley in the mountains of China. Th e masters there reputedly was one of the most skilled generals of possessed wisdom and fi ghting skills greater than the late Koryo Dynasty period in Korea (around those of any other warriors, but would only teach the year 1200). He fought valiantly to protect Korea students who were truly worthy, in body and mind, from the Mongol invasions of that time. One of the of their instruction. With their mystic arts they kept “weapons” he created to help in his battles was his Yengtao concealed from the outside world, allowing Eagle Claw technique, with which he could render only those with the necessary discipline and skill to an enemy weaponless. fi nd their way there. Champions Universe 61

+40 STR (40 Active Points); Only Usable With The Unfolding Lotus Blossom: Th is technique is a Disarm Maneuver (-2). Total cost: 13 points. defensive kata usually performed with a weapon (or even barehanded in the case of advanced prac- Inohara Kiyomi’s Garden of Tranquility: Also known titioners). It enables the practitioner to block any as the Lotus Trance of Inohara Kiyomi, this ability physical attack, from arrows to sword blades to allows the practitioner to enter a trance so deep it the Catapulting Blow of Loc Sun Pak. Th e Unfold- approaches a state of sus- ing Lotus Blossom protects the practitioner and pended animation. Some anybody else in the same hex with him. Using this sages speculate that a technique makes it impossible for the practitioner few past Yengtao mas- to attack in the same Phase. ters may not actu- ally have died, but Force Wall (12 PD/0 ED), Hardened (+¼), are instead using Transparent to Energy (+½) (52 Active the Lotus Trance Points); Activation Roll 14- (-½), Extra to remain hidden and Time (Full Phase to use; -½), No Range “asleep” until awakened by (-½) (total cost: 21 points) and Defense Maneu- the proper stimulus. ver IV (total cost: 10 points). Total cost: 31 points. Simulate Death. Total cost: 3 points. (For especially long of the Heavenly Palace: trances, the GM might also Th is technique allows the require the character to purchase practitioner to use his ch’i appropriate forms of Life Sup- defensively to prevent port.) himself from being hurt by debilitating strikes The Seven Strikes of Serenity: (such as the Harmo- Th is technique, one diffi cult nious Fist of Okano both to learn and to use, Akira). involves quickly striking seven major nerve points in the Power Defense body. Most practitioners (18 points) (18 Active Points); cannot work up the neces- Costs Endurance (-½). Total cost: sary concentration and 12 points. ch’i to do it more than Zheng Hsiang’s Hand of the about four times a Dawn: day. When prop- Despite its fl owery erly executed, the name, this technique is maneuver paralyzes very prosaic — it involves the victim. (Advanced jabbing the opponent in practitioners may buy off the eyes hard enough the Charges and Costs Endurance Limi- to temporarily blind him, but not hard tations, but never the “Only Humans” enough to cause permanent blindness. and “Once Per Hour” Limitations.) However, because of the precise aiming involved, the technique requires a great Entangle 5d6, 5 DEF, Takes No deal of concentration, and is rather Damage From Attacks (+½) (75 Active taxing. Of course, the Hand of the Points); No Range (-½), Activation Roll 14- (- Dawn won’t work on someone ½), Only Works On Humans (-½), 4 Charges (- whose eyes are covered by a 1), Costs Endurance (-½), Cannot Be Used On helmet or similar protection, Th e Same Target More Th an Once Per Hour though contact lenses or the (-½). Total cost: 17 points. lenses in a mask would not be strong enough to shield The Sword-Breaking Blow of Xu Peng: As its name the wearer from the blow’s suggests, fi ghters use this attack to shatter an oppo- eff ects. Also, the blow nent’s weapon, rendering him in the face is useless against foes whose eyes are not placed of a skilled martial artist. To break a weapon, the within a handspan of each other. attacker locates the weakest point on the weapon and then applies a powerful strike to that point. Sight Group Flash 8d6, NND (defense is rigid eye protection or oddly-located eyes; +½) HKA 2d6, Penetrating (+½) (45 Active Points); (60 Active Points); Activation Roll 14- (-½), Only Works On Weapons (-1), No Knockback Increased Endurance Cost (x2 END; -½); No (-¼), Requires A Weaponsmith Roll (-½), Range (-½). Total cost: 24 points. Increased Endurance Cost (x3 END; -1). Total cost: 12 points. 62 HERO SYSTEM 5TH EDITION

SHUGOSHIN 6 Sharp Senses: +2 PER with all Sense Val Char Cost Roll Notes Groups 0 15 STR 5 12- Lift 200 kg; 3d6 [1] 7 Wire-Fu Wall-Scaling: Clinging (normal 24 DEX 42 14- OCV: 8/DCV: 8 STR); Requires An Acrobatics Roll (-½) 0 18 CON 16 13- 10 Blessing Of Fate: Luck 2d6 0 10 BODY 0 11- 13 INT 3 12- PER Roll 12- Talents 10 EGO 0 11- ECV: 3 6 Combat Luck (3 PD/3 ED) 18 PRE 8 13- PRE Attack 3½d6 15 Combat Sense 12- 14 COM 2 12- 1 Environmental Movement: Icewalking (no penalties on slippery surfaces) 10 PD 7 Total: 13 PD (3 rPD) 3 Environmental Movement: Supreme 8 ED 4 Total: 11 ED (3 rED) Balance (no penalties on narrow surfaces) 5 SPD 16 Phases: 3, 5, 8, 10, 12 3 Resistance (3 points) 7 REC 0 3 Simulate Death 40 END 2 30 STUN 3 Total Characteristic Cost: 108 Skills 9 +3 with Shorinji Kempo Movement: Running: 9”/18” 6 +3 OCV with Seishinken HKA Leaping: 8”/16” 3 Acrobatics 14- Cost Powers END 7 Analyze Style 14- 7 Seishinken (Th e Spirit Swords): HKA 1d6 3 Breakfall 14- (1½d6 with STR); OAF (-1) 2 3 Climbing 14- 5 Th e second Seishinken 23 Contortionist 14- 3 Ghost-Cutting: Aff ects Desolidifi ed (+½) 1 CK: Los Angeles 8- for fi rst Seishinken; OAF (must wield both 1 CK: Osaka 8- Seishinken; -1) 1 2 CK: San Francisco 11- 3 Ghost-Cutting: Aff ects Desolidifi ed (+½) 2 CK: Tokyo 11- for second Seishinken; OAF (must wield 2 KS: History 11- both Seishinken; -1) 1 2 KS: Kung Fu/Shorinji Kempo 11- 20 Supreme Cutting: Find Weakness 13- 2 KS: Th e Martial World 11- with Seishinken HKA 0 2 KS: Th e Yakuza 11- 14 Seishinken Kata: HKA 1d6 (1d6+1 with 3 Language: English (completely fl uent; STR), Damage Shield (+½), Continuous (+1), Japanese is native) Reduced Endurance (½ END; +¼); OAF 3 Shadowing 12- (Seishinken; -1), Requires A Successful 3 Stealth 14- Attack Roll (-½), Power Stops Working 3 Streetwise 13- Instantly If Character Is Stunned Or 10 Two-Weapon Fighting (HTH) Knocked Out (-¼), Not When Grabbed (-¼) 2 7 WF: Common Martial Arts Weapons, 16 Seishinhikari (Spirit Light): EB 8d6; OAF Common Melee Weapons, Common Missile (must wield both Seishinken; -1), Weapons, Off Hand Increased Endurance Cost (x2 END; -½) 8 Martial Arts: Shorinji Kempo Total Powers & Skill Cost: 272 Maneuver OCV DCV Notes Total Cost: 380 4 Atemi Strike -1 +1 3½d6 NND (1) 4 Block +2 +2 Block, Abort 200+ Disadvantages 4 Disarm -1 +1 Disarm, 40 STR 15 DNPC: Suzy Ishamura (girlfriend) 11- 4 Dodge +0 +5 Dodge all (Normal) attacks, Abort 10 Distinctive Features: Style (Not Concealable, 5 Kick -2 +1 10d6 Strike Noticed And Recognizable, Detectable By 4 Punch +0 +2 8d6 Strike Large Group) 3 Th row +0 +1 6d6 + v/5; 5 Distinctive Features: dragon tattoo (Easily Target Falls Concealed, Noticed And Recognizable) 12 +3 Damage Classes (already added in) 20 Hunted: Yakuza 8- (Mo Pow, NCI, Kill) 2 Use Art with Blades, Staff 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) 15 Supreme Defense: Missile Defl ection (all 20 Psychological Limitation: Must Protect Ranged attacks), Range (adjacent hexes; Innocents (Common, Total) +½); OAF (must wield both Seishinken; -1) 0 15 Psychological Limitation: Code Of Ven- 6 Swift Runner: Running +3” (9” total) 1 geance; Must Avenge All Insults To Self, 5 Strong Leaper: Leaping +5” (8” forward, 4” Family, Friends, And Th ose Under His Pro- upward) 1 tection (Common, Strong) 5 Acrobatic Leaper: Leaping +7” 15 Psychological Limitation: Hatred Of Racists (15” forward, 8” upward); Requires An And Racism (Common, Strong) Acrobatics Roll (-½) 1 15 Social Limitation: Secret Identity (Kenji Champions Universe 63

“Ken” Hayashida, college student) (Fre- life?” they seemed to say. “Is there nothing better in quently, Major) you than the qualities you have displayed so far?” 45 Experience Points No, Kenji thought, I can be better. Much better. Tentatively, almost frightenedly, Kenji reached Total Disadvantage Points: 380 out to the old man, asking for a hand up. Th e old Background/History: Kenji “Ken” Hayashida was man grasped his hand and pulled Kenji to his feet. born to a Japanese mother and an American Without a word he took Kenji inside and fed him a father. His father, a serviceman, soon left Japan and good meal. Th en he packed a few things and he and returned to the states, leaving Kenji’s mother to Kenji drove to an isolated house in the mountains raise a son all by herself. Shunned by the commu- of Japan. nity because of her involvement with a gaijin (for- So began many years of hard training. Th e eigner), she had a hard time making ends meet. old man, whom Kenji referred to only as Sensei Kenji fared no better among his classmates. As (teacher), put him through an intensive course in a halfb reed, he was the focus of endless tormenting Shorinji Kempo. Kenji learned everything from the and bullying. Th at stopped when he got his growth, philosophy behind the art to but the social ostracism and scorn continued some of its deadliest fi ght- unabated. Unable to fi nd companionship anywhere ing moves. Sensei hinted at else, he drift ed in with gangs of bura- some of the mystic powers kumin, Japan’s traditional caste of that awaited a true master, “untouchable” foreigners, and fell but he taught Kenji noth- into a life of crime. ing of such things. His talents in this capacity Eventually the day came when did not go unnoticed. Th e local Sensei called Kenji to him. “You have yakuza boss realized Kenji could learned as much as you can be taught at become a skilled fi ghter and present,” he told the young man. “For leader, so he recruited Kenji to you to grow in knowledge, your soul join the yakuza. Aft er a period must grow as well, and it is stunted of training and servitude to the from the many evil deeds you have bosses, he began working with done in your life. Go into the garden real criminal operations, generally and meditate for two days on a way acting as “muscle.” He was a gang- to remove this taint from your soul.” ster for several years, during which Two days later Kenji returned he killed at least six men and brutal- to his master with an idea. He ized dozens more. would go forth into the world and One day the word came down live there until he had from the oyabun that Kenji and his managed to save two group of underlings were to kill lives for every person an old man who was breaking up that he had hurt or some of the family’s protection killed during his time with rings. Kenji led his men to the old the yakuza. By Kenji’s recol- man’s house and waited. When lection this would mean he came home they jumped him. saving 158 lives. Much to their amazement, he Sensei, fi nding merit in fought back! Even more amazing, this proposal, acquiesced to he beat them senseless! Kenji’s Kenji’s request to leave the streetfi ghting smarts were noth- confi nes of the mountains. ing compared to the old man’s As a reward for his technique. While his men fl ed student’s faithful in terror or crawled away to lick work, he gave him their wounds, Kenji lay at the old a fi ne pair of jien, or man’s feet, breathless, expecting to Chinese double-bladed be killed. longswords. “Th ese Th e old man just looked are the Seishinken [Spirit at him. Kenji fi nally raised his Swords], my son,” he said to Kenji. “Th ey head to return the gaze, and will grow in power as your soul becomes was shocked by the look of purer.” pain on his face. Th rough the Two days later, swords in hand, old man’s eyes, Kenji could Kenji left the mountains and Sensei. somehow sense the pain he He returned to Tokyo, but it held had caused so many people, too many bad memories for him. He pain that grew out of his own fi nally decided he would travel to anguish at being an outcast in America, where he would fi nd more Japanese society. And the eyes opportunities to save lives than in Japan. A few days asked him a question, too — “Is and one long plane ride later, he disembarked at this how you want to live your San Francisco International Airport. Going by the 64 HERO SYSTEM 5TH EDITION

name “Ken” Hayashida, he enrolled at UCSF and Campaign Use: Shugoshin works best in mar- began studying history. tial arts-oriented campaigns and adventures; his Today Ken is a top-notch student by day, and a defenses are a little too low for straightforward crimefi ghter by night. He patrols the streets of the superhero combat (unless the GM runs him cau- city, saving lives and protecting the innocent, using tiously and carefully, using Shugoshin’s defensive the name Shugoshin (“ ”) as his nom abilities frequently). He’s a great Contact in the de guerre. So far he has saved 22 lives, but that still Martial World for PCs, or someone who can “show leaves 136 to go, and the streets are a dangerous them around” if they visit San Francisco or need to place.... take on the yakuza. Personality/Tactics: Despite all the training in phi- If you need to make Shugoshin more pow- losophy that he has received, Shugoshin is actually erful, improve his defenses (and perhaps a few a pretty straightforward person. He sees things of his Characteristics), and give him some more from a black-and-white perspective, and acts deci- Seishinken powers. To make him less powerful, strip sively to protect that which he perceives as “good” away a few of his more esoteric abilities and Skills. from that which he perceives as “bad.” Th e punish- Shugoshin will not become involved in Hunt- ments he doles out to criminals are sometimes ing anyone. He already has a quest to occupy his viciously Mosaic; for example, a robber might have attention. his hand chopped off , while a rapist would lose Appearance: Shugoshin is a tall, broad-shouldered certain other parts of his anatomy, if not his life. So man with mixed Japanese and Western features. His far Shugoshin’s instincts have served him well; but long black hair is usually tied back in a ponytail. eventually he will encounter morally ambiguous Weaving around his body is a beautiful dragon situations which are, perhaps, more than he has tattoo that he had done while he was in the yakuza. been trained to handle properly. He rarely wears traditional Shorinji Kempo garb, In many ways Shugoshin is still the hot- preferring instead a uniform similar to those worn blooded street youth Sensei rescued from a life by karate practitioners. He usually leaves the uwagi, of crime. Although he strongly prefers not to kill, or jacket, open, so his dragon tattoo can be seen. He he oft en employs violent means to solve the prob- prefers a tan gi with red belt, slippers, and bracers. lems he encounters on the street, and is not at all He carries the Seishinken in sheaths on his back, adverse to injuring evildoers severely. He is proud though he gets rid of the sheaths before combat if and reacts badly to being insulted personally, or to he has the opportunity. having anyone under his protection insulted. Racist behavior, particularly ethnic slurs, infuriates him. Quote: “Let her go now while you still have hands THE MILITARY/ to do so.” MERCENARY/ Powers/Tactics: Shugoshin is a highly trained martial artist, knowledgeable in the art of Shorinji TERRORIST WORLD Kempo. He has developed a few semi-mystic Th e presence of superhumans has not, sadly, powers, such as the ability to resist pain, feign done much to end war, terrorism, or other forms death, and run straight up walls, but so far his skills of violent confl ict. In fact, some experts claim that are mainly confi ned to the physical. He usually since superhumans fi rst appeared on Earth, the fi ghts in a simple fashion, attacking one enemy at world has become more violent — more prone to a time, moving on to the next one only when the warfare, mercenary activity, assassination, and the fi rst foe has been defeated. He dislikes ambushes like — and that superhumans are to blame. Aside and deception; he rarely uses such tactics and from the fact that super-technology is employed by reacts violently when they are used against him. He most militaries to some degree, no real proof exists prefers straightforward, honorable combats, and in support of this particular theory, but neverthe- generally will not refuse a challenge to a one-on- less some people still subscribe to it. one duel. Although most militaries still use stan- Shugoshin wields a pair of powerful magi- dard-tech weapons (gunpowder-based bullets cal swords, the Seishinken (“spirit swords”). Th ese and rifles, tanks and howitzers firing explosive blades are enchanted so that their mystical powers shells, manned fighter jets, and so on), the larger expand as the user’s soul grows stronger and wiser. and more advanced of the world’s armies and But for these abilities to surface, a single fi ghter must navies have incorporated some super-technol- wield the swords in tandem. Th e swords will become ogy-derived weapons and systems into their more powerful and gain more abilities as Shugoshin arsenals. For example, the United States has advances towards completion of his quest to save small squads of light powered armor-wear- lives, which in turn helps to remove the taint of evil ing soldiers, unmanned aerial vehicles (UAVs) from his soul. (In game terms, Shugoshin pays for capable of flying at Mach 10, and many other more sword-based powers with the Experience Points such weapons. None of them provide the U.S. he accumulates through accomplishing these good with an overwhelming advantage in combat, but deeds.) Already Shugoshin has learned how to make taken together they definitely extend and expand the swords aff ect ghosts and project a beam of mysti- America’s already-potent military capabilities. cal energy; the latter power tires him out easily, but is In some cases, super-technology developments oft en useful as a surprise tactic. even trickle down to smaller militaries. For exam- Champions Universe 65 ple, the U.S. Department of Defense has expressed concern about countries like Iraq or Awad build- ing and using relatively cheap magnetic “railgun” weapons to shoot down American satellites and planes. Sometimes it seems that for every advance one nation makes, another fi nds a way to counter it using diff erent super- technology... though the sources from which some lesser nations obtain their super-tech- nology remain a subject of speculation. Even mercenaries and mer- cenary companies get into the act sometimes. A few, seeking competitive advantage both on the battlefi eld and in the marketplace, have invested in (or otherwise obtained) pow- ered armor suits, energy rifl es, super-tech weapons, and advanced robotic vehicles. Supervillains like Lazer, Mechas- sassin, and the Steel Commando all got their start as mercenaries (at least in part), and still participate in that part of the global underworld if the money’s right. Combatants who want powerful weap- ons, up to and including some forms of super- sorcerers, technology, oft en turn to the same source for it and others — the supervillain who calls himself the Warlord. of their ilk An arms broker and warmonger without peer, the — hold the greatest Warlord foments confl ict across the globe as a way power. Following of keeping himself in business. He even participates his initial appear- in some battles himself, seemingly for the pleasure ance in 1987, none of fi ghting. Th anks to his sophisticated and well- have ever doubted armed suit of powered armor, those usually aren’t that the undead very fair fi ghts, but he still enjoys them. wizard who calls himself Takofanes the Undying Lord remains unrivalled on this world, THE MYSTIC WORLD and perhaps this entire plane, in magical might. Able to transform vast swaths of land to resemble Since 1938, magic has been more powerful and other realms, raise armies of corpses to obey his manipulable than at any time in the past several every whim, and strike powerful superheroes dead centuries. But that’s not to say it’s commonplace, or with but a gesture, the Archlich has no mystical widely acknowledged. In fact, just the opposite is peer. Only his own pride, and the unfl agging eff orts true: the vast majority of humanity scoff s at magic, of both superheroes and heroic mystics such as the considering it nothing more than superstitious members of the Trismegistus Council, have kept nonsense. Even though mystic supervillains of the world safe from him. Of scarce less power is the tremendous power, such as Takofanes the Undying reclusive Chinese sorcerer Dr. Yin Wu, but he rarely Lord, periodically threaten Earth, somehow their seems to concern himself with matters of the world abilities end up conveniently forgotten or explained outside his ancient castle. away as something besides sorcery. Such, perhaps, Several families of malign intent display is the nature of magic. magical prowess, and when their members work Th e Mystic World usually takes pains to con- in concert instead of fighting amongst them- ceal its existence and scope from the rest of the selves, often pose a significant threat to nations world according to the same unspoken laws. Th ose and worlds. The Sylvestris of Italy, and their who can cast spells and work sorcery deem it fi t- rivals the Vandaleurs of France, are chief among ting that their powers should be hidden from the the mystic lineages; fortunately, one other, the de common ruck of humanity, and conduct them- Morphants of France, died out centuries ago. The selves appropriately in most circumstances. Th us, Warwick family of England, a line of noble and even today, describing the Mystic World remains a heroic men who once opposed these fiends, like- diffi cult task, fraught with much guesswork. wise seems to have passed away forever. As with super-technology, those of darkest Similar to the mystic families, but with mem- heart and evil bent — supervillains, soul-bereft bers related by common interests rather than blood, 66 HERO SYSTEM 5TH EDITION

No discussion of the Mystic World would be complete with mentioning the supervillain Dark Seraph and his followers, the Crowns of Krim. Once Sir Dennis of South Mallon, an English baronet, Dark Seraph sold his soul to Hell for the magic of the Iron Crown, greatest of the artifacts of the demon-god Krim. Now a being powerful enough to rival the likes of Firewing, Dark Seraph is even more dangerous because he has called the possessors of the other Crowns of Krim to serve him. Only the mightiest of superteams can stand against them. Last but not least, all magical threats don’t come solely from this plane of reality. Magic allows its users to cross into other planes of existence, and many of them hold powerful mystics of their own, or beings somehow inimical to Earth and/or mankind. A few of these threats are discussed on page 96. THE RELIGIOUS WORLD Superhumans and the world of religion have oft en interacted in strange ways. Initially, some churches and religious leaders condemned super- humans as the spawn of Satan or other unholy forces; a few still believe that today. Others, while not so inimical to superhumans per se, questioned their hubris and habits — and of course virtually all religions express nothing but opposition and pity for supervillains like Dark Seraph, who derive their abilities from infernal powers. Over time, most religions have come to accept superhumans, taking care to note the good done by superheroes and deploring the cruelty and evil of supervillains. As one theologian famously noted, “Man is made in the image of God. Perhaps super- humans are but God’s image viewed from a diff er- ent perspective — or more clearly.” Superhumans such as Ushas, who claim to be gods, the descendants of gods, or to derive their power from gods, pose particular problems for established religions such as Islam and Chris- is the Circle of the Scarlet Moon, a group of spell- tianity. Some religious officials denounce them casters joined together for the purpose of acquiring as blasphemers. Others have remained quiet and power both magical and temporal. Th e group takes reserved judgment. pains to conceal its exact number and powers from In a few cases, new religions have sprung up the rest of the world, but is known to have at least around superhumans. For example, during the a dozen powerful sorcerers and witches among its 1970s, a small church formed in New York City to ranks, and to propitiate demons and dark gods. For worship the superheroine Archangel, who claimed at least two centuries it has fought a mystic war, God Himself granted her the power to battle evil. both cold and hot, against the Trismegistus Coun- Th e Church of the Archangel, never approved of cil, a cabal of white wizards formed specifi cally to or sanctioned by any other Christian organization, oppose and destroy it. Th e Council numbers among grew in size and strength until 1987, when the its allies the superheroine Witchcraft of the Cham- object of its adoration was murdered by Takofanes pions. (See page 104 for more information.) the Undying Lord. Th e church disbanded thereaft er, At least one mystically-oriented group, DEMON, though some former members claim they still wor- has chosen to conduct itself aft er the fashion of vil- ship Archangel and that she visits them in spirit lainous agencies such as ARGENT and VIPER. Its form from time to time. minions oft en fi ght superheroes in the group’s quest to obtain magical lore and power, and its chief lieu- tenants, the Morbanes, rival superhumans in sheer power. DEMON’s true aims, and the true depths of its resources, remain unknown, much to the concern of many DOSPA offi cials and superheroes. Champions Universe 67

ost of the discussion and mans and strange phenomena, too. And information in this book the Champions Universe reaches even focuses on the United States further, out into the Milky Way Galaxy M— the country that has the far from Earth, and into strange alternate most superhuman activity (by far). But dimensions. Th is chapter reviews them there’s more to the Champions Universe all, with a special emphasis on places than just America. America’s an impor- like Millennium City and Vibora Bay, tant part of the picture, of course, but where superhuman activity is unusually other countries have their own superhu- common or important for some reason. 68 HERO SYSTEM 5TH EDITION SUPERHUMANS AROUND THE WORLD s of the year 2002, here’s what the Superhu- man World is like across the planet. You The United States should also refer to the discussion about Due to its extent, a thorough survey of super- Agovernment policies and offi cial superteams human activity in the United States is beyond the beginning on page 35; GMs can consult the GM’s scope of this book; what’s covered here are a few Vault for further information on all these subjects. of the more active areas. Some areas of particular importance (Millennium City, Vibora Bay, and Haynesville) are covered in their own sections NORTH AMERICA beginning on page 76. Every major metropolitan area in the United North America, primarily the United States, States, and many other places as well, has its share is unquestionably the center of the Superhu- of superhumans. Whether they form superteams man World. In addition to its large crop of native (or gangs), or fi ght (commit) crimes on their own, superhumans, supers originating elsewhere oft en they’re an unavoidable part of American life. Th e gravitate here, whether for companionship, a better average citizen may never meet one in person, but standard of living, more opportunities to commit he reads about them in the news, and sees the aft er- profi table crimes, or other reasons. eff ects of their battles and activities, every week. Besides Millennium City, the most active American superhuman communities are in New York City, Chicago, and San Francisco. NEW YORK CITY New York City boasts the largest number of established superteams — four — of any city in the world. Th e oldest and most renowned is the Justice Squadron, which got its start in World War II and has remained together (though with numer- ous changes of membership) ever since. Respon- sible for, among other things, helping to stop Dr. Destroyer’s fi rst attempt to conquer the world in 1975, and foiling an extra-dimensional invasion by the Chaos-Beast and his horde of reality-warp- ing demonic beings in 1988, the Justice Squadron has earned numerous accolades from the grateful people of Earth. As of 2002, its roster includes the Brawler (the team’s leader), Electron, Flashover, Blink, Tomahawk, and the Drift er. Also of note are the Sentinels, an equally pres- tigious team founded in the 1960s. Simultaneously friends with and rivals of the Justice Squadron, the Sentinels have had more (and more frequent) membership turnovers than the JS has, but have nevertheless remained extremely eff ective in the battle against crime and evil. As of 2002, its roster includes Black Rose (the team’s leader), the second Amazing Man, Diamond, Diadem, Bravo, and Marus. Lately, though, the team that’s been attracting the most media attention is a new group of young guns — some teen heroes who call themselves Nova (they’ve never explained the signifi cance of the name). Led by Decibelle, a charismatic young woman with sonic powers (some tabloids claim she’s related to or associated with the supervil- lainess Howler), Nova has been active fi ghting Champions Universe 69

several drug smuggling syndicates and ARGENT, ARGENT and the Institute for Human THE CALIFORNIA among others. One of the team’s members, Arcane, Advancement, both of which originated in the PATROL is wanted by the police for murder, so Nova has United States, remain strongest there. ARGENT has no sanction and is constantly on the run from the increased its profi le in Millennium City signifi cantly, Not all the superhero authorities. and some authorities speculate that it may secretly teams in California Unfortunately, New York’s supercriminals are be behind some of the corporate donors who funded are based in big cities every bit as active as its heroes. According to offi cial the “City of the Future.” Th e IHA, fl ush with cash like San Francisco estimates, VIPER has at least three Nests in the greater following a bequest from a wealthy supporter, has and Los Angeles. A New York area (more are suspected), and obtains as stepped up its lobbying eff orts to have the govern- loose confederation of much as one-fi ft h of its annual revenue from crimes ment regulate mutants and similar superhumans. heroes calling itself the California Patrol oft en committed within the fi ve boroughs. Destructive bands together to fi ght superbattles are so common that superhuman insur- Canada crime in other parts of ance premiums are at a national high there. the state (mostly in the CHICAGO Although not as super-heavy as its neighbor southern half) and deal to the south, Canada has plenty of superhumans with other menaces the Chicago has only one superteam, the Peace- to call its own. Since the collapse of the last North- city-based superheroes keepers, but a generous helping of independent ern Guard team in 1998, it’s had to rely on local don’t know about or heroes — for some reason, most of the Windy have time for. Founded superteams and solo heroes given national sanction City’s superheroes seem to prefer solo action over in 1991, the Patrol lacks when large-scale emergencies arise. Th e StarForce teaming up. Headquartered on the top fl oors of the offi cial sanction, but its of Toronto, COMET of Ottawa, and solos like the famed Kettrick Building in downtown Chicago, members don’t really powerful Haida shaman Ravenspeaker of Vancouver, the Peacekeepers have protected their city from seem to care. As of 2002, the cosmically-powered superheroine Celestar, and its members include superhuman menaces for nearly twenty years. Th e an armored hero called Forceknight have all volun- Sequoia, Firewall, the group has a long-running feud with VIPER, and teered their eff orts to keep Canada safe and secure. Silicon Kid, MeteorMan, has destroyed several major Nests. It recently lost And they have many threats to contend against. and Downshift . its leader, the Huntsman, in battle against VIPER, An ancient Inuit ice-demon called Tilingkoot has and has redoubled its eff orts to eradicate the evil several times tried to bury Canada (and, eventually, organization. Dwarfstar has assumed temporary the world) under the snows of an eternal winter, and leadership of the group while it decides whether to other mystic threats arise from time to time. VIPER recruit one or more new members to fi ll the gap in has a signifi cant presence in several cities, including the roster. Vancouver and Montreal. A powerful light-manipu- SAN FRANCISCO lating mutant called Borealis has several times tried Th e Bay Area has a signifi cant number of super- to overthrow the Canadian government and estab- humans, many, not surprisingly given the proximity lish himself as the nation’s ruler, all as a prelude to to Silicon Valley, with technology-related powers. his plans for the Canadian conquest of Earth. He and Th e area’s best-known superteam, the Freedom Celestar have fought several major battles, with the Patrol, has fallen on hard times in recent years, with famed superheroine triumphing each time by the the loss or retirement of several members, and a narrowest of margins. near-disastrous defeat at the hands of ARGENT in 1999. A much newer team, the Bay Guardians, has Mexico gradually eclipsed the Patrol and is receiving a lot of popular acclaim. Led by a powerful (if eccentric) Mexico has less superhuman activity than supermage named Eldritch, the Bay Guardians have Canada, but still more than most similar nations smashed a VIPER plot to take control of several key because of its proximity to the United States. Blood- businesses, stopped a madman from detonating a stone and Temblor of the Crowns of Krim both seismic bomb over one of the region’s earthquake appear in Mexico frequently, and probably have faults, and cut down the crime rate in several parts some connection to Mexico in their original or of the city. secret identities. DEMON has likewise launched sev- Eldritch has recently begun to sense that several eral schemes here, most involving eff orts to acquire mystically-powerful supervillains, including some Aztec or Mayan artifacts supposedly possessing DEMON Morbanes and perhaps Dark Seraph, are mystic powers. converging on the Bay Area for some reason. He and Mexico’s ruling party, the PRI, once sponsored a the Bay Guardians are preparing for what may be a small superhero team called Los Defensores de Méjico cataclysmic battle, in part by consulting with other (the Mexican Defenders), but the team fell apart in mystics who may have insight on the problem. 1997 when it was revealed that most of the members were receiving signifi cant bribes from the Mexican VILLAINOUS AGENCIES drug cartels to overlook drug smuggling activity. VIPER is more active in the United States Nearly all of the members quietly retired; one, El than any other nation. In recent years it has been Aguila (“Th e Eagle”), committed suicide in dis- involved with drug smuggling, attempts to steal grace; and two, Acantilado (“Rocky”) and Macahuitl enough aeronautical technology to build a VIPER (“Obsidian Sword”), continue to fi ght crime (mainly spaceplane, fi nancial fraud, and numerous raids around Mexico City). on banks, museums, and similar high-profi t tar- gets, among other schemes. 70 HERO SYSTEM 5TH EDITION

GUAMANGA enormous amount of money and eff ort on public SOUTH AMERICA, works projects to benefi t the poor and downtrodden. A tiny nation between CENTRAL AMERICA, CHÍQUADOR Honduras and Lago de Isabél, Guamanga is AND THE CARIBBEAN Th is tiny nation, wedged in between French affl icted with poverty Guiana and Brazil, has been causing problems in and despair. A mere fi ve Th ese regions of the world see relatively little eastern South America since 1979, when General percent of the population superhuman activity, due to their distance from the Lorenco João Garrastazu e Silva overthrew the owns ninety percent of centers of the Superhuman World and their relative government and declared himself President For the land, consigning the poverty. For many years the most powerful superhu- Life. In power since that time, he has commenced peasantry to a life of sub- mans in the region were a supervillain group, Terror a military buildup that worries the other nations in sistence tenant farming. Inc., which maintained a well-defended headquar- the region. As yet he has made no moves to use his Many have turned to the ters on an island off the coast of Peru. But in 1998, drug trade, or the theft army and air force, but he must have something in the group self-destructed when two of its members, mind for them, given the money and attention he and sale of Mayan relics Scorpia and Feuermacher, murdered its leader, from archaeological sites, spends on them. A lot of observers, including many to survive. Professor Muerte, and defected to Eurostar (taking in the United States, keep a nervous eye on events much of the group’s technological and data resources in Macapa (the nation’s capital). In 1994, ARGENT with them). Terror, Inc.’s agents abandoned the island COSTA AZÚL attempted to engineer (whose facilities were later destroyed in bombing a coup in Guamanga to raids conducted by the U.S. Air Force) to join exist- An archipelago consisting of three principal oust the die-hard Com- ing criminal groups or form gangs of their own; the islands and several smaller ones located south of munist president, Martín group’s one remaining member, a super-strong brute Jamaica and Haiti, Costa Azúl has a well-deserved Orama-Tijernas. Fortu- named Giganto, retreated into the isolation of the reputation as a haven for drug smuggling, money nately, the Justice Squad- Amazon jungle and has not been seen since. laundering, and other criminal activities. Its ron stopped the plot, Th e most famous South American superhero is leader, Colonel Enrique Pineda, tries to maintain doing signifi cant harm to a wealthy young philanthropist, Miguel Esconsada a facade of normalcy to attract tourists, but he’s ARGENT’s interests in de Villareal, better known to the world at large as El the region. Long-forgot- well-known as one of the most corrupt offi cials ten super-weapons and Dorado. Although most active in the cities of Brazil, in the Western Hemisphere. More than once the other relics of the confl ict he’s also fought crime in just about every other part United States has contemplated taking military occasionally appear, caus- of the continent, using his martial arts prowess and action against him, as it did in the past against ing more trouble in this gadgets to thwart the schemes of many villains and Manuel Noriega of Panama. already troubled nation. villainous agencies. More importantly, he’s spent an EUROPE Outside of North America, Europe (especially Great Britain) has the most active and visible superhuman community in the world. With the European economy going strong, supercrime is on the rise, as the likes of VIPER take advantage of the situation. Th e most prominent and dangerous supervil- lain group in Europe as a whole is Eurostar, which even operates in America on occasion. Led by Danar Nicole, a diplomat turned terrorist, Eurostar seems to commit crimes as much for the sheer love of destruction and panic as anything else. Aside from the conquest of Europe, the group’s agenda is known only to itself; its usual crimes — bank robberies, terrorism and assassination for hire, industrial sabotage and espionage — may simply be preludes to some greater scheme. Although most European supers (particularly villains) are primarily associated with a specifi c country (such as Siegfried, a German “brick”), they tend to commit crimes and participate in plots throughout Europe. Given the common currency, and the ease with which they can cross borders, there’s usually little reason to restrict themselves to one nation. British supers tend to be an exception to this rule, though. Champions Universe 71

even demonic, evil giants from Faerie) to ravage The British Isles Cornwall. Th ey have no name for themselves, Superhumans are both more common and though overenthusiastic reporters have dubbed more active in the British Isles than in most parts them “the Nightwatch.” Th ey all guard their privacy of the world. Thanks to the many sites of mystic and secretly identities carefully, though Rhiannon import throughout the region (Stonehenge and has responded to some inquiries from her Internet other stone circles, places associated with King fan club. Arthur, and the like), and its dimen- sional proximity to that part of the Land of Legends known as Faerie (see page 96), the British have more than their share of magical heroes and villains. British Supers Besides the New Knights of the Round Table (page 46), the Scepter’d Isle is graced with numerous superhe- roes who defend it against threats from within and without. Most operate solo, occasionally teaming up, or temporar- ily allying themselves with the New Knights, when confronting an enemy too powerful to take on alone. Albion, a mysterious humanoid being seemingly made out of some sort of solidifi ed white energy, claims to be the living embodiment of the nobility and heroic nature of the Brit- ish people. First appearing during the Battle of Britain in World War II, he has shown up periodically since then whenever terrible danger confronts the British Isles. All eff orts to contact him at other times, or to identify who he is, have failed. Well-known British supervillains include: Almost as powerful as Albion, but much less Crusher, who wears a powerful suit of powered mysterious, is Hyperion, an immensely powerful armor; Thrash, a mutant energy projector of hero with the ability to generate eff ects based on punk-anarchist bent; the Cat, a thief and martial what he calls “the burning light of truth.” A 2002 artist; and Clockwork, an eccentric and malevo- confl ict between Hyperion and the alien super- lent gadgeteer. gladiator Firewing destroyed a large swath of London, which Hyperion himself has since helped Irish And Scottish Supers to repair. Extremely popular with his country- Scotland has been the home of a number men, and as wealthy as a lord, Hyperion frequently of supervillains, most of them, for some reason, appears on television and at charity events. women. Besides Cateran, who actually spends London’s best-known and most beloved super- almost no time in Scotland, there’s Black Annis (a team is the London Watch, which is active not only haglike witch), Lamprey (an aquatic supervillain- throughout the islands but in mainland Europe ess), and Stormcloud (a weather controller able to as well. Its members include Blazon (who wears a project powerful bolts of lightning from her hands), suit of mystically-powered armor and rides a fl ying among others. Scotland’s best-known male villain horse), Yeoman (a warrior with high-tech archery is Claymore, a sword-wielding super-strong thug equipment and weapons), Repulse (a telekinetic), with a taste for violence and a love of bloodshed. and Swift Swallow (a fl ying speedster). Th e group Scotland has a few superheroes, too, like Evergreen has clashed with Eurostar repeatedly, and hopes to (a plant controller) and Dreamscape (a psionic and bring those criminals to justice someday. dream-manipulator). Several mystic superhumans — Shade, a kind- Ireland’s superhumans are almost all mystical hearted vampire; Drune, who claims to be an elven- in nature. Superheroes like Cuchullain (supposedly prince from Faerie exiled to this world for the sin a “reincarnation” of the legendary spear-wielding of falling in love with a mortal woman; Rhiannon, a hero) and Dweomer (a powerful spellcaster) battle sorceress who takes her name from a Welsh mytho- against supervillains like the Redcap (a clawed, logical character; and Taliesin, who can generate extremely resilient magical mutate) and the afore- magical eff ects with his harp-music — periodically mentioned Fomorians, as well as foreign villains band together to fi ght mystic threats, such as a who show up to exploit Ireland’s mystic sites. recent attempt by several Fomorians (mis-shapen, 72 HERO SYSTEM 5TH EDITION OTHER EUROPEAN France talist mystic), der Bogenschütze (the Archer, who SUPERHEROES uses a high-tech bow and trick arrows), and Zeit- Other than its offi cial “Sixteenth Bureau” geist (Spirit of the Times, a low-powered chrono- manipulator). Der Westgote (the Visigoth, a ruth- Some of the other superteam, France is home to a number of super- superheroes active in heroes. Tricolor’s daughter, going by the codename lessly clever brick), Panzer (a well-armed powered Europe include: Seine, can duplicate herself into two heroines call- armor character with plans to restore Nazi rule to ing themselves Left Bank and Right Bank, and acts Germany), Der Schwarze Tod (the Black Death, Beowulf, a Danish as a protector of Paris, mostly fi ghting street-level a disease infl ictor), and Neutron (who can vastly strongman who’s crime and VIPER. Th e Chevalier, a fl ying energy increase his own density and strength) are some of adopted a medieval projector, fi ghts crime all over France, as do the the villains native to Germany; Westgote has been motif for his costume winged gadgeteer Autour (Goshawk) and the pow- courted by Eurostar as a possible new member. and speech (no relation ered armor brick Bastille. to the American super- On the other hand, France has also seen plenty hero of the 1960s of the of supervillain schemes and attacks within its Russia same name) borders. VIPER is quite active there, and DEMON In addition to the heroes mentioned on page is said to have spent time investigating the mystic Chainmail, a Portuguese 47, the Motherland is also home to Vulnapyezdka brawler who also uses potential of prehistoric cave-painting sites. Th e (Waverider, an aquatic hero, a former Soviet sub- chains as weapons. IHA has strongly lobbied the French government to mariner mutated by exposure to the engines of pass anti-superhuman legislation on several occa- nuclear submarines), Taiga (a shapeshift er who Fãzfa Tél (Winter Willow), sions. Th e supervillainess Gravitar is oft en active in can take the forms of various Russian animals and a Hungarian super- France, as are Venin Vert (Green Venom, a mutant plants), and Zemletpyasenee (Quake, an earth and heroine with cold-based with powers of chemical control), Obélisque (Obe- stone manipulator). On the other hand, several powers. lisk, a brick whose strength is said to sometimes superhumans created by, or once employed by, the rival Grond’s), and Bouc (Scapegoat, a mentalist), KGB and other arms of the Soviet government Fortuna, a luck-manipu- among others. have oft en become supercriminals (either for them- lating Italian superhero- selves, or in the employ of Russian organized crime ine. gangs); some of these felons include Slun (Th e Germany Bishop, a low-grade mentalist), Molnya (Lightning, Previsione, a hero with As noted on page 46, the Germans have tra- an electricity manipulator), Technyik (Th e Techni- precognitive powers. ditionally been a little reluctant to talk about their cian, a cyberkinetic), and Beek (the Ox, a brick). relations with superhumans. Today they remain Striker, a Polish speed- LARISAGRAD ster. comparatively rare in German society, though that seems to be changing as the public becomes more Located deep in the Ural Mountains, Larisa- accepting of them. Th e best-known German super- grad was once a top-secret Soviet city whose inhab- Zamara, a Gypsy clair- itants worked mostly on Directorate Black-12 (the voyant and mystic. heroes include Mondfeuer (Moonfi re, an elemen- Champions Universe 73

Cold War era superhuman-soldier program) and related research. Tunisia Merely attempting to enter the Morocco city without proper authori- zation was a capital off ense. Algeria Libya Since the collapse of the Soviet Western Egypt Sahara regime, all government work in Larisagrad has ended. To sup- port themselves, the scientists Mauritania Mali there work as contractors and Niger Chad consultants for whomever Senegal Sudan will hire them... including more than a few supervil- Nigeria lains, according to UNTIL Sierra Leone Lurranga Ethiopia reports. Larisagrad offi cials Liberia Cameroon vehemently deny these charges. Somalia Lugendu Kenya coup several Democratic AFRICA years ago, Republic of Congo Otanga saw Africa has fewer superhumans, and less super- Tanzania human activity, than any other inhabited continent. to it that many What superhumans it does have tend to cluster at of his remaining the opposite ends of the continent, in South Africa enemies simply Angola and Egypt. “disappeared.” No Zambia Egypt, naturally enough, has spawned more one knows what than a few superhumans connected with its ancient happened to them, Zimbabwe Madagascar civilization, and the gods it once worshipped — vil- though natives who Namibia lains like Anubis (who actually operates mostly in dare to speak of such Botswana Mozambique America) and the Living Sphinx (a half-human, things claim Otanga half-beast killing machine of devilish cunning), possesses dark powers heroes like Maat (supposedly imbued with the of sorcery that he uses powers of the goddess of justice) and Pharos (an on anyone he suspects of South Africa energy projector-brick). But that’s not the extent plotting against him. Out- of its contact with the Superhuman World; New siders scoff at these stories as Karnak, the VIPER’s Nest in Cairo, is a sophisti- mere superstition, noting how easy it would be for cated, high-tech criminal operation with no real a man in power to make his enemies “disappear” THE SUPERHEROES connection to Egyptian history or mysticism, for through mundane means like bullets and shallow OF INDIA example. jungle graves. South Africa’s superheroes are oft en relatively In addition to its offi cial young and inexperienced; the older supers from the Superhero Division days of apartheid (including the Boer, the country’s WESTERN ASIA team of heroes (see page 47), India is graced with greatest hero), unable to adjust to the new ways, Th e Middle and Near East has become an retired aft er the old regime fell. Today’s heroes, such several independent increasingly politically volatile area over the past superpowered heroes, as Blaze and the Gazelle, mostly fi ght organized decade, with Israeli-Palestinian tensions, Iraqi and including: crime and dangerous militant rebel groups, but Iranian ambitions, Islamic fundamentalism, drug occasionally battle supervillains like Ironhorn. smuggling and organized crime in the tiny nation Anvil, who can trans- Few reports have reached the rest of the world of Taqiristan, concerns over oil reserves, and many form his body to iron about superhumains in the interior of Africa, other factors creating tension there and abroad. for short periods of time though undoubtedly some do exist. Rumors have Although superhumans are relatively uncommon fi ltered out about one called Pridemaster, who can in this part of the world, they have on occasion con- Himalaya, whose growth summon and control lions and uses them to wage tributed to the diffi culties there. Israel’s corps of offi - powers make him super- bloody war on poachers, and another, Ogun, a cial superhumans has participated in several “peace- humanly strong Nigerian with power over all things metal. Several keeping” activities, raising concern among the Arab The Mongoose, African nations, including Kenya, Lurranga, and states (particularly when battles between them, and master of a long-lost fi ghting art Nigeria, are heavily involved in the drug trade and Palestinian supers like the Liberator, cause extensive other forms of transnational crime, and sometimes destruction in areas inhabited by already-impover- thus attract the attention of foreign supers. Pantheon, a duplicating ished peoples). heroine LUGENDU Saddam Hussein, leader of Iraq, recently On the West Coast of Africa, wedged in revealed the presence of a superhumanly strong Spark, a fi re-controlling between Nigeria and Cameroon, lies the small personal bodyguard he referred to as “Shield Of dwarf country of Lugendu, an oppressive place ruled by Th e People.” Western intelligence analysts have a man named Joseph Otanga from a luxurious taken this as proof that rumors of a joint program palace in the capital of Nahambane. Aft er appoint- between Iraq and its close ally Awad (a small nation ing himself President-For-Life following a bloody on the Saudi peninsula, between Yemen and Oman) 74 HERO SYSTEM 5TH EDITION

heroes, and uses harsh, strictly-enforced laws to prevent any other supers (whether of heroic or villainous bent) from operating independently within its borders. A number of superheroes in cities, including Bái Hóu (“White Monkey”) of Shanghai, and Dīshēng Lóng (“Whispering Dragon,” a teleporter) and Jīxiáng Kòu Taqiristan (“Lucky Bandit,” a low-level brick and speedster) of Hong Kong, openly defy the government’s laws, fi ghting crime and helping people in their own way (and oft en supporting pro-democracy movements). Th ough labelled “villains” by Beijing, they are not, but China has its share of those, too — like Lam Kuei (“Blue-Faced Demon”), who commits many assassinations and other crimes with his mystic martial arts powers; the pain-manipulating mental- ist Ying, who’s helped propel the upstart Red Dawn Triad to a position of prominence in China’s under- world; the powerful sorcerer Dr. Yin Wu; and the mysterious Taoist demon-wizard who calls himself Awad Li Chun the Destroyer. JAPAN Japan possessed few superhumans prior to the to create superhuman soldiers have succeeded, at mid-1960s. Compared to the United States, Ger- least in part. many, and Great Britain, Japan had only a handful Other superhumans known to be active in this of superhumans on its side during the war, includ- region include the Dagger (a superhumanly fast ing Himeki (a cousin of Emperor Hirohito who killer who claims to possess the knowledge and was supposedly gift ed with solar powers by the skills of the ancient sect of the Hashishim), Desert sun-goddess Amaterasu) and Tsunami (protector Cat (a Saudi trained superhero), Th e Children of the Japanese seas and destroyer of many Ameri- Of Ataturk (a team of four Turkish superheroes), can ships). No one has ever provided an acceptable Sandstorm (a powerful sand- and earth-manipulat- explanation for this lack, or why so many of Japan’s ing villain), the Fist of Allah (the offi cial superhero superhumans had mystic powers. of Iran), and the Ifrit (a fi re-wielding supervillain Most experts do agree, however, that the who thinks he’s a creature from Arabian legend). fl owering of Japanese superhumanity that began in the early- to mid-1960s was a result largely of the eff ects of the radiation released by the Hiro- EASTERN shima and Nagasaki bombs. At that time, mutant ASIA superhumans were more common in Japan than in most parts of the world, and they remain so today. Th anks to Combined with Japanese scientifi c and techni- the economic and cal knowledge, which technological boom led to a of the late 1980s and early ’90s, superhumans have become much more common in this part of the world than they once were. Martial arts- and technology-oriented power sets are the most common, but by no means the only types of powers found there. For example, Silverwing, a Singaporean superhero, is a mutant energy projector, and the Filipino supervillain Atoll received power over both earth and water due to an industrial accident. CHINA As discussed on page 46, China controls the Tiger Squad, the world’s largest team of super- Champions Universe 75

plethora of powered armor superheroes and gadge- KOREAN teers beginning in the early 1980s, Japan has one of ELSEWHERE SUPERHUMANS the most vibrant and colorful superhuman commu- nities in the world. Many Japanese fans practically ANTARCTICA Th ough not as active or worship their superhuman idols, who oft en become Th e only continent not permanently inhab- populous as China’s or wealthy through image licensing for toys and movie ited by man, Antarctica sees even less superhuman Japan’s, Korea’s superhu- deals. Japan’s most popular heroes include the pow- activity than Oceania. From time to time a world- man community con- tains a few superhumans ered armor-wearing Tetsuronin, the mystic martial threatening master villain has built a base there, but of note. Its heroes, such artist Akumashibaru, media darling Charm Girl so far as is known, none currently live on the per- as Hwarang (master of (actually an extremely strong fl ying “brick”), and petually-frozen continent. However, some offi cials Korean martial arts), the teen gadgeteer Shōnen no Kufū (Gadget Boy). in the United States intelligence community claim Soaring Eagle (a mutant But where superheroes abound, so do super- their data suggests that Dr. Destroyer has built a with fl ight powers), and villains. Japan’s superheroes oft en have their hands facility down there. Bold Mountain (a brick), full dealing with Kagamishoki, the mirror-demon; have been of service to the wind-wielding samurai Kazeronin; Kazan OUTER SPACE the Korean people many (“Volcano”), a powerful villain with lava- and Nearly half a century aft er the space pro- times. Korean villains earthquake-related abilities; the reality-manipu- gram began, mankind has fi nally established a include the Strangler (a North Korean agent lating “criminal from the sixth dimension” Teikei truly permanent foothold in space. Completed in 1996, UNTIL’s space station GATEWAY, parked in and Hwarang’s arch- (“Trapezoid”); and the powered armor martial nemesis), the Eel (a mal- artist Tetsuryu (“Iron Dragon”). geosynchronous orbit over the Pacifi c Ocean, is a leable-bodied thief and nearly self-sustaining facility with a crew of 200 led killer), and Trigram (an by Commander Pierre Th eroux of Canada. It con- I Ching-manipulating AUSTRALIA AND OCEANIA sists of four modules (Alpha, Beta, Gamma, Delta) wizard). arranged in a columnar fashion that makes the Supercrime is relatively uncommon in Aus- station somewhat resemble a child’s spinning top. tralia, and so superheroes are as well. Walkabout Personnel typically reach the station via UNTIL’s was already mentioned on page 45; others of space shuttle, the Gimlé, but an experimental tele- note include Harrier (a fl ying superhuman with portation system, ADIS, is in the works. extensive martial arts and weapon training) and GATEWAY’s main mission is to remain alert Brigade (defender of the city of Sydney). Most of for signs of alien visitors (especially invaders), but their opponents are superhuman thieves and rob- on a daily basis its personnel primarily perform bers, and menaces spawned from the Dreamtime. scientifi c research. Since the station and their work One notable exception is Taipan, a fast and deadly is funded by the United Nations, all data gathered superhuman assassin known to have killed at least becomes public domain property, freely usable a dozen superheroes around the world. He’s cur- by any scientist who wants it. GATEWAY staff rently imprisoned in a maximum-security facility members have already made signifi cant discover- in the Outback devoted solely to his incarceration; ies in the fi elds of medicine, manufacturing, and of he himself occupies a “hot sleep” chamber donated course astronomy. by the United States. Th ere are virtually no superhumans in Ocea- nia. Heroes and villains rarely even visit, much less live in, that isolated part of the world. 76 HERO SYSTEM 5TH EDITION MILLENNIUM CITY ‘We hope for better things; it arms that could expand to fi ll a small area, blinding his opponents, and enabled him to deal out devastat- shall arise again from the ashes.’ ing punches that could fl atten a brick wall. Shadow- —Father Gabriel Richard, pastor of Sainte Anne’s boxer became a highly eff ective vigilante, crippling Church, after Detroit burned to the ground in 1805. the mob in Detroit as well as thwarting several attempts by VIPER to establish a Nest in the area. History THE COMING OF THE DESTROYER In July of 1992, however, a menace came to Founded in 1701 by the French as a fort and Detroit far beyond the abilities of any one hero to fur-trading outpost, Detroit was captured by the handle. Doctor Destroyer, whose plans to take over British in 1760 and passed to the control of the the world had only been defeated by the narrowest of United States following the Revolutionary War. margins in the past, had just suff ered his most severe Although mostly destroyed by fi re in 1805, it was setback with the loss of his island base to his enemies. quickly rebuilt and became a major commercial Determining once and for all to eliminate the Ameri- center. Its position on the Great Lakes made it a can heroes who had constantly interfered with his prominent port and trading center, and later home to plans, Destroyer likewise decided the Earth would industry and manufacturing. Th e presence of Henry be much easier to control without the United States Ford and other early automotive pioneers made it getting in his way. Retreating to a secret laboratory he “the automobile capital of the world,” its name syn- had built beneath an abandoned factory in Detroit, onymous with cars and vehicle manufacturing. Destroyer designed a gigantic tractor beam, with Detroit’s fi rst costumed hero, Mr. X, made his which he planned to draw a series of small asteroids debut in 1939 as part of the wave of costumed adven- into a course with Earth — or, more pre- turers who sprang up around the country in that cisely, North America. He intended to duplicate the year. Unlike most adventurers of the day, he had no eff ect of the asteroid that had caused the extinction of superhuman powers and eschewed a fl ashy costume; the dinosaurs, but on a much smaller scale controlled instead, he wore a plain suit and tie, with a respect- by him, with the resulting ecological devastation and able hat and only a domino mask to hide his identity. dust clouds rendering America helpless and likely A brilliant detective and formidable brawler, Mr. X straining the ability of the rest of the world to defend was the alternate identity of crime reporter Peter Dix, itself. and he regularly battled mobsters and thugs through- Putting his fi endish plan in motion, Destroyer out the war. He even helped the Defenders of Justice hired several mercenary supervillain teams across on one notable case in 1943 when a supervillain the country to distract and harass the heroes he felt called the White Knight used subsonic broadcasting might oppose him. Th en he activated his beam, seiz- devices to foment race riots in neighborhoods where ing control of a cluster of asteroids and sending them blacks had recently moved in to work in munitions hurtling through space directly toward the Earth. On and equipment factories. July 23rd, several heroes became aware of this threat, Aft er Mr. X’s retirement in the mid-1950s, and joined forces to stop it, dividing into two teams. Detroit had no superhuman champions until 1966, Th ose with powers useful in space were sent to stop when football star Reggie Morgan became the Scarlet the asteroids, and an earthbound team was sent to Shield. Th roughout the civil rights struggle (including fi nd and defeat Destroyer himself. the devastating 1967 riots that caused $150 million in Th e spacefaring team was at fi rst unable to stop damage), Scarlet Shield tried valiantly to keep peace the asteroids despite multiple eff orts, until the hero while battling racism, with limited eff ect. Morgan Vanguard sacrifi ced himself to deliver explosive died in 1974 when he was shot by assassins working charges into the center of the cluster, pulverizing it for organized crime. But by that time, several other into harmless dust. Unfortunately, Destroyer simply minor heroes had made Detroit their home, though selected another group of asteroids with his beam they never coalesced into a superteam. and made a second attempt to carry out his evil plan Detroit’s next prominent hero was Shadowboxer. — leaving the team of heroes back in Detroit as the Joey Greene was a moderately talented boxer who only hope for victory. While some heroes dedicated had crossed the mob and gotten shot in 1981— his themselves to a perhaps-futile eff ort of evacuation, body was dumped at a construction site that was also others located Destroyer’s well-guarded base. Th ere, the location of some illegally-dumped toxic waste. they found themselves in combat with several of Greene eventually awoke with the ability to generate Destroyer’s robotic Destroids and a horde of villains fi elds of black energy around his hands and lower and mindless monsters he had recruited or built to Champions Universe 77

hold them off , including Grond and Glacier. Th e volunteered time and energy to the cleanup project; assembled heroes of Earth, with more arriving con- for example, for a month Diamond, MeteorMan, stantly to join in the battle, fought their way through and Golem worked alongside cranes and bulldozers the awful horde, demolishing much of the city in helping move massive girders, while Element Man their wake. Several brave heroes lost their lives in transmuted rubble into harmless gas and Diadem this battle, the largest superhuman confrontation in telepathically coordinated their eff orts. recorded history. But they gave their allies in space But the planners had more than funding the time to fi nd Destroyer’s tractor-beam generator, and superhuman help, they had vision. Respond- take control of it, and use it to re-direct the asteroids ing to President Bush’s impassioned speech, they away from Earth. decided not just to re-create Detroit, or to copy any Aft er hours of combat, a few valiant heroes won other city in the world. Th ey chose instead to take their way past Destroyer’s minions — only to fi nd advantage of the opportunity to design an all-new Destroyer himself waiting for them. With his own weapons, Destroyer slaughtered fi ve of them, casu- ally turning aside counter-attacks with his powerful armor. However, as the battle wore on, and more and more heroes arrived, it began to look as if the day would at last be won. But Destroyer could not be defeated so easily. Battered and bleeding, his armor cracked in a dozen places, he refused to give up. “Not to the likes of you,” he said when the Sentinels demanded his surrender. “If Destroyer must fall, he will fall to his own hand, not to his enemies.” With a mocking bow, he triggered his last, and greatest, weapon: an orbital bombard- ment cannon. A beam wider than a city block struck the ground where he stood, obliterating him and nearly two dozen superheroes instantly. Before the heroes in space could fi nd it and stop it, the cannon swept its deadly across much of the city. Th e resulting devastation levelled most of the city — and what was left was quickly engulfed by fi res, fl ooding, or both. All that was ever found of Destroyer was his shattered helmet. Offi cial records of the death toll resulting from the city-wide battle and Destroyer’s suicidal strike eventually listed nearly 60,000 fatalities. Few build- ings, especially in the city’s center, remained standing and intact; numerous neighborhoods were virtually wiped off the face of the Earth. Almost fi ft y superhe- roes — including such renowned paragons of justice as Goblin, Icestar, Vigil, Tiger, and Shadowboxer — lost their lives as they struggled to stop Destroyer. Today, a memorial to their bravery stands in the center of Millennium City’s Memorial Park. THE AFTERMATH, AND THE REBUILDING In the days following the disaster, the world mourned the massive losses. President George Bush, standing in the middle of the fi eld of rubble that was once the Renaissance Center, delivered a passionate speech that challenged both super- city — one incorporating the latest technologi- humans and corporations alike to rebuild Detroit cal advances and sociological and architectural before the end of the millennium. He promised a theories. New buildings were erected with space- series of tax breaks for companies willing to move age materials. Roads were built with transmitters to this new city once it was built, and to donate designed to control the computerized automobiles their expertise and technology toward making that would operate within the city limits — and to Detroit the leading city of the twenty-fi rst century. minimize the need for cars, a massive and eff ective American business and America’s superhu- maglev monorail was built around and through the mans rose to the call. Over the next seven years, entire city. Detroit was rebuilt from the ashes. Corporations As the city was slowly rebuilt, residents such as Cambridge Biotechnologies, American returned. One by one, businesses began work, new Business Machinery, Harmon Industries, Duchess universities opened their doors to students, and Industries, and countless others committed vast citizens started their lives over in all-new homes. resources to the project. And several superheroes By late 1999, the eff orts of all the countless thou- 78 HERO SYSTEM 5TH EDITION MILLENNIUM CITY sands of builders, planners, and contributors were Layout VITAL STATISTICS rewarded when the city, renamed Millennium City, (2002) was offi cially declared fi nished and re-opened. Millennium City, formerly known as Detroit, is (Th ough in truth, much construction remained to one of the most prominent centers of superhuman Population: 3.88 million be done, and still does.) A special ceremony in the activity in the Champions Universe. With a popula- (SMSA), 1.2 million new Memorial Park dedicated it to the memory of tion of approximately 1.2 million, Millennium City (urban center) all those who had fallen to protect the city. Dozens proper takes up slightly less space than its former of large corporations moved their headquarters to self. Because of the unique nature of its transporta- Race: 44% White, 41% the revived downtown, and their ubiquitous pres- tion system, the boundaries of the city are fairly Black, 10% Asian, 5% ence enabled them to elect a City Council friendly easy to discern: they extend from Livernois Street Other to their needs. on the west and southwest down to the Detroit New superheroes were drawn as well. River, over to Hayes Avenue on the eastern side up Religion: 44% Protes- Defender relocated to Millennium City in early to the Millennium Highway (formerly known as tant, 40% Catholic, 9% 2001 and recruited several heroes to form the the “8-Mile Road”) in the north. Th at border leaves Jewish, 7% Other Champions, the region’s fi rst superteam. Doctor some of what was formerly Detroit outside, primar- Silverback moved there along with his sponsor, ily to the west; some has been subsumed into the Major Industries: Heavy Cambridge Biotech, in 1997. And in recent months, city of Dearborn, while the section to the northwest industry, light manufac- new heroes like the mercenary media sensation turing, technology, phar- is now a suburb called North Detroit. maceuticals, steel Cavalier and the skilled martial artist Nightwind, With large amounts of space to work with, have also come to town. the architects of Millennium City saw little need Nickname: Th e City of Of course, there have been new superhuman to build up; even in the center of downtown the the Future menaces to deal with as well. A high-tech thief largest buildings are only 30-40 stories tall. Instead, known as the Signal Ghost has plagued several of they built out, and fi lled each level — the most City Government: Mayor, the city’s corporations. Th e supernaturally lucky notable and ubiquitous features of the city are the nine-seat City Council mercenary named Hazard has taunted the MCPD multilevel walkways, ramps, arches, and bridges on several occasions, as has the criminal mental- connecting each building. Every block in down- Mayor: Calvin Biselle ist Brainchild. Th e cyborg mastermind Interface town Millennium City has several levels of walk- has battled the Champions twice. From Detroit’s ways above the street, most enclosed but usually at infamous history of organized crime has come a least one with openings on the side (also allowing brand-new, high tech team calling themselves the the wind to pass through) and some totally open to New Purple Gang. And of course, old threats like the elements (and closed to foot traffi c during bad Mechanon and VIPER look on the “City of the weather). Th e largest buildings are the seven that Future” as a ripe fruit just waiting to be plucked... make up the rebuilt Renaissance Center, averag- or crushed. ing 45 stories each and housing the headquarters of some of the world’s biggest and most advanced corporations. Th e Detroit River, which passes to the south and divides Millennium City from its Canadian sister city Windsor, connects Lake St. Claire to Lake Erie. Th is cold and swift river moves an enormous amount of freight, although most of the shipping business in the area actually runs through Wind- sor. Commuters can cross this river either by quick ferry service, by under-river tunnel, or by one of two aerial gondola lines, which are very crowded during rush hour. LEAVE THE DRIVING TO US Upon entering Millennium City, the fi rst and most notable landmark one encounters are the Gates. Millennium City is a “closed system”; there are only four entry points to the city by road, and each has a gate where sensors check each entering car to confi rm that it is equipped with a “control chip.” Th ese chips allow the computerized roadways running through Millennium City to interface with the car. (If a driver’s car does not have a chip, exten- sive and well-guarded parking garages are available at every Gate, along with stations for the People Mover monorail. It is also possible to rent a chipped car at stations just inside the Gates.) Chipped cars can receive direct signals from transmitters along the roadside, which send information regarding traffi c conditions and other hazards. Furthermore, only chipped cars are allowed on “Th e Loop,” the Champions Universe 79

freeway running along the perimeter of the city, the latest equipment; for example, the voter rolls are where control of the cars is relinquished by the online, and voting itself is fully automated and can driver to a massive computer, which keeps traffi c be done from the privacy of home, vastly increasing zipping along at a standard 70 mph with each car turnout. at a uniform distance and shift ing lanes to exit at Obviously, a city as wired as Millennium City the destination the driver entered in advance. Th e draws an enormous amount of power, and the Gates themselves are also stops on the new high- electricity supply is an ongoing concern. Th e city speed rail system installed in the mid-1990s cover- is covered with solar panels, which take much of ing almost all of southern Michigan. the roof space of taller buildings. Northeast of the Th e city itself is designed to be friendly to city along the shores of Lake St. Claire are numer- pedestrians. Th ere are extended walkways con- ous “windmill farms,” each with thousands of necting buildings, each lighting up at night when small turbines spinning in the breeze. Th e primary motion sensors detect movement nearby. Th e sources of electricity remain the two nuclear plants walkways, streets, and sidewalks contain power- in Monroe, thirty miles south (known as “Fermi ful heating elements that keep snow, ice, or even 2” and “Fermi 3”) and a dozen fossil-fuel plants. standing water from accumulating. Many buildings Several scientists in Millennium City, including Dr. have rooft op parks or gardens, taking advantage of Silverback and his colleague Dr. Abnel Ali, are com- the space available at higher levels to create a more mitted to solving the city’s energy supply problems. comfortable urban environment. It is quite pos- sible to cross Millennium City in several directions without ever descending to street level, and some Government citizens take pride in doing so as little as possible. Millennium City is the largest city in Michigan As a visitor walks through Millennium City, he and the county seat of Wayne County. Th e mayor, notices the fl ashy video billboards, some of which elected in 1996 and reelected in 2000, is Calvin utilize three-dimensional “hologram” technology. Biselle, a Democrat. Biselle is a black man, 46 years Large displays are mounted on the sides of tall old, divorced with two children. He receives strong buildings, but there are smaller ones on walls at support from the local unions, the casinos, and the ground level as well. On most street corners one young, “hip” workers who’ve moved to Millennium can also fi nd “Info Kiosks,” small stands where ven- City in the last few years to take high-paying pro- dors sell newspapers and snacks while large screens gramming and engineering jobs. Biselle is notori- broadcast news and advertisements. Each of these ous for his public “misstatements” — he regularly kiosks also features private phone/Internet access mangles the English language and makes numerous booths, separated by screens which turn opaque factual errors in speeches and other public appear- when a user enters. ances that his staff immediately corrects in hurried Visitors who stay for extended periods learn “clarifi cations.” However, Biselle strongly supports about some of the other unique features of Mil- the arts (both classical and contemporary — he lennium City. Th e libraries and schools have state- numbers among his personal friends several rap of-the-art computer systems and store the vast artists, actors, and writers, and dated actress Leah majority of their data electronically. Every building Ross for several years), is socially progressive, and within the city limits is wired for ultra-high-speed projects a youthful, energetic image. He is up for Internet access. Th e city’s governmental systems use 80 HERO SYSTEM 5TH EDITION

HUDSON CITY reelection again in 2004 (the last time term-limit radius, Varying Eff ect (+½) 3 laws allow him to run), and is favored to win 12 2) Protective Aura: Force Field (8 PD/12 On the southern coast again as the Republicans in Millennium City seem ED), Reduced Endurance (0 END; +½); of New Jersey sits the resigned to waiting until he is forced from offi ce. Only When Moving (-¼) 0 large and bustling While the Mayor controls the executive func- 15 3) Vibro-grip: HKA 1d6 (1d6+1 with metropolis of Hudson tions of city government, the City Council handles STR), Reduced Endurance (0 END; +½), City. A center of fi nance, the legislative and fi scal considerations. Th e Penetrating (+½) 0 industry, culture, and nine-seat Council is largely made up of moderate 9 4) Supersonic Finger-Snap: EB 3d6, NND art, it’s also widely rec- conservatives selected and supported by the cor- (defense is Life Support [Safe Environment: ognized as one of the porations that built and run Millennium City. One High Pressure] or armored head-covering; +1); most crime-ridden and corrupt cities in the notable exception is Councilman Brianna Cook, a No Range (-½), Gestures (must hold United States. Crime Chippewa Indian who represents the 5th District hand near target’s ear; -¼) 3 (both organized and (which includes two of Millennium City’s three 10 5) Dizzying Spin: Drain DEX 3d6; disorganized) is ram- Indian-run casinos). Requires A DEX Roll (-½) 3 pant, public corruption Th e City’s Police Commissioner is Ruth 12 Protective Suit: Armor (6 PD/6 ED); fl ourishes, and innocent Arnold, formerly head of Old Detroit’s Orga- OIF (-½) 0 citizens take their lives nized Crime Task Force and a thirty-year veteran. Martial Arts: Speedster Martial Arts in their hands if they go Well-regarded for her ability to tie mob heads up Maneuver OCV DCV Notes into certain neighbor- in administrative red tape, Arnold has inherited 5 Flying Dodge — +4 Dodge, Abort, hoods aft er dark... or a force deeply divided between young “techies” FMove even in broad daylight. armed with the latest cutting-edge science and 5 Flying Grab -2 -1 Grab 2 Limbs, equipment and an aging force of Old Detroit’s 35 STR, FMove Although Hudson City is home to several veteran cops holding on for their pensions. Mil- 5 Passing Disarm -1 -1 Disarm, 35 STR, costumed vigilantes, lennium City has a police force of 10,000, approxi- FMove including the feared mately 70% of whom are offi cers. 5 Passing Strike +1 0 5d6 + v/5, Harbinger of Justice, Millennium City’s internal government fre- FMove as well as a number of quently fi nds itself competing with Wayne County’s 5 Passing Th row 0 0 5d6 + v/5, Target criminals who seem to government, including the County Executive Leon- Falls, FMove possess weird “powers” ard Berman and County Prosecutor Daniel Watson. 5 Rapid Punch +1 -2 9d6 Strike that may or may not Compared with the city, the rest of Wayne County 8 +2 Damage Classes (already added in) constitute superpowers frequently considers itself underfunded, especially (albeit very low-level the cities of Dearborn, Livonia, and North Detroit. Talents ones), no powerful 3 Lightning superhumans live there, KINETIK or even visit the place. 4 Speed Reading (x10) Val Char Cost Roll Notes By some unspoken agreement, the criminals 15 STR 5 12- Lift 200kg; 3d6 [1] Skills and crimefi ghters of 26 DEX 48 14- OCV: 9/DCV: 9 3 Breakfall 14- Hudson City (as well as 23 CON 26 14- 2 CK: Millennium City 11- the nearby smaller city 10 BODY 0 11- 2 KS: General Knowledge & Trivia 11- of Fell’s Point) keep to 18 INT 8 13- PER Roll 13- 2 PS: Crossword Puzzles 11- themselves, and super- 14 EGO 8 12- ECV: 5 2 PS: Scientist 11- humans stay far away. 12 PRE 2 11- PRE Attack: 2d6 3 Sleight Of Hand 14- 10 COM 0 11- 3 Scientist For more information 2 1) SS: Biochemistry 13- on Hudson City and 9 PD 6 Total: 15 PD (6 rPD) its inhabitants, please 2 2) SS: Microbiology 13- 8 ED 3 Total: 14 ED (6 rED) refer to Hero Games’s 2 3) SS: Physics 13- Dark Champions line 7 SPD 34 Phases: 2, 4, 6, 7, 9, 11, 12 of modern-day action- 8 REC 0 Total Powers & Skills Cost: 208 adventure and vigilante 50 END 2 Total Cost: 350 crimefi ghting games. 30 STUN 0 Total Characteristic Cost: 142 200+ Disadvantages Movement: Running: 6”/12” 30 DNPC: Joyce, Ronnie, and Phillip (three Flight: 20”/320” younger siblings) 11- (Incompetents; Unaware of character’s Social Limitation: Cost Powers END Secret Identity) 44 Super-Running: Multipower, 55-point 5 Hunted: Th e New Purple Gang 8- (Less Pow, reserve; all Only In Contact With A Capture/Kill) Surface (-¼) 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture/ 4u 1) Hyper-Running: Flight 20”, x16 Kill) Noncombat 5 20 Psychological Limitation: Code Versus Kill- 4u 2) Overdrive Running: Flight 20”, ing (Common, Total) MegaScale (1”=1 km; +¼) 5 15 Psychological Limitation: Overconfi dence 15 Speedster Tricks: Elemental Control, (Very Common, Moderate) 30-point powers 15 Psychological Limitation: Very Aware Of 15 1) Fast Work: Change Environment 8” His Public Perception As A Black Superhero Champions Universe 81

(Common, Strong) out if they need him, though, and has struck up a 15 Social Limitation: Secret Identity (Brendan friendship with Sapphire in particular. Grant) (Frequently, Major) Personality/Motivation: Kinetik, despite his name 20 Vulnerability: 2 x STUN from Chemical and powers, is a fairly laid-back and relaxed guy. Attacks (Common) He enjoys helping people and using his powers to 10 Vulnerability: 1½ x BODY from Chemical stop crime immensely, but he doesn’t get too hung Attacks (Common) up with angst over whether he could be doing more or why he, of all people, was gift ed with superpow- Total Disadvantage Points: 350 ers. He’s a well-adjusted individual who takes it all Background/History: Brendan Grant was always in stride. However, his repeated successes against a the high achiever in his family. Born in Detroit in variety of foes (including VIPER, and a local gang 1974, he graduated from high school at the top of of toughs called the New Purple Gang) have made his class and had been accepted to him a little more overconfi dent than is good for attend the University of Michigan him. Sooner or later a powerful villain is likely to to study chemistry when the city take him down a notch or two. was destroyed in the summer As one of the most popular black superheroes of 1992. Brendan lost both his in Millennium City, Kinetik is regarded as a role parents in the terrible confl agration, model in the black community, a fact of and had to forego college to go to which he is well aware (sometimes work and support his younger painfully so). He goes out of his siblings. He took a job as a way to pay special attention junior lab assistant at Dew to black neighborhoods, Chemicals, one of the fi rst and always tries to con- corporations to move back in duct himself as befi ts aft er the destruction, someone who inspires and worked for sev- others. He has noth- eral years for the bril- ing but scorn for liant chemist Luther famous people Beckett. who only care Working closely with about money and Beckett gave Brendan an educa- act like jerks. tion in cutting-edge biotech- Kinetik is a font nology that rivaled anything of useless informa- he could have learned at tion, and enjoys university, and Beckett began off ering up tid- to rely on his enthusiastic and bits of data hardworking young assistant, about any gradually promoting him to the position of top given aide. Th en, one fateful night in 1999, Grant was subject in a sort of geeky way. For alone in the labs working late and a fi re broke fun he puts his hard-won knowl- edge out in a neighboring lab. Lost in his research, to work fi lling in crossword puzzles. Grant didn’t hear the alarm system go off until Quote: “When will you dimwits learn you can’t run too late, and was overcome by the strange and pow- away from me?” erful gasses released in the blaze. When Grant awoke in the hospital several days Powers/Tactics: Kinetik’s powers derive from expo- later, he quickly discovered that the chemicals he’d sure to the strange gasses generated by the Dew been exposed to in the fi re had worked a mutagenic Chemicals fi re, which somehow altered his body to change on his body — he now thought, reacted, and make it capable of attaining much faster running moved at superhuman speed. He could run faster speeds than normal humans can. At his ordinary than the speed of sound, and his body generated an combat speeds he runs faster than 50 miles an hour, “aura” that protected him from the harmful eff ects and when he “kicks into overdrive,” he can travel of friction. Remembering how his parents had died many times the speed of sound. His body automati- and the heroic actions of the superheroes who had cally generates a protective energy fi eld that shields defeated Dr. Destroyer, Grant adopted the identity him from the friction and other harmful eff ects of “Kinetik” so he could help defend the citizens of of moving so quickly. (In game terms, he gets the Millennium City. extra defense only if he makes at least a Half Move Grant has spent a lot of time over the last three using his Super-Running powers; the extra defense years fi ghting off the attempts of organized crime lasts until his next Phase, though he can maintain and groups like VIPER to re-establish themselves it uninterrupted by making a Half Move in that within Millennium City, and has been fairly suc- Phase.) Unfortunately, his accelerated metabolism cessful. Th e Champions have off ered him member- makes him vulnerable to chemical attacks (includ- ship twice in recent months, and though he consid- ing drugs, gasses, and poisons). ers it an honor he prefers working by himself and Kinetik has learned how to use his hyper- helping people on a smaller scale than the Champi- accelerated body to create many combat eff ects. ons tend to work on. He is always available to help Besides simply moving past people at high speeds 82 HERO SYSTEM 5TH EDITION

and striking them (most of his Martial Maneuvers), relatively low defenses. he can deliver dozens of punches in the blink of Campaign Use: Kinetik is a good back-up hero for an eye (his Rapid Punch), snap his fi ngers quickly the Champions if the group gets into trouble in enough to create a mini-sonic boom right next to your campaign. He can also serve as a focus for someone’s head and stun him, vibrate his hand into stories addressing issues pertaining to race and objects or people to create painful wounds, and superheroing. spin someone so quickly they become extremely If Kinetik is too weak for your campaign, dizzy and lose their balance. He can also perform boost some of his Characteristics and give him many tasks, from reading to cleaning house, much more Speedster Tricks. If he’s too powerful, more quickly than normal people can. decrease his DEX and SPD a bit, and remove some Compared to many superhumans, Kinetik’s of the Speedster Tricks. powers are fairly weak, and he knows it (though his Kinetik doesn’t Hunt specifi c villains. He’s got high SPD gives him something of a compensating too many things to do to focus exclusively on one edge). He’s most eff ective against large numbers of enemy. thugs or gangsters, and much less use against pow- erful supervillains (which is one of the reasons he’s Appearance: Kinetik is a black man in his late 20s. turned down off ers of membership in the Champi- He wears a skintight costume, scarlet on the upper ons so far — he’s concerned he wouldn’t be able to half and black below, with a white “lightning-bolt” contribute properly). Th erefore, when working with motif running from his upper right shoulder across other heroes, he generally volunteers to clear out his body and down his left leg. His head is bare, the henchmen while his allies take on the main bad and he wears large, bulbous goggles. He is lean, not guys. Otherwise, he attempts to draw fi re or use the heavily-muscled, and his hair is cut short (or some- environment against an opponent, preferring Move times shaved off entirely). Bys (and his Martial Maneuvers) because of his VIBORA BAY

VIBORA BAY VITAL STATISTICS (2002) ocated on the Florida panhandle coast, and patois of the many African slaves that lived and in what was once a snake- and mosquito- worked in the area. Somehow, Vibora Bay seemed infested swamp, Vibora Bay is a strange blend to change people to fi t it, rather than changing to fi t Population: 2.78 million (SMSA), 810,000 (Urban Lof old and new — a modern city that clings to its new inhabitants. Center) its old roots and old ways. It’s a place where despite Th e city remained a bustling and wealthy trad- the sunny, humid days, a certain darkness always ing center until Union blockades during the Civil Race: 49% White, 38% seems to lurk in alleys and cellars, and there’s War brought trade screeching to a halt. Vibora Black, 8% Hispanic, 5% a mysterious chill that runs up and down one’s Bay weathered most of the War pretty well, but in Other spine.... the end it suff ered horribly when Major Roderick Burnham, an underling of General William T. Sher- Religion: 51% Protes- man, treated it not much diff erently than Sherman tant, 33% Catholic, 11% History treated Atlanta. Th e survivors were left with a city High Apostolic, 3% Vibora Bay was fi rst settled about three hun- devastated by weeks of shelling and intermittent Jewish, 2% Other dred years ago, toward the end of the seventeenth fi res, but rather than complain they rolled up their century, by Spanish explorers. Its broad, relatively sleeves and got to work, rebuilding wherever they Major Industries: Agri- deep bay made it an ideal place for ships to come, could and building anew where they must. Surpris- culture; fi shing; light even if it wasn’t always the nicest place to live. More ingly, few of their slaves, now free men and women, manufacturing; oil; pub- left the area — but just as surprisingly, there was lishing; shipbuilding; than a few settlers died of strange diseases in the little tension between former slaves and former tourism early years, and the snakes that gave the place its name never seemed to diminish in number. Even masters, unlike many other regions of the defeated South. Nickname: Th e Queen today it’s not unusual for a resident to wake up and City fi nd a snake warming himself on the patio... or in Before long, the trading ships and railcars the house! were entering the city in full force once again, and City Government: Mayor; During the years of British colonization of life resumed along more or less the same lines city controller; ward- America, and on into the Revolutionary War, as it had before. For the past century and a half, based City Council Vibora Bay grew fat and prosperous selling to both Vibora Bay has coasted along, slowly growing, but rebel and Redcoat alike. Even aft er the city became never experiencing true bursts of expansion and Mayor: Richenda Barker a part of the United States, under the Adams-Onis modernization like so many other Southern cities. Treaty of 1819, and Americans began settling there Something about it seems to defeat the fast modern City Controller: Earl in great numbers, it retained its own distinct cul- lifestyle, slowing people and events down to a more Jamison ture, a blend of Spanish and the strange customs sedate pace. Viborans point out with pride how Champions Universe 83 many of their buildings are the same ones from the powers. Mystics from other places — such as Dark THE HIGH Reconstruction period (or before), and how many Seraph, Witchcraft , Takofanes, and Talisman — oft en APOSTOLIC CHURCH of their customs — like the annual Easter Festival, come to Vibora Bay for reasons of their own, and Th e High Apostolic a riot of colorful parades, excessive drinking, and DEMON is said to maintain a large Demonhame religion, founded in lewd behavior — remain almost unchanged from somewhere in the still-untamed swamps on the out- Vibora Bay and mostly the early days. skirts of the city. confi ned to that city, In the twenty-fi rst century, Vibora Bay has Vibora Bay has no superteam of its own, but is a strange, suppos- become a city of contrasts. Although not untouched several independent heroes call the Queen City edly Christian faith, an off shoot with both by the technological revolution of the late 1900s home. Th ey include Black Mask, the tenth hero (and Catholic and Protestant — the city houses some important high-tech indus- fi rst woman) to wear the mantle of America’s fi rst roots practiced almost tries — its heart lies still in the past. Life there has a costumed adventurer; Juryrig, a gadgeteer with a entirely by blacks. In certain quality all its own, unlike that of any other wicked sense of humor; Brother Th under and Sister truth its roots are older city in the world, and the Viborans wouldn’t trade it Rain, a (possibly married) couple who have mastered and darker, and lie for anything. many of the powers of voodoo; Redsnake, a martial far back in the native religions of Africa, artist who takes his name from that of an unusual which when brought local species of rattlesnake; and Dr. Ka, a sorcerer said to this country meta- Layout to have once studied under the god Th oth, but who morphosed into what Vibora Bay originally grew along the water- fell from the god’s path to seek his own way in the most folk call voodoo. front, and that remains the oldest and most heavily mystic realms. Although the modern Church claims to have developed part of town. Although the center of the Perhaps the most unusual superhuman fi gure in Vibora Bay is a strange man who goes by the name grown away from those business district has shift ed somewhat to the north, practices and become a the oddly archaic-looking and quaint waterfront Robert Caliburn. He wears simple clothes (jeans, t- simple Christian faith, buildings nevertheless hold many offi ces, services shirt, a faded old Army jacket, fi ngerless gloves), and albeit one with some businesses, and even residences. Major industries, his face makes him seem like he’s about 25 — but his unusual customs, many particularly shipbuilding, have spread east and west eyes have a hundred-year stare that many people fi nd in Vibora Bay don’t accept that explanation. along the coast, while the rest of the city grows north unnerving in one so young. He smokes constantly, yet never coughs... nor has anyone ever seen him use It is widely believed in from the central waterfront through what was once certain circles that the swamp and lowland (making parts of Vibora Bay a match to light his cigarettes. A few folk have said High Apostolic Church, distressingly prone to fl ooding). they’ve seen him accompanied by a large lizard of or at least some ele- Much of the city is split along east-west lines, some kind, though most dismiss such tales as urban ments of it, continue to with the eastern part (Easton) being mainly white, legends. What is known for sure is that all the mystics participate in voodoo rituals similar to, but and the western part (Weston) mainly black. Th e of the city, superheroic and mundane, accord him wide latitude and a deep respect for reasons they will defi nitely distinct from, dividing line tends to be High Street, which roughly the kind still practiced bisects the city, but this varies from neighborhood to not explain. What you can also count on is that if in Haiti (where, the neighborhood. Th e city’s best-known tourist attrac- there’s trouble in the Queen City, you’ll probably fi nd Church freely admits, it tions — Blackman’s Square, where once the slave Caliburn right at the heart of it. does much missionary market was held, and the High Apostolic Church, work). home to the strange religion of the same name — are both in Weston, as are over half of the city’s best nightclubs and entertainment spots... but so are some of its darkest alleys. Vibora Bay is noted, and oft en studied, for its architecture. According to some scholars, there are more buildings in the old Spanish styles in Vibora Bay than any other city in North America, and students can also fi nd evidence of Georgian and Victorian architecture in a sort of mish-mash that only a Viboran can truly understand. Th e streets, par- ticularly near the waterfront, are oft en cramped and twisting, making it easy to get lost, and giving the city something of an Old World feel. More than one visi- tor, uncertain of his bearings, has later reported that as he wandered around trying to make heads or tails of his map, the very buildings seemed to subtly lean over and glare at him. The Superhuman World In Vibora Bay As should surprise no one familiar with the history, culture, and feel of the city, superhumans in Vibora Bay favor the mystic. Th ere are a few technol- ogy-oriented superhumans, and a mutant or two, but most superhumans in the area have mystic origins or 84 HERO SYSTEM 5TH EDITION HAYNESVILLE, KANSAS HAYNESVILLE VITAL he small town of Haynesville, Kansas was side of Cottonwood Stream provided for lumber STATISTICS (2002) perhaps the most unlikely place to become mills; other small farms grew corn and wheat. Th e the center of superhuman activity before Dunston Farms Corporation became the largest in Population: 15,000 Tand during World War II one could imagine. the area by the late 1890s, and it built an impressive Located approximately fi ft y miles east of Wichita, grain elevator in Burgin. Other small family farms Race: 73% White, 19% Haynesville seems like an archetypal American were mildly successful, sustaining their workers Black, 8% Other small town. Th ere is, in fact, a Main Street that and turning modest profi ts. passes through the center of town, though Kimmell Th e Depression hit Haynesville hard, and Religion: 81% Protes- Street, a block north, is actually the main thorough- the early 1930s saw much of the younger popula- tant, 12% Catholic, 7% fare that connects to Interstate 35 in the modern tion strike out for the cities to fi nd some form of Other day. Main Street is the address of City Hall, which is employment. Farm subsidies improved the fi nan- down the street from the public library, the middle cial situation somewhat, and by 1938 it seemed Major Industries: Agri- school, and Doc’s Ice Cream Parlor. A small creek, things were once again looking up for Haynesville. culture, tourism Cottonwood Stream, runs through the eastern side CAPTAIN PATRIOT of town, and along its banks children play with City Government: Mayor; rope-swings and inner tubes. In many ways, visiting One of the young folks who hadn’t left fi ve-member City Haynesville is like stepping into a Norman Rock- Haynesville was Don Randall. At eighteen, Don Council well painting. was an all-American kid who played halfb ack for Th e population of approximately 15,000 is the high school football team, got good but not Mayor: Frank Munroe primarily made up of farmers, either independent excellent grades, and dated one of the prettiest or working for one of the two large industrial corn girls in school (the daughter of one of Haynesville’s farms in nearby Burgin. However, just outside of wealthiest businessmen). His parents owned a small town sits McLaughlin Air Force Base, well known farm on the north side of town, but Don had little as the former home of the Haynesville Project, interest in farming. He planned to join the Army, one of the most closely-guarded secrets of World or maybe the Navy, and see the world. Sure, it War II. Once an active and bustling military facil- might be a bit dangerous, but Don knew there were ity (known as Fort McLaughlin during the War), amazing, mysterious things out there to see and do McLaughlin AFB is now a quiet and little-used — aft er all, he was a voracious reader of pulps and base constantly in danger of being shut down by magazines. Congress. Unbeknownst to Don, forces out in that world were gathering. German mystics were performing a series of mysterious rituals (see page 11), and when History they were fi nished, a strange energy-fi eld traveled across America, looking for an ideal subject. On Haynesville was founded in 1868 by a group of the evening of May 3rd, 1938, an unusual thunder- settlers led by Frank Haynes, who started his farm storm struck Haynesville, with powerful winds that a mile north of the Cottonwood Stream. In 1870 sent tree limbs crashing into the streets and rain a craft y businessman named William Short built a falling hard enough to sting. Don had been at the supply store designed to provide supplies for set- library until closing — he was a fair student, but tlers continuing further west into the prairie. Soon, Mr. Statler’s chemistry class was tough and it was he had become so successful that a small town grew all he could do to keep up. Walking home, he found around him, and within fi ve years Haynesville had himself caught by the sudden downpour and ran two churches, two banks, and a weekly newspaper. into the park for shelter until the worst of the storm For a while Short believed the town was going to blew over. But it didn’t blow over, it just kept getting get much larger, perhaps rivaling Kansas City or St. worse. Suddenly there was an actinic blue fl ash, and Louis, and he bought several more parcels of land Don lost consciousness. around Haynesville and began negotiating with When he came to the next morning, he was the Union Pacifi c Railroad to build a depot there. in a hospital bed. He had been found by one of Instead, UP built their depot several miles away in Haynesville’s policemen out on patrol aft er the Burgin, and Haynesville was relegated to a second- storm had passed over. From the scorch marks on class small town. Short himself went bankrupt in the earth beside Don, the doctor guessed he had the early 1880s, though Short’s Supply Company been struck by lightning while hiding under a tree, still remains one of the leading stores downtown. but had apparently suff ered no ill eff ects. “You’re a Without the westbound train traffi c the depot lucky kid, Don,” said the doctor as he released him would have provided, Haynesville instead concen- to his anxious parents. trated on agriculture. Th e bands of forest on either Champions Universe 85

Th at next night, Don dreamed about running. Th ere had been over a dozen witnesses to Don He ran through his family’s fi elds at night, fast, faster Randall’s incredible feats that aft ernoon, and before than a horse or a car, as fast as a train. When he woke the day was over news reports began to fl ow out of the next morning, his pajamas were dirty and cov- Haynesville about the young man who pushed over ered with grain. a car and bounced a bullet (actually, the bullet had He spent the day at school in a fog, barely paying raised a nasty welt on Don’s shoulder, but most of the attention to his teachers or his friends. Aft er school news stories ignored that). Don patiently answered was over, he walked down town and found himself all of the questions, fi rst of the local press, then the sitting in Doc’s Ice Cream Shop. Th ere, his attention national news. A Life magazine photographer took a was grabbed by some sort of disturbance happening famous photo of him hoisting a car over his head that at the American Bank across the street. Coinciden- was reprinted on front pages across America. And tally, the notorious bank robber Henry Bligh and his before long, Don Randall was summoned to meet gang, on the run aft er a string of robberies in Illinois with the President. and Indiana, had been hiding out in Haynesville and President Roosevelt ushered Don into a private decided to rob one of the local banks before moving offi ce in the White House, along with some of his top on. As Don watched, Bligh emerged from the bank, aides and military leaders. Th ere, Roosevelt showed fi ring his pistol wildly behind him. He and his fellow Don some top secret fi lms, stolen by American spies gangsters piled into their getaway car, even as police in Europe and brought to America only a few days sirens approached. before. Grainy and occasionally out-of-focus, the Don would later say that he never even thought fi lms nevertheless clearly showed a German soldier about what he was doing. He sprang to his feet and performing feats of strength similar to Don’s. “Nazi ran outside, gaining on Bligh’s getaway car, which was propaganda is referring to him as Der Sturmvogel, rapidly accelerating. As he ran alongside, he leaned Don. Th e Storm . He’s going to be fi ghting at over and gave the car a shove, and it spun out of con- the front of the German Army.” Roosevelt looked trol and struck a corner lamppost. Bligh’s driver was keenly at Don. “We’re asking you to do the same for knocked unconscious by the impact, but Bligh and America.” his other two cronies were uninjured. Don Randall stood up and saluted. “You can Shouting his disbelief and anger, Bligh brought count on me, sir.” his pistol over the top of the car and fi red, strik- Within a month, Roosevelt and his advisers had ing Don in the shoulder. Th e bullet bounced away created the costumed identity of Captain Patriot for harmlessly, and Bligh could only stare in disbelief as Don. He was introduced to the American public by Don leapt over the car, bringing his forearm down Roosevelt personally in a speech in the Rose Garden, on Bligh’s neck and rendering him instantly uncon- with newsreel footage replaying it to millions across scious. Seeing this, the other two crooks immediately the country. Th ey were just in time, as the footage of surrendered. Sturmvogel and his fellow super-Nazis leaked out to 86 HERO SYSTEM 5TH EDITION

the press within days of Don’s offi cial debut. At the Cost Powers END same time, perhaps inspired by Don’s heroics and 15 Accurate Punch: Find Weakness 12- publicity, other costumed heroes began to appear with Punch 0 across America: Optimus, Dr. Twilight, the Black Owl. 10 Tough Skin: Damage Resistance At fi rst, Captain Patriot traveled around the coun- (10 PD/10 ED) 0 try, appearing at county fairs and war-bond rallies 60 Amazing Physique: Physical and Energy performing feats of strength and giving inspirational Damage Reduction, Resistant, 50% 0 speeches. But a series of explosions at military bases in 12 Chainmail Costume: Armor the Southeast turned out to be the work of German- (6 PD/6 ED); OIF (-½) 0 American Fift h Columnists and when Captain Patriot 10 Strong Legs: Running +5” (11” total) 1 uncovered and defeated them, he became America’s 5 Strong Legs: Leaping +5” (13” total) 1 most famous hero. 9 Heightened Senses: +3 PER with all In October of 1938, several heroes in the greater Sense Groups 0 New York area banded together to fend off an alien 5 Night-Eyed: Nightvision 0 invasion (believed at fi rst to be Martians, but later 12 Sharp Eyes And Ears: +4 versus Range revealed to be from the Sirian system; see page 95). for Sight and Hearing Groups 0 Th ose heroes called themselves the Defenders of Jus- 3 Sharp Ears: Ultrasonic Hearing 0 tice, and for a time publicly eclipsed the activities of Captain Patriot. By December of that year, however, Perks the Defenders extended an off er of membership to 5 Contact: Major Groves 11- (founder of Captain Patriot, which he happily accepted. the Haynesville Project and builder of the At the same time, several government scientists Pentagon); very useful Skills and resources, had traveled out to Haynesville to study the lightning access to major institutions phenomenon as Don had described it, as well as Don 5 Contact: Harry Hopkins 8- (Secretary of himself; eventually they moved into the old armory Commerce 1938-40, later Defenders of outside of town, which was renamed Fort McLaughlin Justice liaison); extremely useful Skills and aft er a Haynesville WWI hero. Th e scientists, who resources, access to major institutions came to be referred to as the “Haynesville Project,” 6 Fringe Benefi t: Army Rank (Captain) worked secretly from 1939 to 1941 studying vari- 6 Reputation: paragon of American virtues ous manifestations of super powers. Once America and heroism (throughout Earth, 14-) entered the war aft er the Japanese attack on Pearl +2/+2d6 Harbor in December of 1941, the Defenders of Justice and several solo heroes of the period volunteered to Talents join the army, and the resulting team was organized 3 Lightsleep and directed by Major Brent Flanders, with the assis- tance of Major Leslie Groves, throughout the war. Skills Aft er the end of the war, President Truman pub- 6 +2 with Block, Move Th rough, and Strike licly acknowledged the existence of the Haynesville (Punch) Project, as well as offi cially declaring it closed down. Fort McLaughlin was transferred over to the Air 3 Breakfall 13- Force. Haynesville became a tourist location for World 3 Climbing 13- War II buff s, and a small museum devoted to Captain 3 Combat Driving 13- Patriot and the Defenders of Justice was built in 1955. 4 KS: U.S. Military Procedures 13- 4 KS: Axis Superhumans 13- CAPTAIN PATRIOT 1 Language: German (basic conversation; Val Char Cost Roll Notes English is native) 40 STR 30 17- Lift 6,400 kg; 8d6 [4] 3 Oratory 13- 20 DEX 30 13- OCV: 7/DCV: 7 3 Paramedics 11- 25 CON 30 14- 3 Tactics 11- 15 BODY 10 12- 3 TF: Common Ground Vehicles, Parachuting 11 INT 1 11- PER Roll 14- (Basic) 15 EGO 10 12- ECV: 5 2 WF: Small Arms 18 PRE 8 13- PRE Attack: 3½d6 18 COM 4 13- Total Powers & Skills Cost: 204 Total Cost: 367 15 PD 7 Total: 21 PD (16 rPD) 12 ED 7 Total: 18 ED (16 rED) 150+ Disadvantages 5 SPD 20 Phases: 3, 5, 8, 10, 12 15 DNPC: Dorothy Dunston (girlfriend) 11- 15 REC 4 (Normal) 50 END 0 25 Hunted: Axis Military And Superbeings 11- 50 STUN 2 Total Characteristic Cost: 163 (Mo Pow, NCI, Limited Geographical Area, Capture/Kill) Movement: Running: 11”/22” 25 Psychological Limitation: Dedicated To Leaping: 13”/26” Truth, Justice, And Fair Play (Very Common, Total) Champions Universe 87

15 Social Limitation: Public Identity (Don Ran- complicated or morally dubious than the fi rm values dall) (Frequently, Major) of the American heartlands, or which questions tra- 20 Social Limitation: Subject to Orders (US ditional American values, automatically makes him Army) (Very Frequently, Major) suspicious, and possibly hostile. 117 Experience Points Quote: “If those Ratzis think they can get away from me, they’ve got another think coming!” (Also: “Buy Total Disadvantage Points: 367 war bonds and stamps, kids. And keep ’em fl ying!”) Background/History: Captain Patriot’s early history Powers/Tactics: Captain Patriot doesn’t bother much is described on page 84. When World War II fi nally with tactics; he fi rmly believes most of his problems came to an end in 1945, he retired. Aft er marry- can be solved by leaping into the fray, Finding Weak- ing his high school sweetheart Dorothy, he went ness a couple of times if necessary, and then laying to Washington and served as a lobbyist for various about with devastating punches. To be fair, he has a military contractors and patriotic lot of empirical evidence that this actually does organizations, making public work pretty well, and he’s perfectly willing to speeches on behalf of right- try alternatives if punching isn’t eff ective. He’s wing citizens groups and largely immune to small arms fi re, but a lucky fervent anti-Communists grenade once hurt him badly enough (Cap genuinely believed to make him more cautious when the Communists were faced with larger weapons. He the next great threat also tends to stick to a school- America faced). He sup- boy defi nition of fair play ported Joe McCarthy all — he always announces through the late 1940s and his presence before early 1950s, refusing to believe any a fi ght (unless he’s of the stories he heard about the excesses helping soldiers with of the Red-hunters until too late. When an ambush), and never McCarthy was fi nally censured by the stoops to “sneaky” tactics Senate in 1954, Randall also lost some of himself or tolerates them his infl uence. Not welcome among Dulles’s from his teammates unless new breed of hawks in Washington, Ran- there’s no alternative. dall gave up politics and became a pro- fessional celebrity. He wrote his autobi- Campaign Use: In a Golden Age ography, which was a best-seller in 1959, Champions campaign, Captain and several follow-up books that did less Patriot is a standard NPC super- well over the next two decades. He was hero, one of the most famous in a regular guest on television shows talk America. Aft er the war, he could shows throughout the ‘60s, frequently occasionally come out of retire- denouncing the peace movement as ment to help with emergencies, “goofy drug-abusing kids.” Th ough he did or serve as a secondary fi gure support Martin Luther King’s nonviolent in stories centered around protests, he also publicly opposed more the social problems of the extremist civil rights organizations. He day. became an object of humor to the young Th is character sheet “hippies,” who regularly spoofed him on represents Captain Patriot TV shows and in comic books. as of the war years. To make Having made a fair amount of him more powerful, increase money from his book sales and his Characteristics (espe- investments in the ’50s, Randall cially STR) and defenses. retired to his California com- To weaken him, get rid of pound in the early 1970s. By his Find Weakness and this time his powers had faded, Heightened Senses. and though he remained in good shape he was no Cap never Hunted anyone, unless you count longer superhuman. He became reclusive, stung by Nazi supervillains in general; he was too busy with the jokes made at his expense, which he viewed as the overall war eff ort. betrayal by the public. He did emerge briefl y in the Appearance: Captain Patriot stands about 6’4”, with early ’80s as a supporter of Ronald Reagan, but died impossibly broad shoulders, a dimpled, jutting chin, of a heart attack in 1982. and blue-black hair that forms a spit curl on his fore- Personality/Motivation: Don Randall — Captain head. His costume is a stylized American fl ag-motif, Patriot — is not a particularly complex person, much with white stars on a navy-blue background across less mentally disturbed. He believes fi rmly in the the chest and red-and-white-striped leggings. Since concepts of truth, justice, and fair play (so much so he’s never concealed his identity, he doesn’t bother that enemies sometimes tricked him during the war with a mask, but he does wear a long blue cape for by exploiting his kindhearted nature), and is a pas- public appearances. (In actual combat situations, he sionate American patriot. Anything more ethically abandons the cape as overly restricting.) 88 HERO SYSTEM 5TH EDITION LOST LANDS AND ANCIENT SECRETS

n the minds of most people, the world is a place Th e Atlantean Age was a veritable golden age, ARIC ROSTON defi ned by what they see on maps. But unbe- faint whispers of which have come down in the RHODES knownst even to historians and scholars, there myths and tales of many civilizations since, recast Iis more to the world than what people read as the accomplishments of their own ancestors. 18 STR 15 DEX about in atlases. Hidden from the rest of human- Using orichalcum, the mages of Atlantis created 18 CON 13 BODY ity, but known to at least some members of the a magic-technology unlike any other seen before 18 INT 12 EGO Superhuman World, are several realms and peoples or since. Th ey built vast palaces and towers, sailed 18 PRE 14 COM long thought lost, or whom normal folk consign to the seas in enchanted ships, and made the island of 6 PD 5 ED legend and myth. Atlantis a paradise on Earth. But a shadow fell on 3 SPD 8 REC this land of wonders, as the people began to turn 36 END 31 STUN away from their gods of old to worship the mighti- ATLANTIS est of their spellcasters, and the pure power of wiz- Abilities: Acting 13-, KS: ardry itself. Eventually those mages came to believe Many millennia ago, during the Valdorian Arcane & Occult Lore that they were gods, or at least as powerful as gods, Age of which few in today’s world have any knowl- 14-, KS: Lost Civiliza- and dissension arose within the once-peaceful land edge at all, the realm of Atlantis was founded on a tions 14-, KS: Monsters of Vondarien. 13-, Oratory 13-, Para- large island of great mystic power. Legends told in Chief among the troublemakers was Cormar medics 13-, PS: Explorer Atlantis to this day say that an ocean-god, whom the Mighty, who tried, and failed, to overthrow Vond- 13-, PS: Self-Promotion the Atlanteans call when speaking with arien in the 1,478th year of the immortal king’s reign. 13-, SS: Anthropology surface-dwellers, brought the fi rst inhabitants — a Vondarien slew Cormar, but the rebel’s son, Dalsith, 13-, SS: Archaeology farming couple, Evenor and Leucippe — to the 13-, SS: Cryptozoology escaped the king’s armies and fl ed into the hinterlands island. Th ere they discovered orichalcum, a strange 14-, Stealth 12-, Survival of Atlantis. Recking of naught but revenge, there he mineral or metal found nowhere else on Earth. (all environments but performed a terrible ritual and sacrifi ced his soul to Reddish-orange in color and similar to copper Urban) 13-, WF: Small beings so horrifying, no chronicle mentions their in consistency, oricalchum holds the “charge” of Arms, Common Melee names. Th e power he received transformed him, and enchantments with great facility, which makes Weapons, Common he became Sharna-Gorak the Destroyer, Vondarien’s Missile Weapons, Lin- magical devices created with oricalchum powerful last and greatest enemy. guist and a generous and easy to craft . selection of Languages, Evenor and Leucippe had a daughter, , THE CATACLYSM Traveler and a generous who bore to Poseidon ten sons, the founders of Th e clash between Vondarien, mightiest of selection of AKs, CKs, the Ten Families of Atlantis. First and greatest of and CuKs. mages, and Sharna-Gorak, imbued with accursed Cleito’s sons was Vondarien, who ruled over all power, was so awful it shook the very world. Moun- the Dominion of Atlantis for its entire existence. Disadvantages: Physi- tains were shattered, continents destroyed, cities cal Limitation: Missing Immortal and powerful, Vondarien had wisdom razed, forests incinerated. Th e civilizations of men One Eye, Psychological to match his strength, and was beloved by all were swept away like feathers in a breeze, and the Limitation: Explorer’s Atlanteans. His brothers — Gadrius, , towers and palaces of Atlantis were reduced to Curiosity; Psychological Euaemon, Mnesues, , Elasippus, rubble. At the very last, as Vondarien and Sharna- Limitation: Loves Th e , , and — though not so Gorak each destroyed the other, the island of Atlan- Spotlight, Social Limita- mighty and wise as he, were nevertheless noble tis itself sank beneath the waves and disappeared. tion: Famous and true-hearted, the perfect men to help found But that was not the end of the fabled isle. so great and wondrous a kingdom. A scant 200 of her sons and daughters, who had Notes: Th e world- During the so-called Atlantean Age, dated by remained faithful throughout all to Poseidon and renowned “Explorer of the Th eomistekles Venedictos of the Trismegis- the Unknown,” a delver the other gods of their forefathers, prayed for deliv- tus Council as approximately 32,000 to 30,000 erance, and deliverance was granted. Th rough the into the strange, the BC, the Dominion of Atlantis became the most mysterious, the lost, divine grace of the god of all the oceans, the two and the weird, Aric powerful and sophisticated realm in the world. Its hundred survivors were given the power to live and Roston Rhodes (he wizard-lords extended their sway over the other, breathe beneath the waves. always uses all three lesser, nations of the world, exploring uncharted Th e early days of the new realm of Atlantis names when referring to lands and fi ghting mighty armies with their were diffi cult ones, for the world had been reshaped himself) is an unusual magics. Only to the east, where they encountered by the Cataclysm that sank their island home. Sev- blend of adventurer the city of Arcadia, home of the immortal Empy- eral millennia of perils and hardship followed, as and pitchman. Th e star reans, and east and south, in Lemuria, did they the new Atlanteans struggled to survive in the face of a highly-rated cable meet their match. of the loss of much of their spellcraft , magic-tech- Continued on next page nology, and learning. New continents arose, to be Champions Universe 89

peopled by other survivors, but being unstable sank more common. He felt renewed contact between the Continued from last page back beneath the waves aft er a time. Th e undersea races was inevitable and that it was his responsibility television show, he realms were not always as safe as the Atlanteans to make sure it was peaceful. However, his opinions travels the globe fi nding might have wished. were not shared among his people. A soldier named unusual phenomena to But the restless world shift ed again, and new Gangar, who believed the Atlanteans should strike to investigate, explore, and continents — the ones the world knows today — conquer the surface world while they were still able, report on. Although not arose, and a similar measure of peace settled on attempted to take the throne in 1914. A civil war broke superpowered, he’s more Atlantis as well. For tens of thousands of years the out, and Oceanus himself slew Gangar in battle. than capable of taking Atlanteans struggled, rebuilding their new king- Th ough it seemed the confl ict was over, a care of himself in most dom into a pale shadow of what their forebears secret organization, made up of Gangar’s sympa- situations; he’s hunted had possessed, and slowly gaining in knowledge thizers and opposed to Oceanus, survived and even monsters and encoun- and power. Because of their unfortunate history, thrived in the dark alleyways of Atlantis. Oceanus tered superhumans many times in the past the study of other forms of magic beyond that and Orana had but one child, the princess Mara, in (and even had some as of the Poseidonic priests was forbidden, though 1922 before Orana died in 1924. Oceanus began to guests on his show). His some of the secrets were passed on by a hidden raise and school his daughter with his own ideals, big dream in life is to go cult of wizards. Further, it became forbidden for thinking he would send her as his ambassador to to Mars. Atlanteans to have any contact with the surface the courts of the human kingdoms. However, in world. Except for occasional accidental exchanges 1938, Gangar’s son, Dargon, organized the opposi- with sailors or explorers, the surface world saw no tion and with the aid of the evil wizard Nereus more of the people of Atlantis. slew Oceanus and claimed the throne. Enough of the army was opposed to the idea of contact THE MODERN PERIOD with humanity that they accepted Dargon as their Over time, Atlantis grew as a city, to approxi- new leader. Dargon himself sought to legitimize mately 100,000 inhabitants, plus several thousand his claim with an arranged marriage to Mara, but more who lived as itinerant farmers and hunters in instead she fl ed the city. Nereus, who was supposed the small barbarian tribal homes at the edge of the to have captured her but failed, instead reported original continent’s borders. Th e throne was still held her as dead. by the descendants of Vondarien. In the surface year Mara fl ed to the coast of New England, where 1867 the young prince Oceanus became king, and she made several friends among the surface people married his distant cousin and true love Orana in and eventually joined the superhero team called the 1878. Oceanus was very progressive for an Atlantean; Defenders of Justice. Meanwhile, Dargon secretly he felt the time had come to resume peaceful contact made contact with Nazi Germany and pledged his with the surface world. He was not motivated solely support to its cause, intending to use it to conquer by altruism; he knew humans were advancing techno- the surface world on his behalf and then to over- logically and their oceangoing vessels were becoming 90 HERO SYSTEM 5TH EDITION

throw its leadership and seize the surface lands STINGRAY himself. Th e Defenders battled the forces of Atlantis Val Char Cost Roll Notes on several occasions, until fi nally, in 1943, Prin- 50 STR 40 19- Lift 25 tons; 10d6 [5] cess Mara and the Defenders invaded the city and 23 DEX 39 14- OCV: 8/DCV: 8 helped Atlantean rebels overthrow Dargon, who 25 CON 30 14- died in combat with Mara. (Nereus was also killed, 15 BODY 10 12- by the human hero Optimus, who had become 23 INT 13 14- PER Roll 14- Mara’s lover.) Mara was restored to the throne, 18 EGO 16 13- ECV: 6 ending Atlantis’s membership in the Axis, and with 18 PRE 8 13- PRE Attack: 3½d6 Optimus as her Prince Consort set about rebuild- 16 COM 3 12- ing the war-torn country. Unfortunately, the relationship between Mara 20 PD 10 Total: 20 PD (6 rPD) and Optimus was unable to survive the stresses 16 ED 11 Total: 16 ED (6 rED) of the diff erent environments (and the diffi culty 5 SPD 17 Phases: 3, 5, 8, 10, 12 the Atlanteans had in accepting a “lander” as their 15 REC 0 prince), and they divorced in 1948. Queen Mara 50 END 0 remarried in 1960, this time to Andros, one of the 53 STUN 0 Total Characteristic Cost: 197 tribal chieft ains of the outlying barbarian tribes, and they had two children together, Prince Marus Movement: Running: 6”/12” and Princess Th alassa. Andros himself died acci- Swimming: 12”/48” dentally in 1987, and Mara still rules to this day. Flight: 15”/30” Marus spends much of his time among the “land- ers”; he even studied at Ravenswood Academy Cost Powers END briefl y, and oft en serves as a member of the Senti- 37 Minor Atlantean Spells: Variable Power nels. Th alassa, embittered by jealousy and a desire Pool, 30 base + 15 control cost; VPP Can to take the throne for herself, has tried several Only Be Changed Between Adventures times to kill her mother and brother. She is known (-½), Slightly Limited Class Of Powers to the surface world as the villainess Stingray. (magic; -¼), Gestures (-¼) var 17 Atlantean War Trident: HKA 2d6 (4d6 ATLANTIS TODAY with STR); OAF (-1) and Stretching 1”, Mara has tried to fulfi ll her father’s dream of Reduced Endurance (0 END; +½); OAF peaceful relations with the surface world, but the (-1), Always Direct (-¼), No Noncombat process has been slow, with much mistrust on both Stretching (-¼), Only To Cause Damage sides. Atlantis has sent ambassadors to many of (-½), No Velocity Damage (-¼) 3 the governments of the surface world, but despite 50 Bioelectric Charge: Energy Blast 8d6, occasional small successes the surface and under- Reduced Endurance (½ END; +¼) 2 water worlds remain too diff erent for any extended 20 Bioelectric Manipulation: Absorption 6d6 political relationships. Th e United States, which (energy, to Bioelectric Charge); Limited has had the most contact with Atlantis, is generally Phenomena (electricity; -½) 0 mistrustful of the Atlanteans due to an unfortu- 20 Inky Cloud: Darkness to Sight Group 3” nate incident in 1968, when Mara temporarily lost radius; Only Underwater (-½), 8 Charges control of her army and the Atlantean villain Steel lasting 1 Turn each (removable by strong Shark attacked the coast of Florida. Atlantis also currents; -0) [8] showed little interest in the Cold War, sending rep- 6 Atlantean Body: Damage Resistance resentatives to the Soviet Union and China in the (6 PD/6 ED) 0 1970s and thereby feeding fears of an alliance with 7 Enchanted Costume: Armor (6 PD/6 ED), Communism. Nevertheless, a political alliance with OIF (-½), Activation Roll 11- (-1) 0 Atlantis remains a goal of the United States, largely 10 Nictitating Membrane: Sight Group Flash due to the tremendous natural resources the Atlan- Defense (10 points) 0 teans have access to. American scientists are also 8 Atlantean Body: Life Support (Expanded intrigued by the possibilities of oricalchum, which Breathing: Breathe Underwater; Safe seems to have several interesting properties apart Environments: Intense Cold, High from the magical (it is light and malleable, but Pressure) 0 exceedingly strong when alloyed with steel.) Access 15 Atlantean Travel: Swimming +10” to the oricalchum mines outside of Atlantis proper (12” total), x4 Noncombat 1 is forbidden but coveted. 30 Flight: Flight 15” 3 Th e United Nations has extended an off er of 5 Atlantean Eyes: Nightvision 0 membership to Atlantis, but as of 2002 Mara has 15 Atlantean Senses: Active Sonar not accepted. Currently Marus acts as Atlantis’s (Hearing Group) 0 occasional representative to the U.N., and he con- tinues to work for stricter laws against oceanic pol- Talents lution all over the surface world. 3 Aquatic Movement: Environmental Movement (no penalties while in water) Champions Universe 91

Skills Dazzling Illumination: Th is spell creates a blinding 10 +2 with HTH Combat light — an especially useful attack against Atlan- 5 +1 with Ranged Combat teans, who spend most of their lives in a relatively dim environment. 2 Animal Handler (Aquatic Creatures) 13- Sight Group Flash 6d6 (30 Active Points); 5 Defense Maneuver II Gestures (-¼). Total cost: 24 points. 2 High Society 13-; Atlantean Society Only (-½) Harnessed Currents: With the very currents bent 3 Interrogation 13- to her will, Stingray can swim more swift ly than 3 AK: Atlantis 14- ever. (She can also learn more powerful versions 3 AK: Oceans Of Th e World 14- of this spell, to provide even more inches of Swim- 1 AK: Lemuria 8- ming, if desired.) 5 KS: Arcane & Occult Lore 16- 2 Language: English (fl uent conversation; Swimming +8” (8 Active Points); Gestures Atlantean is native) (-¼). Total cost: 6 points. 1 Language: Lemurian (basic conversation) 3 Mimicry 14- Scenes From Afar: Stingray can use water to view 2 Navigation (Marine) 14- and hear events going on far from her. 3 Oratory 13- Clairsentience (Sight and Hearing Groups) (30 3 Shadowing 14- Active Points); OIF (requires a small amount 3 Stealth 14- of water; -½), Gestures (-¼). Total cost: 17 1 WF: Trident points.

Total Powers & Skills Cost: 300 Water Within Water: With this spell, Stingray can Total Cost: 497 become as diffi cult to see as a single current in the ocean. 200+ Disadvantages 0 Dependence: must submerge in water at Invisibility to Sight Group, No Fringe (30 least once every 6 hours or suff er Weakness Active Points); Gestures (-¼). Total cost: 24 (Very Common) points. 20 Enraged: when insulted or treated with discourtesy by social inferiors (Common), Background/History: Th alassa is the second child go 11-, recover 11- of Queen Mara, better known to the surface world 15 Hunted: Prince Marus 11- (As Pow, NCI, as Sea Hawk, and Prince Andros, Mara’s second Limited Geographical Area, Mildly Punish) husband. From an early age, Th alassa understood 10 Hunted: Amphibian 8- (As Pow, Mildly that her elder brother Marus would inherit the Punish) throne, and she resented him for it since she is 25 Psychological Limitation: Obsessed With so clearly his superior in intelligence and skill. Gaining Th e Atlantean Th rone (Very Insatiably curious, she turned to magic as a means Common, Total) of getting the attention and respect she felt she 15 Psychological Limitation: Loves And Hates deserved. Late one night, she found a secret room Her Brother Marus (Common, Strong) in the vast Crystal Palace, and discovered a trove 15 Psychological Limitation: Never Forgets Or of books that had belonged to the notorious trai- Forgives A Slight (Common, Strong) tor Nereus, who had helped Dargon overthrow 15 Reputation: Insane and violent disowned her grandfather. royalty, 14- (Extreme, only to Atlanteans) She studied these spells for weeks in secret, 10 Social Limitation: Public Identity (Th alassa, eventually casting powerful body-manipulation Princess of Atlantis) (Frequently, Major; not spells that gave her the powers of other sea crea- limiting in the surface world) tures like electric eels and octopi. In the mean- 172 Experience Points time, Prince Andros had died in an underwater , and Mara, in her grief, had turned her Total Disadvantage Points: 497 attentions to obsessively preparing Marus for his eventual inheritance. Th erefore, Th alassa’s SAMPLE ATLANTEAN SPELLS teaching had fallen to the family’s elderly advi- Here are some examples of spells Stingray sor and librarian, Ikthos. When Ikthos discovered might use against the PCs: Th alassa’s secret magical practices, he was horri- fi ed and tried to inform the Queen. In her anger Atlantean Comfort: Stingray uses this spell to bring and panic, Th alassa killed him. When she realized surface dwellers down into her world safely. what she had done, her fragile hold on sanity snapped. She fl ed the castle, blaming Marus for Life Support (Expanded Breathing: Breathe what had happened and promising revenge. Underwater; Safe Environments: Intense Since that time, she has battled against her Cold, High Pressure), Usable Simultaneously mother and brother, as well as their friends and (up to 8 people at once; +1) (16 Active Points); allies. She’s worked with some of the worst vil- Gestures (-¼). Total cost: 13 points. lains in history as her one-woman war has grown 92 HERO SYSTEM 5TH EDITION

to encompass the surface world that Mara Campaign Use: Stingray is, obviously, of most use spent so much time in. During one of in scenarios that involve or focus on Atlantis to her battles against the Sentinels she was some degree. Th ey don’t necessarily have to take struck on the head and temporarily lost place underwater — she might come to the sur- her memory. Wandering the coast of face world looking for allies, equipment, or magi- Georgia, she encountered the mutant cal artifact to help her in her quest — but she’s hero Amphibian, and the two fell in so devoted to gaining the Atlantean throne love. Unfortunately, another blow for herself that she’s not likely to become to the head restored her memories mixed up in any other events. and personality, and she reverted to If Stingray is too powerful for villainy while adding Amphibian to your campaign, reduce her Charac- the list of people who had wronged teristics (especially STR, DEX, and her, in this case by taking advantage SPD) until she’s a better fi t. You could of her “weakness.” Amphibian himself also remove or decrease the size of her wants nothing more than to restore VPP, but don’t get rid of her other abilities if the personality he knew and loved. you can avoid it. To make her more powerful, Personality/Motivation: Stingray’s increase her VPP, or provide her with addi- primary goal is to take the tional innate abilities. throne of Atlantis from her Stingray is too busy pursuing the throne mother and brother. Th e very of Atlantis to Hunt anyone, unless that thought of ruling Atlantis person is someone associated with her obsesses and enthralls her. To homeland or can directly assist her to that end, she will participate achieve her goals. in any number of schemes to Appearance: Like most Atlanteans, increase her personal power Th alassa is tall and thin (5’10”, 130 or to work with others in pounds), with long, Roman features. exchange for assistance in Her skin is light green, and her destroying her family. But hair a darker green (and long and at the same time, for all straight). Her usual garb, which her hatred of her brother, she has enchanted to provide she still loves him, making her greater protection, is a her extremely confl icted gold-colored bikini-like cos- — almost to the point of tume (with a vest-like top, experiencing multiple similar to modern sports personalities. A team bikinis worn by surface of superheroes may be women) that has a fi shscale able to use her aff ection pattern to it. She carries a for Marus to its advantage when Stingray has the large, ornate war trident, and around her neck she upper hand in battle. sometimes wears a red chain of pure oricalchum. Stingray — a name given to her by surface journalists based on her bioelectric powers — is clever and cruel, but also dangerously unstable. ARCADIA AND Appeals to her pride or vanity are fairly likely to work, but even an imagined slight can send her THE EMPYREANS into a towering rage. In a hidden valley deep in the Antarctic waste- Quote: “All my life you’ve stood between me and land lies the golden city of Arcadia, home of the what’s rightfully mine. No longer!!” mysterious Empyreans. Th e Valley of Arcadia sits at approximately 74 Powers/Tactics: Stingray is a typical Atlantean, degrees South and 55 degrees East, more or less with a humanoid body designed for survival in due south from Madagascar and 900 miles from the depths of the ocean and swift swimming. the South Pole. A modest mountain range, some Additionally, she has augmented her physiognomy 100 miles long, shelters the valley where power- with the forbidden magics of the traitor Nereus, ful devices placed underground by the Progeni- imbuing herself with the ability to deliver bio- tors many thousands of years ago keep the local electric blasts, absorb electricity to power further temperature in the high eighties Fahrenheit year- blasts, withstand bright light, and project blinding round. Fortunately for the Empyreans’ sense of clouds of octopus ink. privacy, the fi eld is also undetectable by the prob- In combat, Stingray tends to rely on direct, ing sensors of satellites or instruments placed by straightforward attacks, using her strength and humans elsewhere on the continent. Indeed, the trident. She’ll only turn to magic or her energy devices keep the valley physically invisible even to powers if bashing heads doesn’t seem to work. the eyes of explorers until one approaches within Outside of combat, however, she’ll use her a mile of the valley itself, which few humans have. sneaky magics with great effectiveness to gather A small river runs the length of the valley, emerg- information. ing from the mountains and running to a lake at Champions Universe 93

the northernmost end. Th is river is also artifi cial, lands of the Empyreans. Th ey tried to rebuild, but pouring forth from massive geothermally powered the sinking of the new continents several thousand pumps within caverns in the mountainside. All of years later wrecked that eff ort. When new conti- these devices, though originally built and placed nents arose, they journeyed far to the south, to what by the Progenitors, are currently maintained by the is now called Antarctica, and founded a new realm Empyrean Master Builder Zadin. In the valley sur- which has thrived ever since. rounding the spires and arches of Arcadia live crea- From the fi rst Arcadia, the Ancients (the origi- tures long extinct, kept safe through the Cataclysm nal twelve Empyreans directly created by the Pro- and many other disasters, and brought here to live genitors) ruled all of the later generations. Th e First in the preserves of Noatar. King, Amlin, ruled Arcadia for thousands of years Arcadia itself is a large city, with a lot of with the aid of his wife, Marya. About ten thousand wide-open space in courtyards and parks. Over years ago, a war was fought between Amlin and fi ft y square miles in size, Arcadia currently has a his rival, the monstrous Ancient called Ogurn, and population of approximately 350 Empyreans and both were slain. With Amlin’s death, the rest of the a handful of other beings. However, at least eighty Ancients chose to leave Earth under the leadership of these Empyreans have embraced the philosophy of Queen Marya, leaving behind only the Historian of Shaderon and become Silent, living in the enor- Garon to make sure they were not forgotten. Where mous Temple of Silence without moving, eating, they went remains a mystery. or talking, while their astral selves explore “higher” Hazor was chosen King of the remaining planes of existence. Th e Temple of Silence is a Empyreans, since he was universally regarded as golden ziggurat over 200 feet high, which domi- the wisest of the second generation, and he has nates the landscape as the largest (but only second- ruled ever since. His son, Zoltar, and grandson, tallest) structure in the city. (Th e tallest is the Archon, have each in their time been the most Watchtower, maintained by Chard, the Empyrean powerful warrior and champion of the Empyre- entrusted with the security of King Hazor and the ans. Archon himself, still a youngster at less than city of Arcadia. Over 250 feet high, it commands three thousand years old, is an occasional ally of a majestic view of the valley from the single entry the Sentinels. Hazor has faced a few challenges to gate into the city.) his reign, however. Th e most notable recently have Th e hidden Antarctic valley is the second loca- come from his brother Arvad, who left Arcadia to tion of the city of Arcadia. Th e fi rst was situated far become ruler of the Lemurians some two hundred to the north, at a point on the globe not far from years ago. Since then, the Lemurians have fought a where the modern-day city of Athens now sits guerrilla war against their hated rivals, frequently (though of course, neither the continent of Europe manipulating the ignorant masses of humanity in or Athens existed at that time). Th e Cataclysm the process. which sunk Atlantis likewise destroyed the fi rst 94 HERO SYSTEM 5TH EDITION

THE EMPYREANS Having adapted to life underground, the Lemu- Th e Empyreans are a powerful race, related rians have long since forgotten how to create new to humanity but diverging from it many hundreds technology. Instead, they use their old, failing equip- of thousands of years ago. Th ey are the result of ment in periodic eff orts to destroy the Empyreans genetic experiments and manipulation performed — and, incidentally, the rest of humanity. More by the Progenitors, alien scientists who visited Earth recently, the Empyrean Arvad has assumed the several times between 2 million and 500,000 years throne of Lemuria and is attempting to mold the ago. (According to the Empyreans, other Progenitor Lemurians into a force powerful enough to conquer experiments caused Homo sapiens to become the the Earth. dominant species of man, eliminating australopithi- Most Lemurians are smaller than humans cines, Homo erectus, and Homo habilis.) Th e few (some as short as 3 feet), with pale hairless skin and Empyrean interbred, but because of their immortal large eyes adapted to darkness, but individuals can nature they chose to have few off spring. be much larger, stronger, and monstrously power- At diff erent times in history the Empyreans ful. Some Lemurians can even pass as humans, and have interacted with humanity in various ways, have lived in secret among mankind for many years. occasionally appearing as rulers, gods, wizards, or (Th ough not immortal like the Empyreans, Lemuri- devils depending on the whims of the individuals ans can live to be several centuries old.) One Lemu- involved. Many of the folktales and legends about rian, called Leviathan, has made a name for himself the heroes of diff erent cultures actually refer to as a supervillain in America, though he is generally the Empyreans, although certainly not all of them. believed to be a human mutate of some kind. Since the decline of magic on Earth, they have largely chosen either to live among humans without revealing their true natures, or to withdraw from MONSTER ISLAND humanity entirely (like those who follow the teach- On a remote island about a hundred miles ings of the great philosopher Shaderon, who tired off the eastern coast of Japan lies a volcanic atoll of immortality over three thousand years ago and dubbed by the Tokyo press “Monster Island.” Th is became Silent). rocky, mountainous island, approximately six miles Although he looks like an ordinary (if hand- in diameter at its widest point, is the home of a some) human, a typical Empyrean has impressive government base designed to study xenoforms, or physical attributes, near-complete control over his “monsters.” Monster Island is nothing less than bodily processes, and vast and varying mental abilities. a game preserve and habitat for unique or alien Since most Empyreans are centuries old, and some creatures too dangerous to hold captive or study have even survived the passage of millennia, they anywhere else. Among its permanent inhabitants are know much, and can do much. Aft er a few centuries the famous monsters Ganika, Vakulon, and Mega- of gathering broad experiences, an Empyrean typically Terak, as well as the enormous atomic mutant lizard specializes in a certain area of study and becomes its Zorgatha. true, undisputed master. Examples include the Builder Th e base, run by the Japanese government, is Zadin or Musician Jubal, who have advanced knowl- protected by a powerful force-fi eld generated by edge of their subjects beyond human ken. Several equipment “liberated” from the alien Qularr (who historical fi gures believed by the general public to be attempted to invade Earth in 1965 using several of human were/are in fact Empyreans. the monsters now living in the habitat). Th e facility is at the foot of the currently dormant volcano, with one level above ground protruding from a rock wall, LEMURIA and the remaining four levels below ground. Th e Th e enemies of the Empyreans are the Lemu- entire base is serviced by an undersea tunnel that rians. Former inhabitants of the now-sunken con- passes under the force fi eld and out onto the ocean tinent of Lemuria in what would later become the fl oor, where a pressurized portal can dock a subma- Indian Ocean, the Lemurians developed a strange rine for supply and staff rotation. form of magic, fueling their powerful spells with Th e Japanese government department for enormous ovens and furnaces maintained in under- dealing with the paranormal, known as Bureau ground caverns. 17, works closely both with American offi cials and In the late Valdorian Age, the Lemurians were UNTIL to handle the giant monsters the area is a powerful nation, strong enough to withstand the known for. Indeed, Bureau 17 includes some of the conquering armies of Atlantis. When they discov- world’s leading experts on xenobiology, as well as ered the existence of the Empyreans they waged war robotics and artifi cial intelligence. Monster escapes on them to obtain the secret of immortality. Th ey are rare but not unknown, and Bureau 17 maintains developed a magical weapon, the Mandragalore, and good relations with Japanese supers for precisely threatened to use it against the Empyreans. Instead, this reason. Super-scientist Takashi Toru has retired the weapon backfi red on them and sank their conti- from active duty and now devotes his time to study- nent in approximately the year 37,000 BC. Th e only ing both the monsters and the various pieces of survivors of the great Lemurian Empire were the technology the Qularr left behind (though most Mole-Men, furnace-workers who lived and toiled of the latter remain utterly incomprehensible to underground for their more magically powerful humans). masters, and a few Lemurian lords of pure stock. Champions Universe 95 WORLDS BEYOND: ALIEN LIFE umanity, for better or worse, is not alone in the months of desperate battles, a group of powerful universe. For some years now the public has superhumans specially assembled for the purpose been aware of the existence of sentient species made it through the Gadroon defense perimeter and Hliving on other worlds. While mankind has destroyed the enemy’s fl agship. With the force of their not yet established signifi cant formal relations with invasion thrust blunted, and their resources depleted, any of those species, everyone knows it’s only a matter the Gadroon retreated, leaving Earth in peace. A of time before Humans become part of the galactic second attempt at conquest, in 1984, was defeated community. much more quickly by Earth’s heroes. Humanity has As of 2002, Humans are aware of at least a dozen heard nothing of the Gadroon since then, and as far as other alien species native to the Milky Way Galaxy. is known, the remnants of the species have died off or One is the Sirians (originally thought to be Martians), live a nomadic existence elsewhere in the galaxy. who attacked Earth in 1938 during an attempted Th e supervillain Firewing claims to be an alien invasion that was turned away by the Defenders of native to a planet he calls Malva, and genetic tests Justice. It remains unclear why the Sirians targeted performed on him during his (rare) periods of incar- Earth for invasion in the fi rst place. Based on snip- ceration confi rm that he is not Human. According pets of information he learned during his career as a to Firewing, Malva once possessed a vast interstellar super-gladiator, Ironclad has stated the Sirians went to empire, but has since withdrawn to Malva itself, which war with the Malvan Empire in what Earth would call is defended by incredibly powerful and sophisticated the 1970s, and were defeated and largely obliterated. automated weapons systems. Ruled by an all-power- Today, he thinks they are a minor species in what was ful autocrat called the Phazor, the Malvans entertain once Malvan territory. themselves by watching super-powered gladiator In 1965, a strange alien species called the Qularr matches in which Firewing once participated. Two tried to invade and conquer Earth. Instead of using other aliens who once fought in the Malvan arenas powerful mechanical weapons as the Sirians had, the themselves, Ironclad and Herculan, have confi rmed Qularr instead brought several gigantic monsters, Firewing’s statements, and even provided samples of presumably bred by them on their homeworld or the Malvan language. in their ships, to attack the planet from a beachhead Herculan says he comes from a species called secretly established on a small island near Japan. Aft er the Fassai, one of several belonging to a political unit the superheroes of Earth defeated the monsters (and, called the Velarian Confederation. Located on the eventually, contained them on the island), the Qularr other side of the galactic core, about 55,000 light-years fl ed, leaving behind much of their bizarre technology. from Earth, the Velarian Confederation is apparently Another known alien species is the Mandaarians, plagued by numerous civil wars and much political a very Human-appearing psionic species who came to infi ghting. It has FTL capability. Earth in 1973. Th e fi rst alien species with which non- Ironclad is a Dorvalan, or in more Human-cen- violent contact is confi rmed and defi nite, the Man- tric terms, a Perseid. His people are native to a planet daarians claimed to be peaceful explorers and demon- orbiting the star Phi Cassiopeia in the Perseus Arm strated some advanced technology, including starships of the galaxy, and have primitive FTL drives as of the with faster-than-light drives. Other Mandaarian Earth year 2002. Th e Perseids control a small interstel- “exploration parties” visited Earth in 1979, 1984, 1991, lar empire. and 1999, each time simply observing cultures and Between them, Firewing, Herculan, and Ironclad daily life for about a month and then leaving. Some have mentioned, and in some cases briefl y described, commentators claim the Mandaarians are simply several other alien species: the reptilian Mon’dabi; sizing Earth up for invasion, but so far there has been the insectoid Se’ecra; the psionic Varanyi, with their no indication of any hostile intent. enormous Star Galleon space vessels; the fearsome In 1977, a greenish-skinned humanoid species Xenovores; the enigmatic Th orgons; the sorcerous but called the Gadroon, possibly attracted by the fi rst nearly extinct Th ane; and others. Humanity knows Mandaarian visit, arrived in Earth’s solar system. very little about them, but through UNTIL’s space Th eir intention: conquest. Th e Gadroon had long station GATEWAY, is on the lookout for any potential ago destroyed their swampy homeworld, and sought visitors... or invaders. a planet they could terraform and colonize, with Humanity also knows that at least one other a plentiful supply of natives for slaves. Numerous galaxy also has sentient life. Two superhumans on battles, both in cislunar space and on Earth and the Earth — the supervillain Vibron, and the heroine Moon, followed as Human superheroes tried to drive Nebula — both come from planets in the Andromeda off the invaders; numerous supervillains, including Galaxy, the one nearest the Milky Way. Dr. Destroyer, assisted with the war eff ort. Aft er two 96 HERO SYSTEM 5TH EDITION REALMS BEYOND: OTHER DIMENSIONS

lthough the average inhabitant of Earth Th e highest of the Four Worlds is Atziluth, the remains completely unaware of the fact, Archetypal World. It lies across the Abyss, a barrier many superhumans know that Earth’s plane even stronger and deadlier than the Veil. Its planes Aof existence is by no means the only real- contain infi nite power, the archetypes of all forms ity. In fact, Earth’s home dimension is but one of and concepts, and much more that most sentients uncounted trillions of dimensions, ranging from have diffi culty fully conceiving of. ones virtually indistinguishable from Earth’s to Th e Qliphothic World planes so bizarre and strange that they share not a According to some mystics, lying “behind” single physical or mystical law with Earth. or “to the side” of the Four Worlds is a fi ft h, the Qliphothic World, a realm of ancient and horrify- The Four Worlds ing dimensions whose energies have decayed into forms inimical to normal life and existence. Th e... Th e arrangement and geometries of the multi- beings... which reside in the Qliphothic dimensions verse are so convoluted — so simultaneously logical are largely unknowable, and always dangerous, to and illogical, contradictory and complementary, humans. probable and impossible — that no attempt to map or diagram them (at least by humans) is ever Dimensional Dangers likely to succeed. However, a few human scholars In addition to the demons of the Netherworld, of the subject, almost all of them powerful mystics, the angry gods and malevolent faeries of the Land have developed a framework for describing the Of Legends, and Qliphothic horrors, the multi- multiverse that seems to resonate with the human verse holds many dangers that, from time to time, mind. Using the language and concepts of kabbal- threaten Earth or her inhabitants. Of these, the ism, these scholars arrange the dimensions of the greatest encountered so far is Istvatha V’han, the multiverse into four categories — the Four Worlds self-styled “Empress of a Billion Dimensions.” One — each “higher” than the last. of the rare dimensional conquerors who relies on At the lowest level is Assiah, the Material science rather than sorcery to breach the barriers World. Assiatic planes include Earth, the uncounted between planes, V’han apparently rules at least sev- number of alternate Earths superhumans have eral million dimensions, giving her a vast amount learned about, and other such planes. In these of resources to call on to perform further con- realms, natural laws control reality; though magic quests. Earth’s dimension fi rst attracted her atten- may exist, it does not run Assiatic dimensions or tion in 1998, though an attempt by her army of “D- act as one of their true fundamental forces. Soldiers” to bring it into her empire was thwarted Above Assiah is Yetzirah, the Formative or by the concerted eff orts of Earth’s superheroes (and Astral World. Yetziratic dimensions do run by more than a few supervillains). V’han even claims magic; here, symbol, will, and thought can exert as to be able to travel through time, though if so, she much power as the laws of physics (if not more). A seems oddly reluctant to use that ability to her tac- special plane, the Astral Plane, links all the Yetzi- tical advantage. One thing is for certain — a defeat ratic realms, which include: the Land Of Legends or two are not enough to dispel her desire to con- (or “Faerie”), wherein faeries, spirits, monsters, and quer Earth. She will return, sooner or later, and next the gods of myth dwell; the Netherworld, home of time Earth’s heroes may not be able to hold her off . demons, devils, and eternal torment; Elysium, or A similar, if slightly less powerful, threat is “Heaven”; and Babylon, the City Of Man, a never- Skarn the Shaper, lord of a multifaceted dimension ending metropolis of wonder and Art. called the Congeries. Skarn, a sorcerer of immense Above Yetzirah is Briah, the Creative or Mental mystic might, conquers other planes and absorbs World. A barrier called the Veil of the Temple them into the Congeries. He has not yet tried to divides the highest Astral realms from Briah; subsume Earth into his realm, but Earth’s mystics only the most wise and powerful mystics can pass know of him, and know he will make the attempt through it to the dimensions beyond. Brialic realms eventually. are totally spiritual — they embody concepts, Unfortunately, given the infi nite nature of the states of mind, and the like; they are not made of multiverse, the dangers it contains are infi nite as matter as humans understand the term. Powerful well. Earth’s protectors must keep careful watch, lest cosmic entities, including the four Prime Avatars of they be taken unawares by something they are not Order, Chaos, Art, and Nature, live in many of these prepared to fend off . planes. Champions Universe 97

hile governments, militaries, of supervillains, machinations of vil- and corporations may hold lainous organizations, and assistance of most of the political and superheroes when setting budgets, plan- Weconomic power on Earth, ning military or paramilitary actions, or they are not the only forces to be reck- setting law enforcement priorities. Th is oned with in the Champions Universe. chapter discusses some of the major In a world where superhumans exist, “players” in the Superhuman World, the threats they pose and opportuni- their relationships with each other, and ties they off er change the landscape of how the player characters might interact power across the planet. Leaders have with them. to take into account the possible actions 98 HERO SYSTEM 5TH EDITION SIGNIFICANT SUPERHUMAN THREATS THE ISLAND OF lthough organizations like VIPER make resulted in the deaths of 43 UNTIL agents and the DR. DESTROYER the news more frequently than any single French superhero Dragon-ciel (“Skydragon”). villain, and take up more page space in gov- Dark Seraph typically works alone or with In 1991, Dr. Destroyer Aernment reports and analyses, “solo” super- only the Crowns; he rarely allies himself with other launched one of his criminals of considerable power remain as great villains (and almost never with non-mystic vil- most ambitious schemes a threat, if not greater. While a single supervillain lains). He has, on one or two occasions, teamed up yet — in the form of an may lack the resources of a full-fl edged organiza- with DEMON, but inevitably the two seem to have entire artifi cial island tion, he has a unity of purpose and fl exibility of a falling out that causes their schemes to unravel. built by his servants and robots, and equipped action-and-response that no organization, even He and Black Paladin have hatched a few plots with the latest in tech- one ruled by a dictatorial leader, can ever hope to together; despite the fact that the Paladin is mark- nology and weaponry. match. According to the Department Of Defense edly less powerful, Dark Seraph seems to have a Constructed slowly and Superhuman Survey 2002, intelligence gathered healthy degree of respect for him (insofar as he can cautiously over several by the United States and other governments, and “respect” anyone). Dark Seraph and the Crowns years in a secluded South information obtained from superheroes who have are implacably opposed to Takofanes, for reasons Pacifi c atoll, the island fought them, the following are the most dangerous unknown; rumor even has it they secretly helped — named Destruga known supervillains on Earth today. superheroes stop the Undying Lord’s plots once or — was intended initially twice. as the basis of a bid for nationhood. Although Dark Seraph And several renegade nations, Doctor Destroyer undoubtedly in Destroy- The Crowns Of Krim er’s pay, recognized the Destroyer’s recent, and much-lamented, return new “state” of Destruga, Dark Seraph — formerly the British baronet to the world stage has signifi cantly shift ed the bal- the rest of the world Sir Dennis of South Mallon — is a quasi-demonic ance of power in the Superhuman World. In the and the United Nations being of great mystic power. Although able to minds of most world governments, and superhero refused to do so. assume human form if he wishes, Dark Seraph nor- teams, the threat Dr. Destroyer poses eclipses mally favors the “fallen angel” body from which his that of most other supervillains — and with good Frustrated, Destroyer name comes. His soul, long since sold to the Dark reason. With his extremely advanced technology, turned the island in the Powers, is utterly corrupt; no human sympathy or ruthless ambition to rule the world, and extensive direction of Hawaii. kindness remains within him, and there is no evil Th ough his exact inten- resources, Destroyer could easily conquer a signifi - so foul or perverse as to be beyond him. While he cant part, or even all, of Earth. tions were unclear, it lacks the fl exibility of a true sorcerer, he more than was apparent he had Destroyer’s technology and ability to hide the some scheme in mind makes up for it with overall might; his devastatingly existence and nature of his resources and schemes — and in any event it was powerful arcane blasts and other abilities enable — as eminently displayed by the way he concealed unthinkable to allow him him to stand against the strongest superheroes. his survival from the world for a decade — only to retain so mobile, pow- Dark Seraph’s powers derive from the Iron makes him more dangerous. Although his plots erful, and high-profi le a Crown, an ancient mystic artifact of great power always manifest in grandiose events of some sort, base. Together with sev- said to have been forged by the demon-god Krim. Destroyer is not fool enough to reveal the true eral teams of American Th e Iron Crown is but the greatest of Krim’s works; extent of his power. He frequently uses stealth superheroes, the United he also created fi ve other Crowns — the Blood, States military was sent technology and similar means to keep his activities Golden, Shadow, Shining, and Stone Crowns covert from even the United States and its super- to eliminate Destruga — which have likewise survived to the modern day. once and for all. hero teams. Each of them has been discovered, and granted its According to the best (albeit still question- darkling power to he who found it. But somehow A tremendous battle able) intelligence estimates, Destroyer probably lasting three days fol- the Iron Crown exerts a subtle hold on its lesser has major bases in Antarctica, Siberia, the Amazon lowed. American military brethren, allowing Dark Seraph to summon the jungle, the Himalayas, Oceania, and outer space; planners were amazed wearers of the other Crowns and forge them into others may exist of which authorities are unaware. at the extent, power, a group called the Crowns of Krim. Together they Staffi ng those bases are upwards of 50,000 person- and sophistication of have enough power to ravage the world or oppose nel, ranging from soldiers to scientists to servants, Destroyer’s arsenal; the the most experienced superhero teams. For exam- either recruited by Destroyer from the dregs of ple, in 2000, an attempt by the Crowns of Krim the underworld, or created by him through robot- Continued on next page to steal an incunabulum from a Paris museum ics and/or cloning. Destroyer himself wears a suit Champions Universe 99 of powered armor considered the most powerful iantly against him regardless of the ultimate futility Continued from last page and advanced in the world. Even in 1992, a single of their actions. Destrugan forces downed energy bolt from one of Destroyer’s blasters was dozens of Air Force enough to fell most superhumans; heaven only fi ghter jets and sank knows what improvements a decade of techno- Firewing nearly ten Navy vessels, logical advances has brought to his weaponry and An alien super-gladiator who came to Earth including the aircraft car- other systems. in 2001 for the challenges its superhumans (par- rier Pamlico. But in the Destroyer almost never allies himself with ticularly his old adversaries Ironclad and Herculan) end Destroyer lacked the sustainable resources to other superhumans or organizations — he is provide, Firewing possesses as much raw power as fi ght a war against both supreme, greater than all other inhabitants of many world-threatening supervillains. However, he Earth, and sees no need to work with lesser beings America’s military and represents less of a threat, since he seems to have America’s heroes. Aft er to implement his schemes. Statements he has no interest whatsoever in ruling the world. What an intense bombardment, made in the past indicate a particular loathing for he wants is to test himself in combat against the followed by a multi-team Mechanon (“a banal mockery of true life and true best Earth has to off er, be they heroes or villains. attack by the nation’s genius”), VIPER (“children playing with toys they Th e threat thus lies in his sheer destructive poten- most powerful super- do not understand”), Gravitar (“a spoiled brat”), tial. When he issues his challenges, and fi ghts his heroes, Destruga was and of course Menton, who took advantage of battles, Firewing tends to destroy huge swaths of sent to the bottom about Destroyer’s supposed death to sever connections major urban areas. Th e collateral damage from his 200 miles from Malden Island. Although two of and become a world-threatening villain on his own. fi re-based powers alone has already soared into the Destroyer’s superhuman Destroyer seems to consider magic and those who billions of dollars and thousands of deaths, and the practice it foolish when compared to much safer servants, Leonine and direct damage isn’t far behind that. No one knows Umbra, were defi nitely and easily-controlled scientifi c pursuits. However, where he will next appear, or when, or who he will killed in the engage- despite his arrogant belief in his own eventual tri- call to battle him, but his arrival will undoubtedly ment, Destroyer himself umph, Destroyer does have a measure of grudging cause mass panic. escaped — only to make respect for superheroes and others who fi ght val- Firewing has no formal his way to Detroit. relations with any organiza- tion. On a few occasions, other villains or organiza- tions, such as VIPER, have manipulated him into doing things for them, but that tactic tends to backfi re as oft en as it works, since he’s no fool. Th e world is ter- rifi ed of the possibility Dr. Destroyer might try this, though it’s likely Firewing would look on Destroyer as a foe to defeat more than an ally whose “suggestions” he should take. Gravitar Mistress of gravity, able to hold the strongest heroes motionless off the ground or selectively crush parts of their bodies until they’re too injured to stop her, Gravitar possesses even more per- sonal power than Firewing. Unlike Firewing, she does want to rule the world, but doesn’t pursue the prize with the fanatical intensity of Dr. Destroyer or Istvatha V’han. She seems to have no plan beyond achieving whatever individual goal catches her fancy at the moment, with the idea that if she causes enough problems and defeats enough superheroes, 100 HERO SYSTEM 5TH EDITION

PROJECT the world will eventually realize the pointlessness incarcerated in a hot sleep chamber in Stronghold GREENSKIN of opposing her and simply accede to her whims. following one such scheme, in which VIPER con- If insulted or angered, she can become petulantly vinced him to destroy the PRIMUS headquarters in In 1995, scientists work- destructive, casually tossing around battleships, rip- Los Angeles to distract the authorities while it com- ing for the United States ping up buildings, and wrecking cities in an eff ort mitted a major technology theft across town. Army developed a series to punish her tormentors. of “neuro-electrodes” Gravitar will work with other villains and which they claimed organizations if it suits her intentions at any given Istvatha V’han would, if implanted in time, but she doesn’t make a habit of it. She’s known Grond’s brain, allow Known, and apparently not without some to be openly contemptuous of both Destroyer and justifi cation, as the Empress of a Billion Dimen- them to control Grond’s Mechanon; she has fought the latter to a stand- thoughts and actions. sions, Istvatha V’han is a native of some plane of Although initially skepti- still once or twice, no mean feat considering the existence unknown to mankind. Th anks to what cal, the Pentagon brass resources he has to draw upon. she describes as “my innate ability to travel between and DOSPA personnel dimensions and through the portals of time,” were swayed by the sci- Grond V’han conquered several dimensions, built up an entists’ enthusiastic pre- army, and used that army to conquer dozens more sentation, and allocated Like Firewing, Grond — the mutated victim of dimensions. Dozens became thousands, and thou- funding for “Project a horrible chain of unfortunate circumstances com- sands eventually millions or billions. Her powers Greenskin.” bined into one massive radiation accident — is dan- seem entirely scientifi c and/or technological in gerous mainly because of his destructiveness. When origin, rather than mystical, and her conquests Aft er building an appro- priate facility on an on a rampage, Grond can level entire urban districts appear mostly (though not entirely) restricted to isolated mesa outside of and beat pretty much any superhero into a bloody Assiatic dimensions. the village of Bentonville, pulp. (Only the VIPER supervillain Ripper, when In 1998, V’han’s path of conquest at long last New Mexico, the scien- augmented by his so-called Omicron technology, is brought her to Earth’s dimension. Aft er breaching tists set out to capture consistently stronger than Grond.) But unlike Firew- the dimensional barrier in outer space between Grond in an Army heli- ing, whose motivations and conduct are fairly predict- Earth and Mars, she traveled with her army of D- copter equipped with a able, Grond is driven by rage and other undiscernable Soldiers to Earth, where she demanded that the hot sleep chamber. Aft er impulses, which makes it hard to determine what he planet (whose naturally high levels of superhuman the man-monster was might do in any given situation. and mystic energies has apparently attracted her sighted in Minnesota, Grond isn’t exactly the sharpest tool in the attention) submit to her rulership or be destroyed. they fl ew there and man- aged to bring him down shed, making it easy for smarter villains and groups Uniting in the face of a common threat, Earth’s with a combination of like VIPER to trick him into doing what they want. superhumans and governments fended off her high-strength tangleweb If Grond discovers what’s going on, he’ll turn on attack and drove her back into other dimensions. the people who are using him, but most of them But no one doubts she intends to return when the Continued on next page manage to get away with it. As of 2002, Grond is time is right. Champions Universe 101

Th e Empress represents a tremendous threat the ability to extend mercy; his sole, overwhelm- Continued from last page to Earth not because of her personal power (which ing drive is to eradicate all organic life in the most and tranquilizer darts is not inconsiderable) but because of her resources, impressive manner possible. If he were ever to suc- loaded with enough which dwarf those of Destroyer or any nation on ceed, he would simply move on to another inhab- knockout juice to drop a the planet. She commands the unswerving loyalty ited planet and start over. tyrannosaur dead in his of thousands or millions of dimensions’ worth of tracks. soldiers (and perhaps superhumans), all equipped with advanced vehicles and weapons. Her and her Menton Aft er bringing Grond to armies’ dimension-shift ing powers give them an In some ways, Menton frightens the leaders New Mexico, the scien- enormous tactical advantage in any battle. Earth and people of Earth more than Destroyer, Mecha- tists performed a delicate barely defeated her the fi rst time; next time she may non, or even Istvatha V’han. Conquest or destruc- operation to install the be unstoppable. neuro-electrodes. When tion are easily understood, easily detected, and Grond awakened, it Istvatha V’han makes no alliances with the easily opposed activities. Th e thought of a master people of Earth’s dimension. Her only interest is in appeared the procedure villain able to take control of someone’s mind from was a success; initial trials bringing this plane of existence into her empire. miles, even continents, away — who can make allowed the scientists them do whatever he wants without their even to control the gigantic Mechanon realizing they’re not acting of their own free will supervillain’s motions — terrifi es even the most confi dent offi cial. Th anks and actions, and to keep Unlike Destroyer, who should more properly almost entirely to Menton’s existence, the size and him calm when neces- be named Dr. Conqueror, Mechanon threatens earnings of the anti-psionic defenses industry has sary. But aft er several the Earth because he does, in fact, wish to destroy quintupled in the past decade. hours, something went wrong. One of the elec- it — or, more accurately, all of its organic life. Menton wants to rule the world, but he prefers trodes malfunctioned, Th e evil robot wants to “cleanse” the planet of the to approach the problem subtly, without the over- infl icting intense pain “organic bacteria” which infest it, and since his fi rst blown schemes and rampant destruction others in Grond’s head. Th at appearance in 1985 has instituted one scheme aft er bring to the task. A mental nudge here, a telepathic was enough for him to another to achieve that goal. His past plans have command there, and he can direct the course of overcome the control. involved attempts to use the world’s arsenals to world events to suit his whims and desires. When Within another hour, all trigger a planetary nuclear holocaust, trying to con- the time is right, he plans for the governments of but one of the scientists, vert all plant life to inedible metallic substances via the world to turn the reins of authority over to him and all of their support a “technovirus,” and eff orts to melt the polar icecaps in one fell swoop. personnel, were dead, and drown all land-dwelling life. Few supervillains are willing to work with their base was completely destroyed, and the mesa Mechanon has honed his survival to a fi ne art. Menton, for fear they’re not really his allies but his had been reduced to a As a robotic being, he keeps multiple “backups” of puppets. (On the other hand, as Brainchild once mere hillock. Fortunately himself at bases secreted across the planet. When observed, “He can make me his puppet anyway — I Grond headed north into one of his selves is totally defeated and destroyed (a might as well try to work with him and at least hope the desert, rather than rare occurrence), a backup activates, analyzes what I’m acting of my own free will.”) Doctor Destroyer turning west and coming happened, and builds improvements into itself to and Menton hate each other, an animosity dating across Bentonville. prevent a similar defeat in the future. According from the late 1980s and early ’90s, when Menton to Department of Defense analysts, thanks to this was one of Destroyer’s followers. Menton has occa- Th e surviving scientist, process the Mechanon who nearly took over the sionally assisted Eurostar, a group his sister Men- Dr. Nelson Dupree, now United States in 1985 was only about half as power- talla belongs to, but seems to regard their behavior confi ned to a wheelchair, ful and capable as the Mechanon who threatens the and goals as somehow petty. remains convinced the world today. neuro-electrode pro- cedure, if suffi ciently Except perhaps for Dr. Destroyer, Mechanon Takofanes, The Undying Lord refi ned, will live up to its possesses the most advanced technology on Earth. promised potential. Th e undisputed master of robotics, he can build Considered by most authorities, including the mechanical men and creatures distinguishable from Trismegistus Council and the majority of mystic the real thing only by careful scientifi c analysis, superheroes, to be the greatest occult threat native THE ORIGIN OF or devastating war-robots that make no pretense to Earth, Takofanes the Undying Lord, known MECHANON of being anything but killing machines. Although also as the Archlich and the King of the Th rone he has multiple tiny bases throughout the world of Human Ivory, is of obscure origin. Some seers No one on Earth can (mostly just to hold his “backups”), he is suspected claim he was once a human being who sold his say with certainty who of having major facilities on the Pacifi c seabed, in soul for power; others that he is a demon from the built Mechanon, where the Sahara, in the Caucasus, and perhaps even on Netherworld who has taken permanent form on he comes from, or what the dark side of the Moon. Unlike other master this plane; others that he comes from another time; his history is prior to villains, he doesn’t have to worry about his own and still others that he is an avatar of Death. 1985. Numerous theories comfort, or the comfort of his minions, allowing have been voiced, and Wherever he comes from and whatever he is, less reasoned specula- him to situate a headquarters in places no one else no one denies his power. Resembling a human skel- would consider. tion abounds in Internet eton, garbed in macabre, ornate clothing, wearing chatrooms, the pages of From time to time Mechanon has worked with on his head a crown of golden dragons, borne in superhero fan magazines, other supervillains, but to him such relationships a litter carried by his undead servants or the sheer and coff eehouse conver- represent nothing more than the chance to get force of his magic, Takofanes (tuh-koff -uh-neez) sations. Th e most popu- some use out of a “foolish organic” before destroy- commands great magical might, particularly in the lar ideas include: ing him. Mechanon’s programming doesn’t allow arcana of Necromancy. Where he passes, corpses Continued on next page for sympathy, compassion, feelings of friendship, or 102 HERO SYSTEM 5TH EDITION

Continued from last page rise from their graves to serve him, and ghosts destructiveness, and warp and mold fl esh and bone The government built appear to wreak harm on the living. Everyone who to suit his whims. He himself seems to have no par- Mechanon: A few con- stands against him and is slain comes back to unlife ticular interest in conquest or rulership — though spiracy theorists place to do as he commands. if he did, his ability to grow armies in his lab would the blame for Mechanon Takofanes fi rst appeared in 1987. His mani- make him extraordinarily dangerous. Instead, he squarely at the feet of the festation was initially noted in Oklahoma (why regards the world as a vast laboratory, and all the U.S. government. Th ey there, no one knows), where he destroyed the entire people in it as his experimental subjects. Out of claim he was one of the town of Tahlequah and turned its residents into sheer perversity, and general loathing for human- military’s super-weapon projects that accidentally zombies. From there he proceeded eastward, leav- ity, he’s perfectly willing to do work on behalf of developed sentience and ing death, devastation, and madness in his wake as organizations like VIPER and ARGENT, or to help escaped from their con- he crossed the United States. A combined eff ort by supervillains in various ways (his expertise as a trol. Th at would explain several superteams to stop him from crossing the doctor used to dealing with bizarre biologies is his desire to destroy life, Mississippi River failed, resulting in the deaths of highly sought-aft er in some circles). Teleios does certainly, but leaves open Archangel, Corundum, Delphi, the Hyperkinetic not, however, get along with either Dr. Destroyer the question of why the Man, Tightwire, Flechette, and Goldfi re. A second or Mechanon, both of whom he considers to government, if it pos- eff ort to stop him, in eastern Kentucky, by a larger have insulted him in years past by denigrating his sesses the expertise to group of superheroes (and not a few villains) suc- chosen fi elds of expertise in favor of computers, build something like ceeded, with no further loss of superhuman life, but robotics, and the like. Mechanon, hasn’t built similarly sophisticated the Archlich vanished from the battlefi eld before Teleios goes to great lengths to conceal his devices. anyone could lay hands on him. It was not until this presence, preferring not to have to disrupt delicate fi nal battle that anyone saw him so much as lift a experiments to fl ee from encroaching authorities. Dr. Destroyer built bony fi nger or even acknowledge the existence of Analysts working for the United States Depart- Mechanon: Destroyer those opposing him. ment of Defense believe his chief laboratories are in is certainly a master Since then, Takofanes has returned several Canada and Central America, with lesser facilities of robotics, and could times, always in a diff erent location, always spread- in several places throughout the world. theoretically have built ing death and havoc wherever he goes. His exact a robot so advanced it goals and intentions remain obscure, since he rarely escaped from his control. speaks, though most mystics believe he wants to The Warlord Th e superhero Digitak of take over the world by killing everyone in it and the Justice Squadron was Th e Warlord is something of a mystery. Osten- turning them into undead servants. He has never the fi rst person to widely sibly he’s simply an arms merchant — an incredibly express this idea, and worked with other villains, and presumably regards powerful arms merchant, with one of the world’s the fact that Mechanon all living beings as servitors-to-be, whatever their mightiest powered armor suits, a gigantic aerial hunted him down and powers in life. headquarters called the Flying Fortress, and a small brutally slaughtered him THE CROWN OF TAKOFANES private army at his beck and call — but just an arms a few weeks later is taken merchant nonetheless. His goal seems to be the Takofanes wears on his head (or, more accurately, by many as proof of its acquisition of wealth through the sale of military correctness. But others skull) an ornate golden crown. No hero has ever technology, and the fomenting of world confl icts as question why Destroyer gotten near enough to him to examine it closely, but it a way of maintaining a vibrant marketplace for his would build so advanced seems to be made of seven interwoven golden drag- wares. a robot, particularly one ons. Th e largest of the dragons rears up in front and More than a few security analysts have ques- programmed to kill the holds a large emerald in its jaws. people Destroyer wants tioned this viewpoint, however. Th e Warlord seems Mystics who fi ght Takofanes have no diffi culty to rule. far too high-profi le for his own good, and there sensing the evil magics imbued in the crown. Th e are better ways to make money given the kind of exact nature of the magic remains unclear, though Dr. Destroyer is Mecha- resources he obviously commands. Th ese observ- it does seem to protect the Undying Lord from non: Some people think ers opine that he’s more like a junior-grade Dr. from certain mind-aff ecting spells. On some occa- that Mechanon is simply Destroyer — out to conquer the world, but taking a sions, the emerald seems to glitter particularly a suit of armor worn by diff erent approach. Th at, in turn, leads to specula- brightly when Takofanes casts spells himself. Destroyer, or a mechani- tion about what his overall plans really are, and how cal vessel operated by Some mystics, including Dr. Ka, claim the artifact all the arms dealing fi ts into them. him through implanted is actually the fabled Dragon Crown, seventh and Superheroes who have encountered the War- or broadcast brainwaves. greatest of the Crowns of Krim, dwarfi ng in power lord — or his bodyguards, a team of supervillains According to this theory, even the Iron Crown worn by Dark Seraph. If so, that called the War Machine — haven’t been able to Mechanon is a feint, an might give Takofanes the ability to summon Dark attempt by Destroyer shed much light on the matter. Unlike most vil- Seraph (and his followers) and make them all do his to scare the world into lains of his caliber, the Warlord doesn’t pontifi cate bidding — a truly terrifying prospect. accepting his rulership about his “master plan” or posture in front of his in exchange for protect- foes. He fi ghts ruthlessly, with supreme tactical effi - ing the world from the Teleios ciency and with his mind focused entirely on the robotic menace. elimination of the enemy. Except for Destroyer, the Teleios is a threat not so much on his own, Warlord has killed more superheroes (24) than any Mechanon is an alien but because of the assistance he can provide other other known supervillain. construct: Some experts villains or organizations. A master of the biologi- Th e Warlord is not known to have made any believe Mechanon was cal sciences, the self-proclaimed “Perfect Man” can built by some alien civili- alliances with other supervillains, or villainous create cloned armies (or armies of cloned super- organizations. Undoubtedly, if he saw strategic humans!), interfere with the biological processes of Continued on next page value in an alliance, he would pursue it; otherwise his enemies, create biological weapons of terrifying he apparently prefers to act on his own. Champions Universe 103

Continued from last page zation and sent to Earth — perhaps as a biosphere probe whose program- ming was warped by Earth’s magnetic fi elds, perhaps as a military probe to assess the strength of Earth’s super- humanity and militaries. However, examination of the bits and pieces of Mechanon’s bodies that have been left behind aft er his battles with superheroes have failed to uncover any materials that could not have been manufactured on Earth.

Mechanon is the evolved intelligence of Earth’s “technosphere”: Just as Earth has an atmosphere and a biosphere, some scholars claim it has a “technosphere,” and that Mechanon evolved from it — that he’s sort of the gestalt intellect of all machinery all over the THE WAR MACHINE world. Some specifi cally Dr. Yin Wu blame his evolution on Th e Warlord’s corps of superpowered body- the rise of the Internet. guards, christened the War Machine, has fi ve mem- Th is Chinese sorcerer, of indeterminate age, is No one has off ered any bers: barely known outside of his native China, where he fi rm proof of this theory, lives in a castle in a valley the Chinese government Warbird: An aerial recon and combat specialist or even any ideas about has not been able to enter in over 50 years. Several how it could be proven. with a super-tech wings-and-jetpack combination attempts by the Tiger Squad to penetrate the castle that allows for fast, maneuverable fl ight, and wrist- or tempt “the Dragon Mandarin” into battle have rocket launchers for potent off ense. Warbird is the met with either utter failure, or a sound defeat at team’s commander. the powerful Doctor’s hands. Gossamer Storm, one Warcry: Possessing sonic powers strong enough of the leaders of the Squad and a powerful mystic to shatter walls, Warcry can also use more focused in her own right, has described him as “a devil of sonic blasts to accomplish several eff ects. gold and poison who dwells in safety where no one Warhead: A master of demolitions, explosives, and else can go.” She refuses to explain what her state- missiles, with a well-armed powered armor suit. ment means. Despite the fact that he’s supposedly been bot- Warmonger: A psionic with the ability to infl ict and tled up in his castle for the latter half of the twen- enhance feelings of rage and tendencies toward tieth century, Dr. Wu’s name alone is enough to violence. make brave men in Shanghai, Hong Kong, and the Warpath: An American Indian woman who’s an Chinatowns of the world pale with fear. Rumor has expert archer equipped with a high-tech bow and it that he maintains homes in many places besides quiver of gimmicked arrows. China, traveling to and fro by walking the dragon lines that underlie the world. No one knows what Although perhaps not as powerful as some his ultimate goals are — or no one’s willing to talk supervillain teams, the War Machine makes up about them — leaving the superheroes of the world for its lack of raw power with its extensive combat to watch carefully and be prepared for anything. expertise. Th e members have worked together for Doctor Wu lives in isolation in his castle (and years, developing tactics and practices that greatly perhaps other homes), seeking the aid or counsel enhance their combat eff ectiveness. Superheroes of no other man. Some superhumans do believe, who don’t take them seriously are in for a rude however, that he secretly lent magical assistance to surprise. the forces opposing Takofanes in 1987, and Istvatha V’han in 1998. 104 HERO SYSTEM 5TH EDITION ORGANIZATIONS: THE GOOD GUYS

hile it sometimes seems to the super- always based on ability to pay, rather than a fl at-rate heroes of the Champions Universe that scale, but the Institut insists on receiving its money everyone’s arrayed against them, a few in advance as a retainer (a necessary precau- Worganizations exist to fi ght the good fi ght tion, given some of the people it deals with). Part alongside more colorful crusaders for justice. research institute, part think tank, part hospital, the Institut plays an intriguing role in the Superhuman World — despite the fact that none of its directors L’INSTITUT THOTH or employees are themselves superhuman. Additionally, the Institut takes a limited In 1954, the United Nations sponsored a number of students each year, most of them col- systematic study of all aspects of paranormal and lege graduates pursuing Ph.D degrees. The stu- superhuman powers. Th e initial leader of this eff ort dents pay tuition, either on their own or through was a respected French scientist named Etienne various scholarships established by governments, Ste. Germaine, and he assembled a dedicated staff businesses, or charities who work closely with of biologists, chemists, physicists, sociologists, the Institut. psychologists, and parapsychologists interested in Th e Institut’s ethical rules forbid it to actively exploring the nature of superpowers, their eff ect on assist superhuman criminals to commit crimes society and the world, and related issues. Of course, or evade law enforcement, but not to work with the main reason the UN wanted to study these sub- “supervillains” per se — anyone with superhu- jects was to help member nations capture supervil- man powers is a subject of interest to the Institut’s lains and prevent superhuman threats, but many of scientists. On a few occasions the rules have been the scientists were more interested in pure research bent slightly to allow for the study of a particu- than “military aff airs.” Christening their broad fi eld larly interesting superhuman, but never broken. of study “paraphysics,” they set out to unravel the Despite this, the Institut is generally recognized as mysteries of superhumanity. being on the side of the angels. Much of the data When UNTIL was founded in 1965, Ste. Ger- it gathers is made freely available to law enforce- maine’s organization was transferred to it. One year ment, and it works for legitimate governments and later, Dr. Ste. Germaine retired aft er arranging for superheroes far more oft en than for more... ques- his daughter Yvette, a recent Ph.D graduate, to take tionable... employers. his place. Th e new Dr. Ste. Germaine enjoyed her Now in her 60s, Dr. Yvette Ste. Germain still work immensely, but chafed at the idea of helping serves the Institut as its most infl uential director, the “right-wing militarists” of UNTIL. Six years into Chief of Operations, and a dedicated scientifi c the job, she couldn’t take it anymore. Deciding the investigator. She herself specializes in psychologi- impoverished life of a true scientist was better than cal issues pertaining to superhumans. Any other helping put oft -misunderstood superhumans in jail, subject relating to superhumans probably has two she left the organization in 1972, taking the major- or three Institut personnel (at least!) studying it ity of her staff with her. assiduously. Many Institut scientists are recognized Moving to Switzerland, Dr. Ste. Germaine and as world leaders in their fi eld. her staff pooled their own money together with Th e Institut is still headquartered in Lucerne, donations from charitable organizations (and, it’s Switzerland, but it has established numerous rumored, more than a few wealthy superhumans) “branch offi ces” in cities with active superhuman to establish L’ In s t i t u t Th oth, named for the Egyptian communities. It maintains facilities in, among god whose books supposedly contain all wisdom others, London, Millennium City, New York City, and knowledge. Th e purpose of the Institut is to Paris, San Francisco, Tokyo, and Vibora Bay. study all aspects of paraphysics, both the good and the bad, so as to increase human understanding of a profoundly human subject. THE TRISMEGISTUS But loft y goals do not pay bills, and Dr. Ste. Germaine and her colleagues realized that. To sup- COUNCIL port the Institut, they also established a consulting role for it. Governments interested in explor- For over two centuries, a cold war — some- ing paraphysics issues, superhumans looking for times verging into the hot — has been waged in the insights into their powers (or cures for debilitating shadows of civilization. Th e participants: mystics conditions), and other such clients pay heft y fees and savants, masters of the Arts Arcane, scholars for the Institut’s considerable expertise. Th e fees are well-versed in the lore of the occult, sorcerers, Champions Universe 105 witches, and wizards. Arrayed on one side are the Since 1938, the Council’s role has shift ed away MACKENZIE HOUSE forces of darkness — black magicians, demon-wor- from direct activity and back into the shadows. shippers, greedy fools seeking power in wizardry, Now there are superheroes, many of them with Located in a picturesque soul-bereft sorcerers revelling in the misery they mystic powers, to fi ght the dangers that threaten glen in the Scottish High- cause. Arrayed on the other is the Trismegistus the world. Th ough all too oft en naive, these beings lands, MacKenzie House Council. can battle the forces of darkness in ways the Coun- is the ancestral mansion In the 1780s, in the dark days leading up to the cil’s members never could. Th e Council has become of the MacKenzie family, French Revolution, certain French nobles sought more of a body of watchers and advisers, aiding one of whom, Lord Regi- both dissipation and safety in studies of the occult. mystic superheroes while continuing the struggle nald MacKenzie, helped found the Trismegistus Willing to walk the left -hand path to easy power, against the Circle of the Scarlet Moon, which works Council. Having no chil- they were soon corrupted (though magic was, its evil still (oft en through or with supervillains, or dren to leave the man- at that time, at one of its lowest ebbs ever). Such organizations like DEMON). sion to, Lord Reginald were the seeds from which the Circle of the Scarlet Possessed of great magical lore and wisdom, bequeathed it to a trusted Moon (see below) was born. and in the case of many members potent spellcast- Council member. Th at As the nineteenth century began, wiser occult- ing ability as well, the Trismegistus Council could member left it to other ists and scholars in Europe, England, and America be a welcome ally, or signifi cant hindrance, to any Council members, and so could sense the rise of the Circle, and of the evil mystic superhero. By and large, the Council regards on to the present day. it embodied. Unwilling to let work itself as a body of seasoned professionals, and most its will in the world unhindered, three of these superheroes as bumbling amateurs and showoff s. MacKenzie House serves people — Lord Reginald MacKenzie of Scotland, It helps only those it deems worthy, and only in the as a sort of unoffi cial Eustace Blackmun of Virginia, and Franziska von ways it deems appropriate; it has spent two hun- “headquarters” for the Trismegistus Council. Hersbruck of what is today Germany — decided dred years concealing its existence through means Protected by potent spells to create a counter-force. Taking their name from mundane and magical, so only those heroes whom which prevent the Circle the fact that there were three of them, and from it wishes to fi nd it succeed in doing so. of the Scarlet Moon Hermes the patron of magicians, they called them- and other enemies from selves the Trismegistus Council. spying on the mansion Unlike the Circle, which tended to recruit UNTIL or infl icting curses on more readily, the Council watched prospective those who occupy it, it’s In 1963, with superhuman activity on the rise members long and carefully, to determine if they the perfect meeting-place around the world, the United Nations established had the knowledge, the wisdom, and the moral for a group of scholars a commission, the Tribunal on International Law, fi ber to belong. When someone was judged ready, and mystics devoted to to study the subject. Aft er extensive discussion protecting the world and all members voted in favor of him, an off er of and study, the Tribunal concluded that the menace from occult horrors and membership was extended. No one off ered mem- of supercrime was a global, rather than regional menaces. Th e mansion’s bership ever refused it. When the group or national, one. Not only did many library is as well-stocked became too large for unanimous supervillains move from country to with arcane tomes and voting to work effi ciently, a Leader- reference works as its country and continent to conti- ship Board of fi ve members was cellars are with the fi nest nent with ease, but more than chosen to evaluate potential wines. a few superhuman threats recruits. involved attempts to conquer Th e size of the Coun- Any member of the or destroy the entire world. cil, like that of the Circle, Council is welcome No one nation — not even increased steadily through to stay at MacKenzie the United States — had the the 1800s, especially in the House as long as he likes, resources and jurisdiction or even to dwell there latter half of the century. to cope with this worldwide permanently. To see to Th e battles between them problem. the Council members’ — dark and subtle things, Th e Tribunal had an idea comfort, the House has a oft en worked through curse, for a solution... one so radical staff of well-trained ser- counter-curse, and seemingly vants led by an old butler it caused a furor in the General mundane accidents and events named Swithins. Com- Assembly and nearly led to the entire — became more frequent, and oft en petent and confi dent, committee being disbanded. Th e Tribu- more deadly. Swithins has a dry, clever nal suggested that the U.N. itself should establish, In the fi rst decade of the twentieth century, the wit that oft en leaves his maintain, and command a global police force for Council expanded the scope of its activities, taking employers wondering dealing with superhuman crime and related mat- whether they’ve been on other threats besides the Council. During the ters of global, regional, or even national security. subtly insulted. pulp era, several members were bold adventurers, Th e proposed police force would have the right to taking the fi ght directly to the Circle in the struggle enter the territory of any U.N. member nation who to obtain lost artifacts, recover ancient texts, and signed the treaty establishing it, but would have to unravel the mystic secrets of the world. It’s even receive permission from other nations to conduct said by some that the Raven, famed Hudson City operations on their soil. Th e agency would not crimefi ghter of the 1920s and ’30s, was a Trismegis- employ superhumans for the most part, but would tus associate. But the Council experienced its great- instead equip trained human agents with the latest est failure — and greatest triumph — when it failed in high-tech law enforcement gear, some specifi - to stop the Circle from helping the RSvKg to raise cally designed for combatting supervillains. the level of the world’s magic and usher in the Era Disturbed both by the costs and the implica- of the Superhuman. 106 HERO SYSTEM 5TH EDITION

UNTIL tions of this proposal, many member nations were invasions. No one knows what the future holds for TECHNOLOGY initially skeptical. But the cogent and forceful argu- humanity, but whatever may come, UNTIL stands Here are a few examples ments of the Tribunal’s members, including the ready to protect the world. famed soldier and diplomat Major Juan Martinez of UNTIL technology Organization in addition to the ones of Paraguay, gradually won the members over. A High Command, consisting of the Secre- listed on the UNTIL Many smaller nations realized this “police force” tary-Marshall, his assistant the Undersecretary, Agent’s character sheet. would provide them with a valuable service they and the Field Marshall (commander of UNTIL’s otherwise could not aff ord, and larger nations real- fi eld agents), leads UNTIL. Th ey are all based at U-07 “Rockabye” Sleep ized their contribution to the agency’s costs would UNTIL World Headquarters in New York City. Gas Grenade: Many of be less than the cost of establishing a similar orga- Below the High Command, UNTIL organizes UNTIL’s weapons are nization of their own. designed to take targets itself into regional commands, such as the North On November 27, 1965, a treaty (now called alive or minimize the American Regional Command, European Regional the “Tribunal Treaty”) was signed formally estab- risk of civilian casual- Command, or Western Asia Regional Command. lishing the United Nations Tribunal on Interna- ties. Th is knockout gas Leaders of special UNTIL projects, like Project tional Law — UNTIL. Not every member nation grenade, frequently Snakecharmer or Project Hermes, have equal rank issued to agents going signed the treaty, though; notable exceptions were with regional commanders; so do the commanders into combat, is a perfect the United States, the Soviet Union, and the People’s of important facilities like GATEWAY. example. Republic of China. Not having the U.S. on board Below the regional commands are base com- EB 4d6, NND (defense was a particularly egregious blow, since the major- mands, each headquartered at a specifi c facility. is Life Support [Self- ity of the world’s superhuman activity occurred UNTIL has offi ces in most major cities of the Contained Breathing]; there, but the leaders of UNTIL — including its world, with each offi ce having an appropriate com- +1), Area Of Eff ect (6” Secretary-Marshall, Juan Martinez — had to work Radius; +1) Continuous plement of fi eld agents. Each base’s commander has with what they were given. (+1) (80 Active Points); several fi eld commanders (offi cers commanding Over the next 25 years, UNTIL established an OAF (-1), Range Based squads of UNTIL agents) serving under him; most On STR (-¼), 4 Charges enviable record for opposing superhuman crime fi eld commanders hold the rank of Captain, Lieu- lasting 1 Turn each and related threats. Its agents, recruited from tenant (1st or 2nd), Sergeant-Major, or Sergeant, (removed by high winds all U.N. member nations, were dedicated, brave, depending on the squad or situation. Below these or rain; -½). Total cost: and intelligent, and by working together so well 29 points. ranks are the “non-commissioned” agents — Cor- represented the epitome of everything the U.N. poral, Lance Corporal, and Private. Most UNTIL stood for. UNTIL developed and refi ned its equip- U-KTF “Katie” Blaster agents are Privates or Lance Corporals. UNTIL ment, becoming one of the most technologically Assault Rifl e: An also has a Diplomatic and Administrative Corps, a advanced organizations in the world. In 1980, with improved version of the Technical Corps, and other specialized branches. some help from the United States, UNTIL estab- standard U-CCC Blaster Most UNTIL fi eld squads include agents from lished its own Stronghold-like superprison, the Rifl e, with automatic fi re more than one “branch” of UNTIL. Th e branches capability. International Superhuman Correctional Facility are defi ned by the type of environment the agent is (ISCF, nicknamed “the Guardhouse”) on an isolated EB 10d6, Autofi re (5 specially trained to operate in, or the type of work shots; +½), 4 clips of 32 island in the North Atlantic. he primarily does. Th us, UNTIL has Urban agents, Charges each (+½) (100 “Major” Martinez retired in 1990, and was Oceanic/Arctic agents, an Intelligence Corps, and Active Points); OAF (- replaced as Secretary-Marshall by Wilhelm Carl so forth. Each squad contains what the commander 1). Total cost: 50 points. Eckhardt of Germany. Eckhardt faced his fi rst feels is the right mix of agents to get the job done. major crisis in 1992, when the infamous Dr. UNTIL also has an offi cial superteam, UNITY. UNTIL Force Field Belt: Destroyer launched his latest scheme for world Only the largest fi eld conquest in the United States. Still barred from offi ces can aff ord these UNTIL AGENT URBAN expensive items, which operating in the United States without permission, Val Char Cost Roll Notes are issued to agents UNTIL was unable to reach the scene of the con- 15 STR 5 12- Lift 200 kg; 3d6 [1] assigned to heavy fl ict in Detroit with new equipment that probably 15 DEX 15 12- OCV: 5/DCV: 5 combat missions. could have stopped Destroyer, or at least protected 14 CON 8 12- Force Field (12 PD/12 much of the city. When this fact became public 10 BODY 0 11- ED); Reduced Endur- knowledge in America, the resulting outcry fi nally 13 INT 3 12- PER Roll 12- ance (0 END; +½) (36 forced the United States to sign the Tribunal Treaty 10 EGO 0 11- ECV: 3 Active Points); OIF (-½). and allow UNTIL to operate, unhindered, in Amer- Total cost: 24 points. 13 PRE 3 12- PRE Attack: 2½d6 ican territory. (Similarly, aft er the collapse of the 10 COM 0 11- Soviet Union, UNTIL gained the right to conduct U-SHL “Shellie” Blaster operations in Russia, but it remains barred from Pistol: 5 PD 2 Total: 11 PD (6 rPD) Th e standard China to this day.) sidearm issued to 4 ED 1 Total: 10 ED (6 rED) UNTIL agents. Trim and As of 2002, UNTIL is recognized around the 3 SPD 5 Phases: 4, 8, 12 functional, the U-SHL world as one of Earth’s most powerful, competent, 6 REC 0 resembles a large bal- and successful law enforcement organizations. 28 END 0 listic handgun in some Devoted exclusively to stopping superhuman and 25 STUN 0 Total Characteristics Cost: 42 respects, though the paranormal crime and related dangerous phenom- focusing crystal in the ena, it has saved millions (if not billions) of lives Movement: Running: 6”/12” muzzle and the weapon’s and helped keep the world safe for 37 years. Since gold-colored body and 1996, it has established the fi rst truly permanent human presence in space, on its station GATE- Continued on next page WAY, to remain alert for potential alien visitors or Champions Universe 107

Cost Powers END 15 Psychological Limitation: Loyal To UNTIL Continued from last page 37 U-CCC “3C” Blaster Rifl e: EB 10d6, And Its Ideals (Common, Strong) high-tech look give it 4 clips of 32 Charges each (+½); OAF 20 Social Limitation: Subject To Orders (Very away. (-1) [32] Frequently, Major) EB 8d6, 32 Charges 2 U-A1 Basic Sight: +1 OCV; OAF (-1), 68 Experience Points or Disadvantages specifi c (+¼) (50 Active Points); Only With UNTIL Rifl es (-0) 0 to the individual agent OAF (-1). Total cost: 25 2 U-A2 Infrared Sight: Infrared Perception points. (Sight Group); OAF (-1), Only With Total Disadvantage Points: 168 UNTIL Rifl es (-0) 0 Description: Th is character sheet represents a typi- 7 UB-1 Battle Knife: HKA 1d6 (2d6 with cal UNTIL agent of the Urban branch (to which UNITY STR); OAF (-1), Real Weapon (-¼) 1 most UNTIL agents belong). In 1988, UNTIL Martial Arts: UNTIL Commando Training Rank-and-fi le UNTIL agents wear a distinc- decided, aft er more than Maneuver OCV DCV Notes a decade of discussion tive navy blue and white uniform, designated the and debate, to found its 4 Block +2 +2 Block, Abort U-AS Basic Combat Uniform, which is made from 4 Punch +0 +2 5d6 Strike own superhero team, high-tech ballistic cloth. Sleeker than most military the better to carry out 3 Th row +0 +1 3d6 + v/5; uniforms but by no means skintight, the U-AS con- its mission of protecting Target Falls sists of a long-sleeved jacket-like tunic that’s navy the world from super- 12 U-AS Basic Combat Uniform: Armor blue on the right two-thirds of the breast and sleeve powered dangers. As of 2002, UNITY, as the (6 PD/6 ED); OIF (-½) 0 and white on the left third and sleeve, navy blue 2 U-AS Combat Helmet (Standard): Armor team is called, has six trousers, and white non-laced boots. Th e pants have members: (2 PD/2 ED); OIF (-½), Only Protects several pockets for carrying personal items and Th e Head (-1) 0 gear; the tunic has no pockets at all, but does have Quasar: 7 U-AS Combat Helmet (Standard): Radio Per- An energy rank insignia on the upper arms, and pins with the projector and manipula- ception/Transmission; OIF (-½) 0 rank insignia on the tunic’s raised collar. Th e piping tor who once worked var Other equipment as needed for mission on the uniform is gold. as a physicist for Dr. For everyday occasions, agents cover their Destroyer before defect- Perks heads with navy blue berets. In the fi eld, they wear ing to the side of truth 1 Fringe Benefi t: International Driver’s License protective helmets that cover and justice. Quasar leads 5 Fringe Benefi t: International Police Powers the top and sides of the head, the team. 2 Fringe Benefi t: International Weapon Permit but leave the face uncovered 2 Fringe Benefi t: Membership (UNTIL Pri- (special Dr. White and Dr. Black: A married couple from vate) high-tech 1 Fringe Benefi t: Passport England, both versed in goggles can the practice of the Arts be attached to Arcane. Skills provide night- 2 +1 with U-CCC Blaster Assault Rifl e sight and similar Mentiac: Th e so-called capabilities). “Human Computer,” 3 Criminology 12- Th e helmets are possibly the most intel- 2 KS: International Law And Law navy blue, with the ligent man in the world. Enforcement 11- UNTIL symbol in His advanced thought 2 KS: Th e Superhuman World 11- white on both sides, processes and percep- 2 KS: Th e United Nations 11- and include communications tions give him some 2 KS: UNTIL 11- equipment. unusual abilities, but also make it diffi cult for 2 KS: World Politics 11- UNTIL agents typi- 2 Language: additional language (fl uent him to relate to people cally carry one or more of ordinary intelligence. conversation; must be English if English is weapons. For routine not Native Language) assignments, the U-SHL Myrmidon: A superhu- 3 PS: UNTIL Agent 12- Blaster Pistol (known aff ec- 3 WF: Small Arms, Blades manly strong warrior tionately to the agents as a from Greece. 12 Choose four of the following: “Shellie”), worn on the hip in Bureaucratics, Combat Driving, Combat a navy blue holster. When El Pícaro: A teleport- Piloting, Computer Programming, Deduc- danger threatens, agents ing swordsman from tion, Demolitions, Electronics, Lockpicking, carry the U-CCC Blaster Mexico with a fl air for Mechanics, Paramedics, Security Systems, Rifl e (a rifl e-sized version the dramatic. Stealth, Streetwise, Systems Operation, of the U-SHL). Tactics, 3 points’ worth of KSs/Languages/ UNTIL makes UNTIL is always on the SSs/TFs/WFs, 1 3-point Combat Skill Level some sartorial acco- lookout for other super- modations for agents’ humans of heroic bent Total Powers & Skills Cost: 126 religious and cultural who would be worthy to join the ranks of Total Cost: 168 preferences. For UNITY. example, Sikh agents 50+ Disadvantages may wear a turban 5 Distinctive Features: UNTIL uniform (Easily instead of a beret. Concealed; Noticed And Recognizable) 10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching) 108 HERO SYSTEM 5TH EDITION ORGANIZATIONS: THE BAD GUYS

nfortunately, for every organization founded to help superheroes fi ght crime and combat THE CIRCLE OF super-menaces, there seem to be two THE SCARLET MOON Udevoted to crime and similar pursuits. Some seek wealth, some power, some both; they use vari- For all things, there must be a balance — any ous means, from science to sorcery and beyond, to competent mystic will tell you so. Just as the forces of achieve their aims. Light have the Trismegistus Council to aid them, the forces of Darkness know the cold comforts of alliance with the Circle of the Scarlet Moon. ARGENT Th ough in truth, it was the Circle that came fi rst, and not the Council. Some in the Circle are said to Founded in 1974 as an American corporation trace the organization’s roots back as far as certain devoted to cutting-edge technological research blasphemous witch-covens in medieval Germany, but and development, the Advanced Research Group the only thing anyone can say for sure is that a French quickly established a reputation for its scientists’ noble of the 1780s, Viscomte Gildas de Valenois, skills and inventiveness. Th roughout the ’70s and founded the Circle as a formal coven. Th e Viscomte into the early 1980s, the company was a major recruited other dissolute members of the French aris- United States defense contractor. In 1980, it tocracy, eager for both power and perverse pleasures, changed its name to the Advanced Research Group to study black magic with him. Th ough their “powers” Enterprises, or ARGENT, as a marketing ploy. did not save most of them from the guillotine during ARGENT’s long string of successes came to the French Revolution, enough escaped to continue an end in 1983, when investigative reporters from the Circle. Some say the ghost of de Valenois, carrying the Washington Post revealed to the world that his severed head in his left hand, escorted most of the ARGENT had secretly been passing United States survivors to safety in the new land of America. defense technology secrets to a number of enemies, Settling in the former British colonies, the mem- including the Soviet Union, China, VIPER, and Dr. bers of the Circle resumed their practice of the Dark Destroyer, and had built several secret factories to Arts, only to fi nd they had acquired an enemy — the manufacture high-tech equipment for numerous Trismegistus Council, which sought to thwart their criminal and terrorist organizations. Unwilling to diabolic schemes. Aided, the Circle believes, by other spend the rest of their lives in jail, the executives forces of the Light, the Council defeated the Circle far and chief scientists of ARGENT fl ed the United more oft en than the Circle triumphed over it. Rumor States, taking with them as much of their data and has it that shortly aft er the turn of the twentieth cen- equipment as possible. Th ey found a new home in tury, the Circle worked a mighty spell to overcome its Awad, whose rulers were more than happy to off er greatest enemy once and for all, but the spell failed, ARGENT safe haven in exchange for a slice of the leaving the Circle badly weakened. Since then the profi ts from their lucrative business. organization has remained in the shadows, carefully Since moving to Awad, ARGENT has become hoarding its strength, and hatching only the most a major player in the global underworld. While it secretive of plots and schemes. Today, strengthened still makes most of its money providing high-tech by many new and powerful members, it is once again services and support to other criminals, it has also poised to resume its quest for occult power. launched numerous criminal schemes of its own, oft en employing mercenaries to conduct mis- sions (it does not maintain a large corps of its own DEMON agents, as groups like UNTIL do). It favors high- tech approaches to crime, and its usual targets like- Th e origins of DEMON are obscure, even to wise relate to high technology. Th e group has estab- superheroic mystics. It arose in 1925 as a Satanic cult lished numerous bases — public ones in places in the United States, but under whose direction no like North Korea, and many hidden ones in major one knows for sure. It remained mostly quiet through cities around the world. In 1994, it spearheaded a the Second World War, though cult members are said coup in Guamanga in the hopes of acquiring an to have been involved in some bizarre crimes in New entire country of its own, but this plot was thwarted York City during the 1930s. by the Justice Squadron. Since then, ARGENT’s In the 1950s, DEMON revealed its true colors, schemes have become increasingly large-scale and adopting garb and methods similar to other villainous ambitious; it may eventually transform into a more organizations and attempting to conquer the world VIPER-like organization. — but with mystic power instead of technology. No Champions Universe 109

one really took the group seriously until the 1968 commanders. Th ey intercede with the Lower Powers theft of the Basilisk Orb, an ancient artifact of vast, on DEMON’s behalf, command Brothers in battle, but poorly understood, arcane power. With the Orb and perform similar tasks of importance. As a badge in hand, the leaders of DEMON, a group apparently of offi ce, each Initiate carries a Golden Wand that can known as the Inner Circle, nearly did take over the harm those it touches. world. Only concerted action by several superheroes Initiates who show true talent, power, skill, and and a young UNTIL stopped them, and in the process guile may eventually learn enough to be inducted the Orb was lost again and has never re-appeared. into the ranks of the Morbanes. Every Morbane is a Its defeat in the Orb incident hit DEMON hard, sorcerer of great power and dark wisdom, able to cast costing it many members and much prestige in the many spells and, typically, to stand against the average underworld and Mystic World. For over a decade superhero in a one-on-one confrontation. Morbanes it struggled, oft en suff ering additional losses at the usually work by themselves, presumably according to hands of costumed do-gooders and the likes of the dictates of the Inner Circle; two or more of them UNTIL. But a major victory in 1981, when it lured together in one place at one time is cause for concern. several high-ranking UNTIL agents and four superhe- In addition to his arsenal of spells, each one carries an roes into a trap and slew them all in a bloody sacrifi ce Enchanted Mace and a Soul Gem, both quite useful to the gods of the underworld, brought DEMON a in battle. fl ood of new recruits and vaulted it into the Depart- At the pinnacle of DEMON is the Inner Circle, ment of Defense’s Superhuman Survey as a “Top Ten about which outsiders (and even Brothers and Initi- Most Dangerous Organization” — a ranking from ates) know almost nothing. Depending on which which it has rarely fallen since. expert you ask, it ranges in size from three to two dozen, works together at all times or spends far too DEMON ORGANIZATION much energy on infi ghting, and exerts great magical Repeated encounters with DEMON have power or simply commands the Morbanes through given the world’s superheroes some insight into the their Soul Gems. Given its undoubted cleverness, abil- workings of the organization, though much about ities, and resources, it’s unlikely anyone will discover it remains unknown. DEMON apparently has four the truth about the Inner Circle anytime soon. ranks: Brother (or Sister); Initiate of the Mysteries; Morbane; and at the very top, the Inner Circle. DEMON FACILITIES AND RESOURCES Brothers (and Sisters) are the rank-and-fi le of DEMON has headquarters, known as Demon- the organization, the vast majority of members who hames, in many cities and at places of power participate in rituals (sometimes as the sacrifi ces!), throughout the world. A typical Demonhame has serve as shock troops in battles against superheroes perhaps four dozen Brothers and Sisters, six to ten and PRIMUS, and the like. Th ey are led by the Initi- Initiates, and one Morbane (sometimes more) as ates, who serve DEMON as both priests and fi eld overall leader; some Demonhames are much larger 110 HERO SYSTEM 5TH EDITION

THE VIPER- than this, some smaller. Most Demonhames are served Dr. Destroyer; Scorpia, an Irish terrorist EUROSTAR WAR located underground, but a few may occupy loca- skilled with poisons and blades; and Ultrasonique tions above the surface. (Ultrasonic), a blind Frenchman who uses sound- From 1996 to 1998, DEMON’s weapons and methods are entirely waves not only to sense his surroundings, but VIPER’s European magical; the group eschews the fi rearms, powered to attack his enemies. Occasionally they recruit Nests engaged in an armor, and hovercraft favored by its peers, and other European villains as temporary allies (or extensive confl ict looks with contempt on the likes of Dr. Destroyer possible candidates for membership), or work with the members of and Mechanon. Instead, it arms its Brethren with with other teams or organizations. Eurostar. Th e precise wands of power, and travels through enchanted Eurostar is regarded as more powerful and causes of the confl ict gateways that its enemies cannot use. dangerous than most other supervillain teams, remain unknown; most Many Morbanes and/or Demonhames possess such as the Ultimates, for two reasons. First, it criminologists believe it was either a territorial a few enchanted items of greater power, which they has strong group cohesion, which is rare in most dispute of some sort, use only in dire emergencies or to accomplish par- supervillain teams. Scorpia and Feuermacher are VIPER seeking revenge ticularly important tasks. Th e members of the Inner relative newcomers (having been with the group for a real or imagined Circle almost certainly have much more extensive a mere four years), but the others have all worked insult, or an attempt to arsenals, but are probably even less likely to risk together for a decade or longer. Th ey seem to eliminate what VIPER them in personal confrontations. trust each other, and are well aware of how their sees as an obstacle to its Although it rarely allies itself with mystic powers work best in a small-unit tactical situa- plans for world domina- supervillains, whom it fi nds uncontrollable and tion. Second, they have no scruples about using tion. possessed of goals contrary to its own, DEMON deadly force. Many supervillains have powerful has occasionally used black magic to create super- attacks, but Eurostar routinely “goes for the jugu- Th e war started with villains of its own. Most are helpless victims warped lar” in a battle. It pulls no punches and off ers no a carefully-planned by magic for a time, and forced to serve DEMON mercy. ambush that, despite VIPER’s overwhelming through chains of sorcery. Superheroes fi ghting Eurostar’s agenda is unclear, though Fiacho advantage in numbers them have learned to be wary, for if the spell ends, has stated on numerous occasions that he intends and fi repower, only an unwitting energy bolt or punch could kill an to force all Europe to unite into a single nation partly succeeded. Two innocent. ruled by him. Th e group does not seem to desire members of Eurostar, either conquest (beyond Europe) or profi t exclu- the wind-controller sively. If anything, they seem anarchistic, even Bora and the weapon- EUROSTAR nihilistic. Th ey enjoy wreaking havoc, causing master known as the excessive damage to property, and disrupting the Eurostar, the most dangerous supervillain Whip, were killed in the normal and orderly functioning of society. Th ey initial attack, but Euro- team in Europe (and, according to some esti- also like to humiliate American superheroes and star quickly regrouped mates, the world), consists of six powerful vil- citizens, considering them buff oons and Europe and retreated, killing lains: Fiacho (“that which is very bad”), the team’s the true center of Western civilization. about a dozen agents in leader; Durak (Bully), a brutish Russian strong- the process. Fiacho and man; Feuermacher (Firemaker), a German with his comrades quickly fi re powers; Mentalla, a Spanish psionic who once repaid the favor, infl ict- ing serious damage to the Madrid Nest and leaving the remains of its equipment and complement of agents for the authorities to capture.

For nearly two years, the battle raged across the cities of Europe, deplet- ing the resources of both sides and resulting in no signifi cant gains by either combatant. More than thirty innocent civilians were killed in the crossfi re, and three lesser VIPER’s Nests were exposed. Finally, seemingly by unspoken mutual agreement, both sides realized it wasn’t worth it and agreed to a cease-fi re. But enmity between the two remains high, and the possibility of another “war” exists. Champions Universe 111 THE INSTITUTE FOR PSI HUMAN ADVANCEMENT Formed in 1986 by Dr. Sebastian Poe, a world- renowned expert on superhumans in general and Although the Institute’s name makes it sound psychic powers in particular, the Parapsychologi- like a benevolent scientifi c group or think tank, cal Studies Institute was allegedly devoted to the it’s actually a political organization. Its goal is not study of superhuman phenomena and the train- “human advancement,” but more accurately, the ing of young supers. It maintained that facade for advancement of “true humans” as opposed to eight years, until 1994, when a bungled operation mutants and other superhumans. Founded revealed it for what it was: a criminal con- in 1982 by Annette Berkelheimer, the spiracy made up of supervillains with Institute is a lobbying group focus- mental powers. Its cover blown, ing on issues relating to the PSI went on the lam, becom- Superhuman World, primarily ing a somewhat nomadic mutant superhumans. supervillain group with a While the IHA oft en few minor bases scattered objects to and lobbies throughout the United against superhumans in States. general, it mainly focuses PSI’s methods and on mutant superhumans. crimes rely heavily on its Th e Institute regards members’ mental powers. mutants as “the single most Th ey use Telepathy to steal dangerous threat to true valuable data, passwords, humans on this planet today,” and the like, Telekinesis to according to their promotional open locked doors, Mind Con- literature. IHA reports discuss, trol to make helpless innocents do in lurid detail, the possibilities of what the group wants, and so forth. mutants supplanting true humans, and Although no one member has anywhere then either killing them all or herding them into close to the raw power of Menton, PSI’s ability to “camps” to serve mutantkind as slave labor. Most use group tactics and multiple attacks when engag- people, both in and out of government, dismiss ing a foe makes it nearly as frightening an oppo- the Institute as a bunch of crackpots, but there’s no nent — and every bit as terrifying to politicians, denying that their reports and “white papers” are policemen, and the tycoons of industry. professionally-made and designed to convey the Because its members can use their powers to IHA’s message skillfully. Every time a superhu- erase memories of them from the minds of man battle or incident causes signifi cant others, tracking or pursuing PSI is dif- damage to a city, or results in the fi cult at best. Superhero teams have loss of human life, the Institute is had the most success against PSI there, railing against the “abom- in two circumstances: when ination” of mutantkind and the heroes just happen to the “severe mutant stumble onto a PSI opera- superhumans post to all tion in mid-caper (allow- true humans.” ing them to engage PSI in Th e Institute’s founder open battle, which it oft en died in 1994 and was avoids); and situations replaced by a man named where PSI has to remain Archer Samuels, who if in one location for an anything is even more extended period of time to rabidly anti-mutant than complete a job (thus giving Berkelheimer was. Under the heroes more opportunities Samuels, a skilled businessman to fi nd PSI’s lair). and public relations fl ack, the IHA PSI makes some use of super- has obtained a higher, better profi le in technology, including high-tech vans American society, and signifi cantly increased for traveling, but prefers to rely on its members’ its fundraising revenue. Th e vocal support of Senator powers as much as possible. Th e group has sup- Phillip Glassman of Wyoming has given the Institute posedly worked with ARGENT to try to develop and its message a new legitimacy that has more than psionic enhancement technology, but if so, they a few mutants (on both sides of the law) worried. have not succeeded (or not yet revealed their suc- Although the IHA got started in the United cesses to the world). States, and has its largest, strongest following there, it has opened several branch offi ces in major Euro- pean cities. Rumors persist that some governments, including Iraq and Awad, have consulted with IHA leaders regarding “the mutant problem,” and even off ered covert support to the organization. 112 HERO SYSTEM 5TH EDITION

THE COTTONMOUTH has ever been obtained. Some experts suspect the INCIDENT VIPER “Supreme Serpent” is just a smokescreen created By far the most powerful and dangerous vil- by the High Serpents, who govern the organization Much of the publicly- lainous agency in the world today, VIPER fi rst as an oligarchic council. Th e High Serpents as a known information appeared in the mid-1960s, sending its green and group are sometimes referred to as “VIPER Central about VIPER comes yellow-garbed agents to plunder weak societies and Command,” though that implies a greater unity of from two sources: Nest slay any who would oppose it. Its activities prior to purpose than oft en exists. technology and records that time (if any), and its precise origins, remain VIPER’s lower ranks are organized into sev- recovered by superhe- unknown to the authorities, since no superhero or eral groups. Th e basic VIPER agent, lightly trained roes; and the confes- and relatively inexpensively equipped, makes up sions of a former VIPER police offi cer has ever captured a VIPER leader of the bulk of the rank-and-fi le, and is the type of supervillain named Cot- high enough rank to possess those secrets. tonmouth. VIPER’s goal, stated on more than one occa- agent most frequently encountered (and captured!) sion to superheroes or through bombastic press by superheroes, PRIMUS, and UNTIL. But there Captured by superhe- releases, is nothing less than the conquest of the are also VIPER “Elite Agents,” as well-trained and roes in 1990, Cotton- world. Although it functions more like a crimi- supplied as any special forces soldier. Many Elite mouth (whose powers nal cartel or terrorist organization than Agents are specialized — VIPER has Air derived from a mingling a military, in truth VIPER is a Cavalry equipped with jetpacks, of his DNA with that private army assembled for the heavy infantry sporting light of the venomous ser- purpose of bringing the rest powered armor and heavy pent of the same name) of the world under the sway weapons, intelligence- proved particularly of VIPER’s leaders. gathering agents, hacker averse to spending agents, and many, many any lengthy time in VIPER prefers more. Indeed, it’s the prison. In exchange to work on its own, for a greatly reduced knowing that eventu- organization’s versatil- sentence, he provided ally it must defeat the ity and adaptability that extensive information underworld to assert make it so dangerous. about VIPER’s structure, rulership over the Earth. VIPER FACILITIES organization, methods, But unusual circum- AND RESOURCES and technology. Th anks stances sometimes throw to the data he provided, it together with other In addition to its PRIMUS and UNTIL groups or supervillains. In many Nests, VIPER sup- were able to strike some posedly has a World Head- signifi cant blows against the past it has occasionally worked with ARGENT, Gravi- quarters somewhere on Earth. VIPER in the early If so, its location and capabilities 1990s. tar, and the Warlord. It does not get along well with DEMON (whom are a well-kept secret; the authorities have no idea where to begin looking for it. Cottonmouth, unfor- it has fought on several occasions) or Dr. VIPER relies on high technology, oft en verging tunately, didn’t live to Destroyer (whom it regards as the chief obstacle to enjoy the fruits of his its plans). into the realm of super-technology, to accomplish betrayal. VIPER takes its goals. Its agents carry blaster pistols and rifl es, a dim view of trai- VIPER ORGANIZATION ride in sophisticated hovercraft , and oft en employ tors, and has only one Recovered VIPER records, and confessions devices even more advanced. Some analysts claim punishment for them: made by captured VIPER agents, have revealed the organization even has a lunar base. death. A VIPER assas- something of the inner workings of the organiza- VIPER also employs superhumans, though sin, surgically disguised tion. its record in this regard is somewhat mixed. In the and equipped with As of 2002, the once-monolithic and hierar- past, it has frequently attempted to create its own highly toxic venom-sacs supervillains, only to have them defect from the implanted beneath arti- chical VIPER has evolved a structure resembling organization and become independent operatives. fi cial fi ngernails, infi l- a network of terrorist cells — or even a franchised trated the secured facil- business. It divides the world into “territories,” each Mercenary villains have turned on the organiza- ity where Cottonmouth containing a headquarters referred to as a “Nest.” In tion a time or two, betraying it to its enemies in the was being housed and less populated areas, a Nest may be responsible for underworld for more money. But it has persevered poisoned him, silencing all criminal activity in a large region, but a major and learned from its mistakes. As of 2002, VIPER him forever. urban area like London, Millennium City, or Tokyo boasts a large corps of loyal, powerful supervillains. oft en contains multiple Nests. Usually Nests operate Some, such as Adder, Diamondback, and Side- independently, but they may team up to perform winder, draw on the serpent motif of which VIPER jobs or confront opponents too big or powerful for is so fond; others, including the immensely strong a single Nest to take on. All Nests are linked to each Ripper, the powerful energy blaster Oculon, and other via a sophisticated computer network known the almost-indefeatable Viperia, don’t worry about as Serpentine. blending in with their green-garbed underlings. A Nest Leader commands each VIPER base, and in turn reports to so-called High Serpents who oversee all VIPER activity within a region or continent. Many agents and records have made reference to a Supreme Serpent who controls the High Serpents, and thus all of VIPER, but no fi rm evidence of this person’s existence (or his location) Champions Universe 113

his chapter contains a wealth Of Th e Destroyer, which introduces Dr. of gamemastering advice per- Destroyer back into the setting and taining to the Champions Uni- makes a good campaign kick-off . Tverse, including an extensive If you’re a player, don’t read any “GM’s Vault” with behind-the-scenes part of this chapter unless your GM per- information relating to the material mits you to. Otherwise, you could spoil in the fi rst fi ve chapters of this book. your enjoyment of the game. Th ere’s also a sample scenario, Return 114 HERO SYSTEM 5TH EDITION CHAMPIONS UNIVERSE CAMPAIGNING

ere’s some basic information and options (or any other year you choose). As discussed on about running games in the Champions page 27 of Champions, this requires you to make a Universe. few decisions and do a little more work than for a H regular campaign, but with this book to help you it shouldn’t be too diffi cult. Once you get the charac- ters introduced to the setting, you can start to roll CAMPAIGN GUIDELINES out well-known adversaries, like VIPER and Mech- anon, reworking their origins, modus operandi, and AND STANDARDS abilities to suit the campaign. In essence, you use Th e Champions Universe campaign, as pre- the contents of this book as the building blocks, but sented in this book, is a Standard Superheroic cam- you and the players put the blocks together in a dif- paign where starting characters (like the Champions) ferent way than was done to create the normal CU. begin the game with 350 Character Points — 200 A CU: First Wave campaign should feature Base Points, plus up to 150 Disadvantage points. characters built as either Low-Powered or Standard Other guidelines and standards for this type of Superheroic characters, depending on GM prefer- Superheroic campaign, as set forth on page 28 of the ence. Standard Superheroic usually works best, HERO System 5th Edition, Revised, generally apply. since it means less work revising established villains Most characters in the Champions Universe, to fi t the lower point totals of Low-Powered. particularly starting superheroes, have powers CHAMPIONS UNIVERSE: with about 60 Active Points (particularly attacks). LONG ARM OF THE LAW Exceptions are sometimes made for characters who are otherwise more restricted, for characters’ spe- In this campaign, the PCs aren’t superheroes at cial “schticks,” and similar circumstances. Villains, all; they’re Standard Heroic characters, built with 75 naturally, don’t suff er from the general Active Point Base Points plus up to 75 points in Disadvantages. ceiling nearly as oft en as heroes. Being less well- Th ey’re Millennium City’s fi nest — the police- rounded than heroes, they oft en have more power- men and policewomen of the MCPD. As cops in ful attacks, for example. Th is is particularly true of one of the most superhuman-heavy cities in the master villains like Mechanon, Dr. Destroyer, and world, they encounter renegade mutants, power- Gravitar, who scoff at restrictions placed on mere hungry supervillains, gigantic rampaging beasts superheroes. Aft er all, an enemy intended to be that escaped from some ARGENT laboratory, and powerful enough to face down an entire superteam other such excitement during the course of a typi- needs to be pretty tough! cal work-week. As Heroic characters, the PCs of course get their equipment for free. It’s up to the GM whether CAMPAIGN OPTIONS they’re plain old beat cops with .45s and bullet- proof vests, or they belong to the MCPD’s world- Naturally, you can run any sort of Champions renowned MARS squad and have blaster rifl es and campaign you want in the Champions Universe other such super-tech goodies to help them get — from typical four-color superheroes as of 2002, the job done. Either approach can make for a fun to an espionage-oriented, Communist-smashing campaign. Silver Age game, to a gritty Iron Age “graphic novel” campaign, to anything in between. Th e history has CHAMPIONS UNIVERSE: been left reasonably open, so that you can insert RAVENSWOOD ACADEMY whatever events and characters you want into the A little ways outside Millennium City, near main continuity. the suburban community of Orchardsville, there’s Here are a few suggestions on possible cam- an exclusive private school, Ravenswood Academy. paigns you could try that are a little out of the ordi- Most of the students come from wealthy families, nary. As always, feel free to tinker with these ideas the elite of Millennium City and nearby communi- to create just the right sort of game for you and ties. But a few are special for diff erent reasons. your players. Located in and beneath Ravenswood is a secret facility, a school-within-a-school. Th is school CHAMPIONS UNIVERSE: FIRST WAVE specializes in the teaching and training of young Ignore the established history and background superhumans. Given opportunities they’d never set forth in this book. Instead, the PCs are the very have at an ordinary school, with understanding fi rst heroes ever to appear in the setting, circa 2002 teachers (many of whom are former superheroes Champions Universe 115

themselves) to help them cope with the diffi culties of being a teen superhuman, these students learn what it means to be a hero. Ravenswood — both parts of it — was founded, and is still run, by Headmaster Kristina Pel- vanen, a naturalized Finn. Highly acclaimed as an educator and an academic, Pelvanen is much less well known for her activities in the 1960s and ’70s as the super- heroine Rowan, whose telekinetic powers oft en helped save the day against the likes of VIPER, Tyran- noMan, or Scorch. Aft er retiring from active superheroing in 1979, Pelvanen (a professor in her Secret Identity) realized young superhu- mans needed more guidance than ordinary teens did — she remem- bered how confused and scared she was when her own powers fi rst manifested. She discussed the idea with some of her superheroic colleagues, who were all highly supportive. Aft er some additional training, and with fi nancial back- CHAMPIONS UNIVERSE: SUPERAGENTS ing from several of them, she opened Ravenswood Th is campaign is a variant on Long Arm Of in 1989. Th e Law. In this game, instead of being MCPD On the surface, Ravenswood is an ordinary, cops, the characters are agents working for if exclusive, private school — the average student’s PRIMUS or UNTIL. Armed to the teeth with the parents make $200,000 or more per year, the tuition latest high-tech anti-superhuman gear, they take on is high, the facilities are the fi nest available, and the supervillains, VIPER, and anyone else who gets in teachers are all eminently qualifi ed. But that’s really their way. Also unlike the Long Arm campaign, the just a cover. Th e school’s real purpose is to teach PCs are likely to do a good bit of traveling — they teen superhumans how to cope with their powers have national or international jurisdiction, so they and, hopefully, become superheroes in time. Secret can pursue villains other than ones who happen to rooms within the school, and elaborate training come to Millennium City. facilities beneath it, are where the young supers Super-Agents PCs are usually built as Standard learn how to use their powers. Th e superhuman Heroic characters, with 75 Base Points plus up to 75 teachers recruit new super-students by keeping points of Disadvantages. However, some GMs may their ears open for gossip from the Superhuman prefer Powerful Heroic characters instead (100 + World about young supers, using their powers 100 points), since the PCs are going to spend most to track down potential candidates, and so forth. of their time taking on superhuman foes. Super-students attend on a full scholarship. Naturally, being superhumans and teenagers, CHAMPIONS UNIVERSE: WHISPERS OF the super-students get into a bit of super-powered THE ARCANE trouble from time to time. Aft er all, Millennium Th is is an ordinary Champions Universe cam- City, with all its wonders and action, is just a little paign in terms of point totals and other guidelines, ways down the road... especially if you can teleport! but with a restricted character type: all the PCs A Ravenswood Academy campaign features have to be mystics. Th at doesn’t necessarily mean “teen hero” PCs built on 125 Base Points plus supermages; some could be reformed vampires up to 75 points in Disadvantages. Th e campaign or the like. But each character needs some strong should typically start with a low Active Point ceil- association with magic and/or the supernatural. ing — about 40 points, probably — unless a player Typically a Whispers Of Th e Arcane cam- comes up with a particularly clever and fun power, paign starts out with relatively “weak” characters suitable to the subgenre, that requires more points. — Heroic or Low-Powered Superheroic. At fi rst, Most of the PCs should have only one or two the PCs get caught up in the war between the superpowers, oft en heavily Limited. As the game Trismegistus Council and the Circle of the Scarlet goes on, they improve their abilities as they learn Moon, gradually working their way up to more how to use them. See Champions, page 42, for more dangerous foes and greater powers. Eventually they information on Teen Champions campaigns. become this dimension’s defenders against the likes of Tyrannon, Skarn, and Dark Seraph. 116 HERO SYSTEM 5TH EDITION THE GM’s VAULT

PAGE 38: his section contains additional and/or secret PAGE 43  PRIMUS ALL-AMERICAN information about the Champions Universe Although the public in general, and even many PLOT SEEDS that is for the GM’s eyes alone. If you’re not a superhumans, considers Cyberline a drug/biofeed- TGM running a Champions Universe campaign, back process of some sort, in truth it’s a form of A renegade general do not read this section!!! advanced genetic engineering. It introduces low- begins using the Perseus Th e information in the GM’s Vault is organized powered superhuman DNA, obtained from several procedure to create his by chapter and page number. If no players are going superhumans by Dr. Alexander during his researches, own army of super-mer- to read your copy of Champions Universe, you can into the Avengers’ bodies via an RNA retrovirus. cenaries. Th e All-Ameri- also make notes in the appropriate parts of the main Avengers periodically go in for new doses of the virus can has to recruit the text to remind you that there’s GM’s Vault informa- to “update” their superhuman genes or correct any PCs’ help to put an end tion associated with a particular section of the book. to this menace. minor problems that may have arisen. If the GM’s Vault doesn’t comment on some part Th is method gives PRIMUS some built-in of the main text, it’s usually safe to take what’s writ- security. Since Cyberline isn’t a drug that could aff ect A former All-American ten there as accurate — though each GM is free to contracts cancer, and anyone, but a genetic engineering process that only change anything in this book to suit his own prefer- concludes that he got it works on a few people with compatible genes, a theft because of the Perseus ences or campaign. Some subjects, particularly spe- of Cyberline materials or data isn’t as damaging as it treatments. Embittered cifi c villains, are covered in other books like Conquer- might be, and a theft of the “update” viri even less so. by the government’s ors, Killers, And Crooks, and that information is not PRIMUS still takes any such incidents very seriously refusal to pay for repeated here. And of course, there are questions or (since analysis of stolen materials could reveal its his medical care, he hints in the main text that this section doesn’t address secrets and methods, or allow the thief to fi nd a way embarks on a campaign because they’re left open for you, and possibly future to “counteract” Cyberline), but they don’t pose the of terror and destruc- Hero Games products, to explore on your own.... threat the public thinks. tion, which the PCs need the All-American’s PAGE 44  STALWART help to investigate and stop. CHAPTER THREE Here’s the lowdown on Stalwart, the armored superhero who works with the FBI’s Hostage Rescue Dr. Macabre returns PAGE 36  DOSPA PERSONNEL Teams. from the dead with a As the main text notes, not everyone working STALWART plot to gain revenge on for DOSPA is as sympathetic toward superhumans Val Char Cost Roll Notes the All-American. He as Andrew Rochester. Of particular note is Assistant 15+35*† STR 25 12-/19- Lift 200 kg/25 tons; kidnaps all the surviving Undersecretary for Mystic Aff airs Brenda Tagwell, 3d6/10d6 [1/5] former All-Americans. who is in the pay of Dr. Destroyer. Th anks to her, Th e current All-Ameri- 12+8*† DEX 20 11-/13- OCV: 4 /7-DCV: 4 /7 Destroyer gets his hands on much of the information can has to team with the 18+17*† CON 35 13- /16- available to DOSPA. Tagwell, a greedy and unprin- PCs to rescue them and 15 BODY 10 12- cipled person, would gladly sell the same information stop Macabre’s scheme. 13 INT 3 12- PER Roll 12- to VIPER and other organizations, if she could make 12 EGO 4 11- ECV: 4 contact with them. 13+12* PRE 13 12- /14- PRE Attack: 2½d6/ PAGE 40  AMERIFORCE ONE 5d6 Th e statement in the main text that all the mem- 10 COM 0 11- bers of Ameriforce One were killed in the 1983 Soviet sub explosion is incorrect. One member, Russell 6 PD 3 Total: 26 PD (20 rPD) Watkins, survived, though he was badly injured. He 6 ED 2 Total: 26 ED (20 rED) washed ashore in Finland, without any memory of 3+2* SPD 24 Phases: 4, 8, 12/ who he was or what had happened. A farmer’s family 3, 5, 8, 10, 12 found him and nursed him back to health, though he 7 REC 0 never regained his memory. He’s spent the past two 36 END 0 decades as a homeless person in Europe, tormented 40 STUN 8 Total Characteristic Cost: 147 by occasional fl ashes of recollection. It may be that one day a supervillain will dupe him and recruit *: OIHID (Powered Armor; -¼) him to help commit crimes, or that his memory will †: No Figured Characteristics (-½) return and, bitter over being “abandoned” by his country, he will launch a scheme to get revenge on the United States.... Champions Universe 117

Movement: Running: 6”/12” 1 Electronics 8- PAGE 41: VICTORY Leaping: 10”/20” 2 KS: Th e FBI 11- PLOT SEEDS Flight: 15”/30” 2 KS: Th e Superhuman World 11- Tunneling: 3”/6” 1 Mechanics 8- Kristine’s powers begin 3 Persuasion 12- (14-) to grow out of control to Cost Powers END 3 Stealth 11- (13-) the point where anyone 43 Batteries: Endurance Reserve 2 WF: Small Arms near her is harmed by (240 END, 30 REC); OIHID (-¼) 0 the energy output. Des- 48 Onboard Weaponry: Multipower, Total Powers & Skills Cost: 342 perate to fi nd out what’s 60-point reserve; all OIHID (-¼) Total Cost: 489 going on and correct the 5u 1) Concussion Blaster: EB 12d6; problem, she turns to Teleios. What price will OIHID (-¼) 6 200+ Disadvantages the fi endish biologist 5u 2) Stunner: EB 6d6, NND (defense is ED 20 Hunted: ARGENT 8- (Mo Pow, NCI, Kill) exact for his services? Force Field or Armor; +1); OIHID (-¼) 6 20 Hunted: Th e Warlord 8- (Mo Pow, NCI, Kill) 5u 3) Tangleweb Cannon: Entangle 6d6, 20 Psychological Limitation: Overconfi dence While out exploring 6 DEF; OIHID (-¼) 6 (Common, Total) the galaxy, Victory 5u 4) Tangleweb Grenade Launcher: Entangle 10 Psychological Limitation: Vengeful encounters an armada 4d6, 4 DEF, Explosion (+½); OIHID (-¼) 6 (Common, Strong) of strange alien ships 3u 5) Strobe: Sight Group Flash 6d6, Area 15 Social Limitation: Secret Identity (Lucius heading for Earth, con- Of Eff ect (7” Cone; +1); OIHID (-¼), Grimes) (Frequently, Major) quest obviously on their No Range (-½) 6 20 Social Limitation: Subject To Orders (Very minds. Barely escaping 4u 6) Tractor Beam: Telekinesis (30 STR); Frequently, Major) from their attacks, she OIHID (-¼) 4 184 Experience Points falls to Earth, comatose, 60 Powered Armor: Armor (20 PD/20 ED), right into the center of the PCs’ base. Can they Hardened (+¼); OIHID (-¼) 0 Total Disadvantage Points: 489 fi gure out from her con- 12 Stealth Mode: Invisibility to Sight, Background/History: In the early 1990s, the FBI’s dition what’s going on in Hearing, And Radio Groups, No Fringe; Hostage Rescue Team began developing a weapon time to save Earth? OIHID (-¼), Increased Endurance Cost to help them counter the increase in hostage and (x5 END; -2) 20 terrorism situations involving superhuman powers Mechanon captures Vic- 24 Flight Pack: Flight 15”; OIHID (-¼) 3 and technology. Th is weapon — a suit of powered tory and hooks her up 19 Burrowing Lasers: Tunneling 3” through armor with heavy defenses and a suite of weaponry as the “living battery” DEF 6 material; OIHID (-¼) 2 for one of his super- designed to incapacitate hostage-takers without 7 Communications Suite: HRRP; OIHID weapons. Can the PCs causing signifi cant harm to hostages and inno- (-¼), Flashed As Sight And Hearing stop him from using the cent bystanders — was dubbed “Stalwart.” When Group As Well As Radio Group (-½) 0 weapon without killing it was completed in 1995, the FBI looked around 4 Sensor Suite (Heat Sensors): Infrared Victory? If not, what for someone to wear it. Rather than use one of the will they do? Perception (Sight Group); OIHID (-¼) 0 members of the HRTs (who were already trained to 4 Sensor Suite (Nightsight): Ultraviolet do their job the way they’d been doing it all along) Perception (Sight Group); OIHID (-¼) 0 or an FBI agent (who were trained for other duties), 8 Sensor Suite (X-Ray Vision): N-Ray they found Lucius Grimes, a former student at the Perception (Sight Group; cannot see FBI Academy who’d been expelled for cheating on through lead, gold, or Force Fields) 0 an exam. Th ey weren’t fond of his ethics, but he fi t 10 Sensor Suite (Enhancers): +4 versus Range the physical and psychological profi le necessary for Modifi er for the Sight and Hearing the job, so they off ered it to him. Sense Groups; OIHID (-¼) 0 Grimes accepted immediately. Getting to be a full-time superhero was a much better job than Perks training to be a cop in Washington, D.C. Since then, 20 Contacts: various in the U.S. government he’s participated in hundreds of hostage rescue 3 Fringe Benefi t: Federal Police Powers situations, combats against supervillains, and simi- 4 Fringe Benefi t: Security Clearance lar missions. His success in thwarting the plots of 6 Reputation: American law enforcement ARGENT and the Warlord has earned him their superhero (throughout Earth, 14-) +2/+2d6 enmity, but that doesn’t bother him. With the Stal- wart armor backing him up, he can take on anyone! Talents 10 Onboard Computer: Absolute Range Sense, Personality/Motivation: Stalwart is not particularly Absolute Time Sense, Bump Of Direction, admirable, as superheroes go. He does his job Lightning Calculator; all OIHID (-¼) and he does it well, but that’s all it is to him — a job. He doesn’t have a truly heroic personality, Skills and he’s not devoted to serving “the greater good” 9 +3 with Onboard Weaponry Multipower like most superheroes are. In fact, he tends to be self-centered; he can be petty, vengeful, picky, and 1 Computer Programming 8- self-absorbed if the mood takes him. He oft en 3 Conversation 12- complains when his duties interfere with personal 3 Criminology 12- plans, like a date or a vacation. It’s possible he’ll 3 Demolitions 12- eventually decide it’s not worth it to take the FBI’s 118 HERO SYSTEM 5TH EDITION

STALWART orders and just quit, stealing the suit and becoming in repair. PLOT SEEDS a super-mercenary. Campaign Use: Stalwart can serve as a more-or- Once he’s at a mission site, though, Stalwart less ordinary NPC hero — or perhaps, by showing Grimes goes rogue, becomes professional. Years of experience have the bad side of his personality, you can use him to taking the Stalwart shown him that his armor is pretty tough, espe- remind the PCs of what it means to be a true hero armor with him. Th e cially against the sort of weapons wielded by typi- in thought as well as deed. If he goes renegade, he FBI, wanting to keep the cal hostage-takers and terrorists, so he’s developed makes a good member of impromptu teams of vil- matter quiet, recruits an overconfi dent streak that sometimes gets him in the PCs to get it back lains assembled for specifi c jobs. trouble (particularly when he’s facing superhuman Stalwart, as a renegade, is most likely to start instead of going through foes). offi cial channels. Can Hunting a hero because of his vengeful nature. A the heroes handle the Quote: “Put the gun down and step away from the signifi cant defeat, or even a thorough humiliation job — especially aft er hostage. No one has to get hurt here.” of some sort, will be enough to put him on the Stalwart joins up with Powers/Tactics: Th e Stalwart armor warpath seeking revenge. He’s not likely to the Ultimates? is a powered battlesuit work up enough hatred to want equipped with systems to kill anyone — he’s Th e War Machine and weapons that allow a jerk, not a killer takes some hostages at — but he’ll gladly a building in Chicago it to defuse hostage crises and terror- give a PC a sound and insists it will only thrashing. negotiate with Stalwart. ist situations with a Unfortunately, Grimes is minimum of potential To increase on vacation in the Baha- danger to innocents. Stalwart’s power, mas and either can’t, or Most of its weapons make some of the won’t, answer his com- are designed to modifi cations municator. Th e PCs go incapacitate rather mentioned above down to the Caribbean than infl ict injury, under “Powers/Tac- to bring him back... only it has sensors able tics” — basically, give to fi nd out he’s mysteri- the suit an Elemental ously disappeared! to see through walls, and it allows the wearer Control of Force Powers, with Telekinesis (trans- Aft er Grimes suff ers to fl y or tunnel through the earth (both good ways to ferred from the Multipower), a bad injury fi ght- Force Wall, Missile Defl ection, ing VIPER, the FBI make surprise attacks) or lift up to recruits one of the PCs 25 tons. It even comes equipped and any other appropriate to take his place inside with a sophisticated “stealth powers. To make him a little less the armor for a little mode,” but this drains the suit’s powerful, get rid of the Stealth while. Unfortunately, batteries so quickly it can’t be Mode and Burrowing Lasers, all of Grimes’s enemies activated for long periods. and reduce his Armor a few choose that particular In a typical hostage or points. time to launch attacks Appearance: against him. crisis situation, Stalwart pre- Th e Stalwart fers to get as close to the tar- battlesuit is a steel-grey set gets as he can without spook- of powered armor with large ing them. Th en he uses the boots, gauntlets, and paul- best weapon for the situation. drons. Th e Concussion Blaster If a terrorist has a gun pointed is in the right palm, the at a victim’s head, Stalwart uses Stunner in the left ; the his tractor beam to jerk the Tangleweb Cannon on gun out of the killer’s hand. the right arm, the gre- If he’s confronting a whole nade launcher on the left ; the Tractor Beam on the gang of bank robbers, he uses tangleweb, or blinds right arm; and the Strobe is mounted on the chest. them with his Strobe. Th e Concussion Blaster, and While wearing it, Grimes is an imposing eight feet to a lesser extent the Stunner, are weapons of last tall. resort. Lucius Grimes himself is a 6’2” tall, 32-year- Grimes has spoken repeatedly with his supe- old black man with short hair, a moustache, and a riors about expanding the armor’s capability. He’d look of confi dence. His FBI salary allows him to like to build on the tractor beam technology and dress well, and he does. When he’s not wearing the give the suit the power to create walls of force, armor, he carries it in a large, high-tech briefcase. defl ect attacks aimed at other people, and so forth. PAGE 53  CASSIDY’S SUPERSPORTS NET So far the FBI has not been able to muster the WORK budget to begin research on any such systems. Grimes has never bothered to learn much Th e rumors about Th omas Cassidy trying to about maintaining the Stalwart armor; aft er all, create enough superhumans to launch a Super- the FBI has technicians to do things like that. If Sports Network are just that — rumors. Cassidy he were to steal the suit and strike out on his own, would love to create “SSN,” but he has no desire, he’d have to develop a relationship with an under- and has taken no steps, to mass-manufacture world armorer who could keep him supplied and superhumans for it. Champions Universe 119

PAGE 53  THE ARENA 5 Kick -2 +1 10d6 Strike BINARY MAN Th e Arena is real; it exists mainly in New York 4 Knife Hand -2 +0 ½d6 HKA PLOT SEEDS City, Boston, Philadelphia, and Chicago, though (1d6+1 with the people who run it are considering expanding STR) Unbeknownst to into several other venues, including Millennium 3 Legsweep +2 -1 7d6, Target Falls Dupree, his corporate City and Milwaukee. As the main text notes, most 4 Punch +0 +2 8d6 Strike masters have kept of the fi ghters are low-powered superhumans 3 Th row +0 +1 6d6 +v/5, Target careful tabs on all his — people stronger and faster than normal humans, Falls indiscretions — the 24 Binary Fighting Array: Aid DEX 3d6, drunken fi ghts, the but not strong, fast, or motivated enough to make excessive use of call it as superheroes or villains. Deaths on the circuit Delayed Return Rate (5 Character Points per Minute; +¼), Invisible Power Eff ects girls, the way he cheats are rare, but do occur, especially when fi erce rivals on his taxes, you name meet for a match. (Fully Invisible; +1); Self Only (-½), it. When he refuses to Usable Only Within 5” Of Other Self (-1), assist with a smear cam- PAGE 54  SUPERTALK.COM Only Increases OCV And DCV (-¼) 0 paign against a popular Super-Talk.Com’s success is due in large part 12 Bulletproof Costume: Armor hero who’s been poking to Sheila Swinson, who possesses minor superpow- (6 PD/6 ED); OIF (-½) 0 his nose into a couple ers herself. She’s got low-level precognitive abilities, 6 Fleet-Footed: Running +3” (9” total) 1 of the Special Project and these allow her to learn news before established Division’s “experiments” reporters and even predict certain business trends. Perks with induced mutation, So far she hasn’t caused any trouble doing this, but 5 Money: Well Off the Board of Directors blackmails him with the it’s possible her actions might at some point disrupt information to ensure Talents the time-stream, or attract the attention of a super- his corporation. Will villain who wants to exploit her powers for his own 9 Ambidexterity (no Off Hand penalty) they, instead, force him gain.... to take a long, hard look Skills at his life and become a PAGE 58  BINARY MAN 3 Acrobatics 13- real hero? Here’s a character sheet for the Binary Corpo- 3 Breakfall 13- ration’s offi cial superhero, Binary Man. 3 Climbing 13- PRIMUS recruits the 3 Contortionist 13- PCs to help solve a mys- BINARY MAN 3 KS: Binary Corporation & Its Products 12- tery. For fi ft een hours Val Char Cost Roll Notes 3 Oratory 13- three weeks ago, all of its 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 3 Persuasion 13- surveillance of Binary 20 DEX 30 13- OCV: 7/DCV: 7 2 PS: Marketing 11- Man inexplicably mal- functioned. No record- 20 CON 20 13- 2 PS: Public Relations 11- 10 BODY 0 11- ing device worked at all, 2 SS: Biology 11- and no agent on duty 15 INT 5 12- PER Roll 12- 3 Stealth 13- 10 EGO 0 11- ECV: 3 was able to remain on 9 Teamwork 16- duty (they all became ill, 20 PRE 10 13- PRE Attack: 4d6 or were called away by 14 COM 2 12- Total Powers & Skills Cost: 228 other events). PRIMUS Total Cost: 350 wants to know what 12 PD 6 Total: 18 PD (6 rPD) the Binary Man was up 8 ED 4 Total: 14 ED (6 rED) 200+ Disadvantages to during those fi ft een 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 Distinctive Features: Mutant (Not hours, and what caused 10 REC 0 the universal gap in the Concealable; Always Noticed; Detectable surveillance net. 40 END 0 Only By Unusual Senses) 40 STUN 5 Total Characteristics Cost: 122 20 Hunted: Institute for Human Advancement Eager for more wealth, 8- (Mo Pow, NCI, Kill) Binary Man has been Movement: Running: 9”/18” 10 Hunted: PRIMUS 8- (Mo Pow, NCI, Leaping: 6”/12” working with VIPER Watching) on the side, using 20 Psychological Limitation: Code Against another costumed Cost Powers END Killing (Common, Total) identity (Duo). When 70 Binary Form: Duplication 15 Psychological Limitation: Greedy Lover Of the PCs get lucky and (creates one 350-point Duplicate) 0 Luxury (Very Common, Moderate) capture him, he off ers 25 Binary Blaster: EB 10d6; OAF (-1), 16 15 Social Limitation: Secret Identity (Th omas to tip them off to a Charges (-0) [16] Dupree) (Frequently, Major) secret Binary Corpora- Martial Arts: Kung Fu tion project that could 20 Social Limitation: Subject To Orders (Very Maneuver OCV DCV Notes threaten everyone in Frequently, Major) 4 Block +2 +2 Block, Abort the Millennium City 20 Vulnerability: 2 x STUN from Electricity 4 Disarm -1 +1 Disarm, 40 STR area — provided they let (Common) 4 Dodge +0 +5 Dodge all him go and say nothing 20 Vulnerability: 2 x BODY from Electricity about his involvement in attacks, Abort (Common) either matter to anyone. 4 Escape +0 +0 45 STR versus Will the heroes go for it? Grabs Total Disadvantage Points: 350 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 40 STR 120 HERO SYSTEM 5TH EDITION

Background/History: In 1999, following several the bucks for him at the end of the day. If he didn’t major public relations disasters, the Binary Corpo- throw so much of his earnings away on gambling, ration, a massive conglomerate with business inter- women, and liquor, he’d have a pretty tidy nest egg ests all over the world, and one of the contributors already. to the construction of Millennium City, decided it Quote: “It takes two to triumph!” needed to improve its image a little. Since super- heroes are “hip” and “cool,” the marketing wonks at Powers/Tactics: Binary Man is a mutant with the Binary decided the corporation needed to fi nd a power to create an identical duplicate of himself. superhero of its own to sponsor — someone who, Th e two Binary Men have spent many hours train- through his conduct and deeds, would make Binary ing together, and it shows; their movements coordi- itself look good. nate fl awlessly, and their fi ghting abilities comple- Enter Th omas Dupree. A junior ment each other. Typically the fi rst thing they employee in the company’s advertising do in combat is activate their array (if it gets division, Dupree had long concealed disrupted they’ll try to get it going again as a secret from the world: he was a soon as possible). Th en they either use mutant, with the power to dupli- Teamwork to Coordinate attacks cate himself! He fi gured he was on a single target, or they perfect for the company’s stagger their Phases, with needs, so he revealed his one Holding his Action secret to his superiors. each time so he can Liking what they saw, act on Segments the they quickly devel- other doesn’t act oped a pitch for on. If hand-to-hand “Binary Man” combat isn’t feasible, and presented the two Coordinate it to the Board with their Binary of Directors. Blasters. If faced Th e BoD with more foes, loved it and authorized or a stronger foe, the company’s Special than they can Projects Division to pro- comfortably ceed. handle, the Special Projects Binary Men brought in consultants to will retreat design a costume, trainers to teach and regroup. Dupree how to fi ght (since just Dupree typically being able to split himself in two spends almost all of his wasn’t much good for battling evil), time Duplicated. He feels R&D to design a weapon and defen- a little lonely when his sive equipment for him, and on and on. “second self” isn’t around. Th e entire process took a couple of years, but Campaign Use: If the GM in 2001 the Board of Directors was pleased to pres- wants to make the Binary ent Binary Man to the world. Since then, the “Twin Corporation a corrupt Titans of Justice” (a title coined by Dupree’s former and despicable institution, colleagues in the advertising department) have Binary Man makes a good helped battle crime and injustice in Millennium opponent for investigative City and elsewhere... but only when they could heroes (particularly since he make the Binary Corporation look good. has a vast PR machine backing While the public mostly approves of Binary him up, ready to spin the media Man, some of the authorities are not so sanguine. to make the heroes look like the bad guys). If the PRIMUS, in particular, has been keeping tabs on Binary Corporation isn’t that bad, Binary Man him, since they fi gure Binary is up to something might team up with the PCs from time to time. fi shy, and whatever it is, they want to make sure it Wherever he goes, cameras and reporters tend to doesn’t involve an army of cloned Duplicating sol- follow, so his presence might garner the PCs some diers or anything else that might threaten national much needed publicity (or a lot of attention they’d security. just as soon avoid...). Personality/Motivation: Binary Man is not particu- Binary Man won’t Hunt anyone unless his larly heroic, or self-sacrifi cing. He’s in this deal corporate masters order him to. Even then, he for the money, and in fact he fi nds he gets paid a won’t pursue anyone doggedly (i.e., on more than lot better than he did when he was an advertising an 8-), unless he’s promised a big bonus for suc- copywriter. He does get some satisfaction out of cess. helping people, and a little thrill out of combat, To make Binary Man more powerful, you can and plenty of ego-boosting from appearing on give him some additional gadgets, boost his SPD, television, but it pretty much just comes down to or provide him with a few minor superpowers (perhaps the result of Binary Corporation-manu- Champions Universe 121

factured technology or drugs). To tone him down, PAGE 59  THE ESPIONAGE WORLD PAGE 64: reduce his STR to 20 and get rid of the Binary Rumors of the continued involvement of SHUGOSHIN Fighting Array. superhumans in espionage are true; both the PLOT SEEDS Appearance: As the sponsored hero of the Binary United States and China, in particular, still have Corporation, Binary Man wears a costume in the super-spies in their employ. Leaving aside the Air Shugoshin comes corporate colors, orange and blue: the boots, trunks, Force’s use of Victory for aerial reconnaissance and to the PCs for help and fl ared gauntlets are blue, and the rest of the suit the like, the United States has at least two super- — some mysterious is orange. A half-face mask conceals his identity. On humans — a clairvoyant psionic named Frederick force is draining the Wilson, and the light-manipulating heroine Bright- mystic energies of the his chest is the logo of the Binary Corporation (fea- Seishinken! He needs turing the word “Binary” prominently) in blue. moon — working for it. China’s superhuman spies to fi nd out what’s going include Glorious Mind (a superhuman with low- PAGE 59  FRANKLIN STONE on and put a stop to it level psionic powers and Eidetic Memory), Dark before they lose all their Th e description in the main text of Stone is Cloud (who possesses powers of intangibility), and magical power... which accurate, though it doesn’t go far enough. He is a robotic shapeshift er designated Agent 57. could have disastrous indeed ruthless, ambitious, greedy, powerhungry, consequences. and more than willing to ignore the law if he can PAGE 60  THE TOURNAMENT get away with it. But beyond that, he has ties (care- OF THE DRAGON Th e yakuza start some fully concealed) to VIPER and some organized Th e Tournament of the Dragon is real, and sort of major scheme in crime groups, and has various parts of his corpo- extremely important. It is held every sixty years the campaign city. Lack- rate empire engaging in all sorts of practices (like because that is when Szé Lóng, the Death Dragon, ing signifi cant informa- attempts to genetically engineer superhumans) that an evil that was ancient when mankind was young, tion about the Japanese are both blatantly illegal and extremely dangerous. strains his bonds and threatens to break free to gangsters (or needing ravage the world. Th e Champion earns the honor, information about clues He is, in short, the perfect antagonist for super- that lead back to San heroes who are already involved in the corporate and responsibility, of fi ghting this terrifyingly pow- Francisco yakuza clans), world in some way. erful creature and keeping the world safe... with the the PCs have to team up Stone is both intrigued and repelled by super- fate of the world hanging on whether he succeeds with Shugoshin. humans. On the one hand, he recognizes their value or fails. as advertising pitchmen, sources of new technol- PAGE 60  YENGTAO TEMPLE A Japanese demon was ogy, and the like, and he never overlooks or ignores once imprisoned within potential sources of profi t (or hirelings and patsies Th e precise origins of the Yengtao Temple are the Seishinken, and now he can use against his enemies). On the other hand, lost in the mists of time, although knowledgeable it starts to break free. superheroes have on more than one occasion inter- martial arts scholars have several diff erent theories. Th e fi rst thing it does is fered (knowingly or unknowingly) with ACI aff airs, Some date its origin to China’s Epoch of the War- possess Shugoshin and and to brook Franklin Stone is to make an enemy ring States (403-221 B.C.), while others associate turn him back to the it with the better-known Shaolin Temple. Various path of evil. Th e PCs for life. Moreover, something about superhumans have to fi gure out what’s subtly off ends him; it’s as if, with their gaudy cos- early martial artists, cults, secret societies, and wiz- ards have all been named as among its founders, going on and stop the tumes and fl ashy powers, they’re deliberately fl aunt- demon without hurting ing their “superiority.” It irks him to no end that he but the true facts remain unconfi rmed. Shugoshin. doesn’t have that kind of personal power himself According to the most common stories, Yeng- (though he’d never risk his health trying to gain his tao’s purpose is to preserve and pass on all martial own powers; he’s no fool). knowledge and wisdom to those deemed worthy. Stone is currently in his mid-50s and in Its masters — many of whom have supposedly extremely good health. He stands 6’3” tall, with lived far longer than average men do — know and dark hair and eyes and the build of a man his age can teach any martial arts style ever created, plus who exercises regularly. He’s serious-minded and many wondrous and amazing abilities developed disciplined, almost always focused on business to only at the Temple (such as the ones in the sidebar the exclusion of everything else. He has no children, accompanying the main text). and is married to his third wife, Melissa, a gorgeous Yengtao Temple existed, concealed from the 27-year-old who’s perfectly willing to put up with outside world and its concerns, until the 1990s. the fact that he also keeps two mistresses in their While almost all martial artists regarded (and still house as long as she has access to his money. regard) Yengtao as a myth, a few discovered the truth behind the legends and entered the Temple FRANKLIN STONE to train. As they had since the Temple’s founding, 10 STR 10 DEX 12 CON 10 BODY the masters gave each student a nickname or title 20 INT 18 EGO 23 PRE 12 COM refl ecting his or her personality and goals. 3 PD 3 ED 2 SPD In 1994, two new students arrived at Yengtao: 5 REC 24 END 25 STUN a brash Chinese youth named Cong Feng, and an eager Westerner called Stephen J. Chase. Because Abilities: Computer Programming 8-, Conversation he was skilled, but oft en burned with anger, Cong 13-, High Society 13-, KS: Business And Finance 20-, was named Jade Phoenix; Chase was called Wind of PS: Businessman/Industrualist 20-, Persuasion 13-, the Night because of his skill at stealthy movement. Money: Filthy Rich Cong studied kung fu, seeking ultimate mastery of 0+ Disadvantages: Age (40+), Psychological Limita- that style; Chase studied a variety of styles and soon tion: Greedy For Wealth And Power, Rivalry (other progressed to learning unique Yengtao techniques business moguls) (much to the anger of Cong, who was slow to learn 122 HERO SYSTEM 5TH EDITION

those advanced abilities). Th e two became rivals. Cost Powers END Cong’s envy and anger were frequently expressed in 75 Energy Rifl e: Multipower, 75-point the form of anti-Western epithets and vicious beat- reserve, 125 Boostable Charges for entire ings when he could take Chase by surprise. Multipower (+1); all OAF (-1) [125] Th e Yengtao masters knew that Cong was 3u 1) Direct Fire Mode: EB 12d6; OAF (-1) troubled, but in truth his heart was far more evil 4u 2) Automatic Fire Mode: EB 10d6, than they realized. In 1996, Cong decided he would Autofi re (5 shots; +½); OAF (-1) be the greatest kung fu warrior in the world if he 2u 3) Power Blast Mode: RKA 4d6; OAF destroyed the Temple and its masters, thus leaving (-1), Requires 4 Charges Per Use (-½) himself alone as a repository of their knowledge. 4u 4) Underslung Energy Grenade Launcher: One night, he poisoned the evening meal, making EB 10d6, Explosion (+½); OAF (-1) all who ate it sick and weak. Next, he attacked 8 Energized Gauntlet: Does x1½ Knockback Chase and Chase’s mentor, Zhu Hsaio, knocked for up to 10d6 Strike; OIF (-½), them out, and tied them to a pole in the main 2 Charges (-1½) [2] temple area. Th en he set the Temple on fi re and 5 Another Energized Gauntlet (as above) fl ed. Chase woke up in time to save himself and 7 Combat Dagger: HKA 1d6 (2d6 with Zhu Hsaio, but all the other masters and students STR); OAF (-1), Real Weapon (-¼) 1 died a horrible, fi ery death. Martial Arts: Commando Training Chase returned to America, bringing the aged Maneuver OCV DCV Notes and weak Zhu Hsaio with him, and soon put his 3 Aikido Th row +0 +1 5d6 (8d6) + v/5, Yengtao knowledge to good use by becoming the Target Falls crimefi ghter Nightwind. Cong eventually made 4 Boxing Cross +0 +2 7d6 (10d6) his way to America as well, where he renewed his 4 Choke -2 +0 Grab One Limb, rivalry with Chase and began a criminal career 3d6 NND (2) under the name Jade Phoenix (Qí Fèng). Cong 4 Escape +0 +0 40 (55) STR vs. seeks to kill not only Chase, but anyone else who Grabs still possesses knowledge of Yengtao techniques, 4 Hold -1 -1 Grab Th ree so that he remains the only one in the world who Limbs, 35 (50) knows them. STR 4 Judo Disarm -1 +1 Disarm, 35 (50) PAGE 64  STEEL COMMANDO STR Here’s a character sheet for the Steel Com- 4 Karate “Chop” -2 +0 1d6 HKA (2d6 mando. with STR) STEEL COMMANDO 4 Kung Fu Block +2 +2 Block, Abort 8 +2 Damage Classes (already added in) Val Char Cost Roll Notes 2 Use Art with Clubs, Knives 15+15*† STR 12 12- /15- Lift 200/1,600 kg; 24 Battlesuit: Armor (12 PD/12 ED); OIF (-½) 0 3d6/6d6 HTH [1/3] 9 Jumpjets: Leaping +14” (17” (20”) total); 18+7*† DEX 34 13- /14- OCV: 6/8-DCV: 6 /8 OIF (-½) 1 20+5*† CON 25 13-/14- 11 Jumpjets: Flight 20”; OIF (-½), Only To 13 BODY 6 12- Change Direction Of Leaping (-2) 4 15 INT 5 12- PER Roll 12- 4 Fleet-Footed: Running +2” (8” total) 1 14 EGO 8 12- ECV: 5 6 Communications Array: HRRP; OIF (-½), 15+8* PRE 10 12-/14- PRE Attack: 3d6 Flashed As Sight/Hearing Sense Group (4½d6) As Well As Radio Sense Group (-½) 0 10 COM 0 11- 3 Nightsight: Infrared Perception (Sight Group); OIF (-½) 0 8 PD 5 Total: 20 PD (12 rPD) 3 Nightsight: Ultraviolet Perception (Sight 7 ED 3 Total: 19 ED (12 rED) Group); OIF (-½) 0 4+1* SPD 19 Phases: 3, 6, 9, 12 (3, 5, 8, 10, 12) Talents 10 REC 6 3 Resistance (3 points) 40 END 0 40 STUN 9 Total Characteristic Cost: 142 Skills 8 +1 with All Combat *: OIF (Powered Armor; -½) 9 +3 with Energy Rifl e Multipower †: No Figured Characteristics (-½) 5 Accurate Sprayfi re Movement: Running: 8”/16” 3 Combat Driving 13- (14-) Leaping: 20”/40” 5 Concentrated Sprayfi re 2 KS: Th e Espionage World 11- 3 KS: Th e Military/Mercenary/ Terrorist World 12- 2 KS: Th e Superhuman World 11- 3 KS: Th e French Foreign Legion 12- Champions Universe 123

3 Language: English (completely fl uent; next meets up with either of them. German is native) Personality/Motivation: Th e Steel 1 Language: French (basic conversation) Commando is completely self-cen- 2 Language: Spanish (fl uent conversation) tered and amoral. If he wants 3 Paramedics 12- something, he goes aft er it, and 3 PS: Marine 12- he doesn’t care what he has 5 Skipover Sprayfi re to do — or who he has to 3 Stealth 13- (14-) kill — to get it. If some- 3 Systems Operation 12- one bothers him, he 3 Tactics 12- usually doesn’t think 3 TF: Common Motorized Ground Vehicles, twice about brutally Helicopters beating, or even kill- 6 WF: Common Melee Weapons, Common ing, that person. His Missile Weapons, Small Arms inability to see beyond his own needs and Total Powers & Skills Cost: 287 desires has gotten STEEL COMMANDO Total Cost: 429 him into trouble on PLOT SEEDS numerous occasions. 200+ Disadvantages Th e only thing Th e Warlord, to 20 Hunted: Warlord 8- (Mo Pow, NCI, that ever seems to give him recover his tech- Capture/Kill) pause is his mercenary’s code. He nology from 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) refuses to release any information the Steel Com- 20 Psychological Limitation: Code Of Th e about his employers that he’s not mando, off ers Mercenary (Common, Total) authorized to, and won’t give up to provide the PCs with certain 20 Psychological Limitation: Self-Centered on a contract he’s promised to (Very Common, Strong) information if fulfi ll. Sometimes, his self-cen- they’ll capture him 10 Reputation: amoral mercenary, 11- teredness and professionalism 10 Rivalry: Professional (with Lazer, Seek To and turn him over to war with one another, but them — information Harm/Kill Rival) the code has won out every which could potentially 10 Rivalry: Professional (with Mechassassin, time... so far. save tens of thousands of Seek To Harm/Kill Rival) lives. Will the PCs take Quote: 15 Social Limitation: Secret Identity (Heinrich “So what if he can this devilish bargain? Kappel) (Frequently, Major) bounce bullets off his chest? Get 30 Vulnerability: 2 x STUN from Electricity down there and set up the ambush Determined to settle (Very Common) like I told you to, so you drive him the question of who’s the 74 Experience Points toward me. I’ve got something in best, Lazer, Mechassassin, this rifl e that he won’t shrug off so and the Steel Commando Total Disadvantage Points: 429 easy.” all compete in a contest. Powers/Tactics: Th e Steel Comman- Using rules pre-arranged Background/History: Heinrich Kappel, denied through negotiators, each entrance into the German army due to “psychologi- do’s abilities result partly from training, and partly hires a mercenary team cal problems,” and tossed out of the French Foreign from the light battlesuit he wears. Although not as and starts turning the Legion aft er several episodes of “conduct unbecom- advanced as the armor worn by Lazer or Mechas- city inside-out trying to ing a soldier” resulting from those psychological sassin (see Conquerors, Killers, And Crooks), the win the “scavenger hunt” problems (including nearly beating one of his Commando’s armor is nevertheless tough. Its ener- (and possibly kill his commanding offi cers to death), decided mercenary gized gauntlets allow him to punch his foes with rivals at the same time). work was the best way for him to make use of his extra power, knocking them around like tenpins. Stopping the three of However, the cybernetic leads and circuitry in the them should cause the “talents.” But he realized he needed an edge. In a PCs enough problems, world where superhumans existed, just being good armor cause it to generate painful feedback if hit with an electrical attack. but what happens if other with a rifl e wasn’t enough. rivals show up? Aft er robbing a couple banks to raise work- Most of the Steel Commando’s off ensive capa- bilities come from his Energy Rifl e. He favors the ing capital, Kappel got in contact with agents of Th e Steel Commando the Warlord, who was well-known for his ability to Automatic Fire Mode (especially in conjunction takes a contract to kill supply advanced technology and weaponry to cus- with his Autofi re Skills), but switches to Direct one of the PCs. He shows tomers with enough cash. Aft er receiving Kappel’s Fire (or even the energy-intensive Power Blast) up at precisely the wrong down payment, scientists working for the Warlord when facing particularly tough opponents. Th e rifl e time, just when the PCs built him a suit of light powered armor and a even has a system attached to the underside of the have something more multi-function energy rifl e. Aft er taking delivery barrel that drains most of a shot’s worth of energy important to take care of the equipment, Kappel skipped out on paying into a tiny explosive capsule, then uses the rest of of. And eliminating him the energy to launch it, resulting in a grenade-like won’t solve the problem the rest of the money owed, causing the Warlord to — the targeted character pursue him ever since to get his technology back. explosion. To move quickly around the battlefi eld, Steel needs to fi nd out who Christening himself “Steel Commando,” took out the contract and Kappel soon made his mark in the mercenary Commando has Jumpjets that let him make long, stem the tide at its source, world. Today, only Lazer and Mechassassin are compressed air-assisted leaps. He has separate but the Steel Commando considered his equals in most circles, and as far as omnidirectional jets for changing direction in mid- will never reveal his he’s concerned, all doubts will be dispelled when he leap, so he can dodge obstacles or “leap around employer’s identity. 124 HERO SYSTEM 5TH EDITION

corners.” (In game terms, Steel Commando makes powerful being who splits his self into hundreds, a Half Move with his Leaping, and at some point even thousands, of “avatars” of varying form and in the arc of the leap makes a second Half Move power. So far Tyrannon has only been mentioned with his Flight to change direction.) In appropriate on Earth in the soft est of whispers and the rarest of situations, the GM may award him a Surprise Move dark tomes, for fear of his power and what it might bonus for this. do to this world. At long last he seems to have taken Campaign Use: Th e Steel Commando is a typical notice of Earth, thanks to two things: fi rst, its risen mercenary villain, interested only in making lots level of magical power, which makes it potentially of money and satisfying his urges for excitement, valuable to him; second, the attempts of his archri- danger, and beating people up. He’ll gladly go to val Istvatha V’han (see page 100) to conquer it work for anyone who can aff ord his exorbitant fees, (anything she wants, he wants so she cannot have it though he’s always wary of a possible Warlord trap. to use against him). Steel Commando is certainly foul-tempered Unfortunately, Earth at present lacks what and cruel enough to Hunt a hero who captures or would normally be its chief defense against Tyran- defeats him, but he’s too self-centered to keep at it non and similar mystic threats — the Archmage. for long. Eventually he’ll decide it’s not worth it and Historically Earth has had an Archmage, greatest turn to other pursuits... unless repeated encounters of its heroic spellcasters and mystics, who received with, and losses to, the hero keep stoking the fi res special relics and powers to help him defend this of his hatred. As a Hunter, he pulls no punches, reality. But the last Archmage, a gift ed Russian going straight for the kill and attacking at inoppor- wizard and mystic named Bohdan Stanislavski, tune moments. was killed in 1908 by a magical attack so power- ful it obliterated him, his home, and probably Appearance: Th e Steel Commando battlesuit is a his artifacts of offi ce as well. Th e source of the menacing grey and black. It has a sleek, streamlined attack remains a mystery, since no group seems look that sets it apart from bulkier, stronger suits of to have tried to take immediate advantage of true powered armor. Th e boots have obvious jump- the Archmage’s absence to conquer the world. jets on the left and right side of both legs; the omni- Th e Trismegistus Council, which has fi lled the directional jets for mid-course changes of direction Archmage’s shoes as much as it could for the past are concealed at several places around the suit. Th e century, believes the Circle of the Scarlet Moon was gauntlets are stylistically similar to the boots, with a responsible, but so weakened itself in the attack series of small raised studs along the knuckles that that it wasn’t able to capitalize on its gains (see reveal their Energized Gauntlets power. Th e helmet page 140). Th ough the Council remains unaware of covers the entire head, with a large one-way views- Tyrannon’s turn toward Earth, it continues its long creen covering the entire face. A small backpack- quest to fi nd and “ordain” the next Archmage. Some like attachment contains a power unit and other members of the Council believe the superheroine technology necessary for running the suit. Witchcraft may be the long-prophesied Archmage- Th e Commando’s Energy Rifl e was obviously to-be; others are not so sure. designed to go with the suit; it has a similar aes- thetic. It resembles a high-tech assault rifl e, with the DEMON odd-looking “grenade launcher” attached beneath As the main text notes, DEMON conducts the barrel. itself much like other villainous organizations — it Out of his armor, Heinrich Kappel stands 6’5” simply uses magic in place of technology, robed fol- tall and has short, dirty blonde hair, pale blue eyes, lowers in place of costumed agents, and focuses its no facial hair, and ruddy skin. He speaks English activities on things mystical (e.g., stealing ancient well, but with a noticeable German accent. relics from museums or long-lost grimoires from To make the Steel Commando more power- libraries, trying to take over places of mystic power ful, increase the size of his Multipower reserve and and tap them, and so forth). But DEMON is not slots, and/or create more slots (additional settings entirely what it seems. for his Energy Rifl e). Or, you could emphasize his As far as the rank and fi le, and even the lower- personal combat skills, giving him even better HTH ranking leaders, know, DEMON is nothing more Combat abilities (such as more Martial Maneu- than what it appears to be — a mystically-inclined vers, Extra Damage Classes with his Martial Arts, criminal organization through which they hope to and the like). If he needs to be toned down a little, obtain riches and power. But DEMON’s lieuten- reduce his Multipower to a 60 Active Point reserve ants, the Morbanes, and its ultimate leaders, the and get rid of one or two of his Autofi re Skills. Inner Circle, know better. DEMON is actually a cult devoted to the worship, and eventually the manifes- PAGE 65  THE MYSTIC WORLD tation, of the Kings of Edom, horrible extra-dimen- Th e main text leaves out or deliberately mis- sional entities of immense power. DEMON’s lead- states several facts, based on the “common knowl- ers believe that, in exchange for their services, they edge” of the average member of the Mystic World. will receive the rulership of Earth and all its people from the Kings. Tyrannon And Th e Archmage For more on DEMON, see page 141. Th e fi rst, and most important, is the existence of the extradimensional entity known as Tyrannon the Conqueror. Unquestioned overlord of millions of dimensions, Tyrannon is an extraordinarily Champions Universe 125

could easily become a major thorn in the side of CHAPTER FOUR any American superheroes (particularly those in cities like Los Angeles, Houston, or Phoenix which PAGE 68  NOVA are near the border). Th e gossip that Decibelle has some association PAGE 70  CHÍQUADOR with Howler is completely untrue. Decibelle is a mutant. President For Life Garrastazu e Silva poses an Arcane is wanted by the police for a murder he even greater threat to the rest of South America didn’t commit. A young black man with an unusual than anyone realizes. He’s been building up his gift for mysticism, he began developing his magical military with the aim of eventually launching wars powers (various innate abilities moreso than cast of conquest, but he knows he can’t hope to compete spells) under the tutelage of an old Jewish kabbal- with the likes of the Brazilian Army using con- ist named Hyrum Weisman. Aft er Nova fi rst began ventional weapons alone. Instead, he has recruited clashing with ARGENT, that organization found teams of unscrupulous scientists to develop a crash out about Arcane’s association with Weisman, and program to create superhuman soldiers obedient to in revenge murdered Weisman and framed Arcane his will. His researchers haven’t had much success for the crime. For obvious reasons, Arcane would yet, but their latest “test case” — a crazed, super- desperately like to fi nd out who did it, bring them humanly strong man whom they released in the to justice, and clear his name. He’d also like to fi nd favelas (slums) of Rio de Janeiro to go on a ram- someone to help him continue his magical studies, page — showed signs of promise. If they can simply and hopes to perhaps “apprentice” himself to the fi gure out how to make the superhuman soldiers Drift er someday. more controllable, Garrastazu e Silva can destabi- lize, and perhaps conquer, much of South America. PAGE 69  VILLAINOUS AGENCIES And it’s doubtful his ambition would stop there. IN AMERICA PAGE 71  GREAT BRITAIN ARGENT does indeed have some ties to some of the companies that helped fund Millennium Albion is just what he claims to be — a City, but those ties are not as strong as many law manifestation of the heroic qualities of the British enforcement offi cials fear. Nevertheless, they may people. Possessing enormous strength and resil- cause signifi cant problems for the Champions and ience, the ability to fl y, and several other powers, other local heroes in the future. he only appears when some danger threatens all of Th e IHA is doing more with its money than Britain. lobbying. It’s also been building several new secret Dweomer, the Irish supermage, is thought by bases, and producing more Minuteman combat some members of the Trismegistus Circle to pos- robots (see page 145). Th e Institute’s leaders are sibly be the next Archmage. Th ey watch him as trying to think of a way to lure most of the nation’s closely as they do Witchcraft , though he’s never prominent mutants to a single location so the Min- studied with them or met any of them (that he utemen can obliterate them at a single stroke. knows about). PAGE 69  MEXICO DEMON maintains several Demonhames in Mexico, including ones in Mexico City and Aca- pulco, because of the magical energies prominent in that part of the world. Among their many objec- tives is to obtain the legendary Jade Mask of Tzitlanahuac, which is said to grant immense mystic powers to anyone who wears it. Both VIPER and ARGENT have taken advantage of Mexico’s high degree of corruption and near- ness to the United States to establish secret bases and labora- tories there. Th ey have the protec- tion of local and national offi cials, and 126 HERO SYSTEM 5TH EDITION

SAMHAIN SAMHAIN PLOT SEEDS Val Char Cost Roll Notes 200+ Disadvantages 25 STR 15 14- Lift 800 kg; 5d6 [2] 25 Distinctive Features: Aura Of Ancient, Talisman decides Sam- 30 DEX 60 15- OCV: 10/DCV: 10 Absolute Evil (Not Concealable; Always hain is perfect for one 25 CON 30 14- Noticed; Causes Fear) of her schemes and uses 20 BODY 20 13- 10 Hunted: Trismegistus Council 8- (As Pow, magic to “capture” him 30 INT 20 15- PER Roll 15- Kill) and bring him to Mil- 30 EGO 40 15- ECV: 10 25 Psychological Limitation: Utterly Evil; Can lennium City. Does she 60 PRE 50 21- PRE Attack: 12d6 Never Perform Kind Or Unselfi sh Acts (Very truly have him, or is he 4 COM -3 10- Common, Total) merely playing along 25 Susceptibility: to holy places and objects, with her plans to escape takes 2d6 damage per Phase is on holy a mystic confi nement 10 PD 5 Total: 10 PD (10 rPD) that has trapped him in 10 ED 5 Total: 10 ED (10 rED) ground, in a holy place, or within 1” of a holy the British Isles for his 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 object (Common) entire existence? If the 10 REC 0 516 Experience Points former, will his powers 50 END 0 be at full strength in 50 STUN 4 Total Characteristics Cost: 276 Total Disadvantage Points: 801 America, or will Talis- Background/History: He arose in the minds of the man fi nd her plan falter- Movement: Running: 15”/30” ing as he weakens away Tualans, birthed by the fears and doubts which all from his “native soil”? Flight: 15”/30” too oft en affl icted them. Th ereaft er, nothing could Teleportation: 15”/30” destroy it; even aft er a cataclysm of the world, it Samhain begins plant- remains still, feeding off the terrors in the minds of Cost Powers END ing seeds of fear in men. It was here when the British Isles fi rst thrust the minds of certain 22 Terrorsense: Detect Person’s Fears 15- their putrid green heads above the waves, lurking terrorists, hoping to (no Sense Group), Discriminatory, in the forests and mountains and hills and mead- provoke a deadly attack Analyze, Range, Sense 0 ows. It has seen the Romans, Arthur, Normans, in downtown London. 115 Fear Powers: Multipower, 115-point Shakespeare, Cromwell, Pitt, Victoria, Churchill, Th e PCs have to piece reserve and many others come to life, live, and die, existing together the clues to 5u 1) Evoke Fear: Mind Control 14d6, always within of its glorious fear. And stop the terrorists, then Reduced Endurance (0 END; +½); Only even today, when the heroes are of a diff erent sort, fi gure out the root cause To Control/Infl ict Fear (-1) 0 of their actions and stop with gaudy costumes and foolish names, it remains 5u 2) Images Of Fear: Mental Illusions Samhain from trying the strong and undefeatable — for wherever there exists same scheme again in a 14d6, Reduced Endurance (0 END; +½); a mind susceptible to fear, it can live on.... Only To Confront Target With Th ings few months. Personality/Motivation: Samhain is an ancient spirit He Fears (-1) 0 of evil and fear. It exists only to inspire and “sculpt” 11u 3) Susceptibility To Fear: Drain PRE With Samhain rampag- fear in human beings and animals, and it feeds on 4d6, Area Of Eff ect (6” Radius; +1), ing through London, that fear. While content to thrive on the fears of getting stronger by the Ranged (+½), Personal Immunity (+¼) 11 small, individual minds, it prefers the greater taste minute thanks to the 22 Black Claws: HKA 1d6 (2d6 with STR), and nourishment of fear on a wide scale — such fear he’s creating, the Penetrating (+½) 2 as it helped to foster during the Battle of Britain in PCs have to go on a 30 Corrupt Antlers: HKA 1d6 (1d6+1 with World War II. deadly quest to recover STR), NND (defense is ED Force Field or an ancient Tualan magic any magic-based rED; +1), Does BODY (+1); Quote: “You cannot withstand my touch. Your cour- amulet that can repel Increased Endurance Cost (x2 END; -½) 8 age is but a wilting fl ower compared to my power!” and weaken him. 40 Spirit Form: Desolidifi cation Powers/Tactics: Samhain’s powers mostly involve (aff ected by magic) 4 the evocation and shaping of fear. He can simply 120 Spirit Body: Physical and Energy Damage create raw fear within a victim’s heart (Mind Con- Reduction, Resistant, 75% 0 trol), or show a victim his greatest specifi c fears 10 Spirit Body: Damage Resistance (Mental Illusions). With the latter power, he oft en (10 PD/10 ED) 0 tries to achieve a +20 aff ect so he can cause STUN 10 Spirit Mind: Mental Defense (16 points) 0 and BODY damage (he scares the victim so badly, 10 Spirit Resilience: Power Defense (10 points) 0 a heart attack ensues). If he wants to cause fear in a 47 Spirit Body: Life Support: Total (except large number of people, he’ll rely on his Drain PRE for Diminished Eating, but including and Presence Attacks. Longevity: Immortality) 0 At the GM’s option, Samhain can make a Fear 18 Spirit Swift ness: Running +9” (15” total) 2 Powers roll to use his Evoke Fear ability in a more 30 Spirit Swift ness: Flight 15” 3 tailored fashion — to place so specifi c a fear in 30 Spiritwalking: Teleportation 15” 3 a victim’s mind that he acts in the way Samhain desires. Typically Samhain would use this power to Skills make people commit random murders, engage in 3 Power: Fear Powers 15- terrorist acts, and do other things that increase the 3 Stealth 15- “ambient fear level” within society. Samhain prefers to operate in secret as much Total Powers & Skills Cost: 525 as possible. He lurks in the shadows on the edges Total Cost: 801 of society, using his Stealth and Desolidifi cation to Champions Universe 127 remain unseen. Only when he has the chance to ing depicting proto-human worship of the Kings induce fear in a large number of people is he likely of Edom. Th inking that this painting, if real, might to reveal himself openly. help them contact and free the Kings, the members Campaign Use: Although not a “master villain,” of the Inner Circle ordered a mission team to fi nd Samhain should have suffi cient power to oppose the painting. All they know right now is that it’s an entire group of PCs. His appearance in the cam- somewhere in the southern part of France — but paign should signal a major threat that the PCs with every passing week, they get closer and closer have to do their utmost to defeat. If Samhain isn’t to fi nding it.... suffi ciently powerful for this, increase his abilities as PAGE 72  GERMANY appropriate, or add new ones; if he’s too strong for Zeitgeist’s powers of time manipulation have your PCs to have any hope of defeating, reduce his been increasing in strength — slowly, but defi - power until he’s just an extremely tough (but not nitely — since Captain fi rst appeared impossible) challenge. in the modern Earth timeframe (see Conquer- Defeating Samhain should pose great ors, Killers, And Crooks). Unfortunately, as his diffi culties for the heroes. Th e best method powers improve, Zeitgeist’s is to trap him an area where there exist no mind becomes weaker; psy- creatures he can aff ect with his fear-inspiring chologically, he can’t handle powers. Confronted with such bravery, he will some of the implications of shrivel and dimin- what he can do (or might be ish, eventually able to). Without some help winking out of from the Captain (and maybe even with existence... or it), Zeitgeist could implode, going on so the heroes a mad, destructive rampage that should believe. would warp the time-stream across In time Sam- decades or centuries. hain will return in full strength, for who can PAGE 72  LARISAGRAD truly abolish terror? UNTIL’s reports about Larisagrad Samhain does not are accurate. Th e scientists there oft en Hunt heroes. Petty rival- put their unique acumen and equipment ries and thoughts of ven- to work creating technology for super- geance are beneath him; villains, providing medical care for he merely wishes to create injured superhumans who don’t want a grand tableau of fear their condition revealed to the out- throughout the world. side world, and so forth. (ARGENT Appearance: Samhain has corrupted many of the inhab- resembles a muscular itants, and hopes to essentially man with a deer’s head gain control of the city in the near and antlers, but the ant- future.) Most Larisagradians enjoy a lers are black and the standard of life far higher than that deer fur (and his body in of other Russians, and thanks to the general) are speckled with assistance of grateful superhumans ever-bleeding wounds and sup- they have helped, have kept the Rus- purating sores. He wears no sian organized crime groups from clothes, but a mass of fur/hair interfering with their lives. covers his waist. He has claws PAGE 73  AFRICA on his hands. His feet are human feet, not deer’s hooves. Th e rumors about Pridemaster and Ogun are true; they exist and have the powers described in PAGE 72  FRANCE the main text. Th e public at large does not realize that the Stories have persisted for centuries about a Seine is not precisely Tricolor’s daughter, but a clone mysterious “Kingdom of the Apes” hidden deep made from his genetic material. Sterile, and desper- within the jungles of the Congo. Tales whispered in ate for a child of his own, Tricolor made a devil’s dingy bars in Lagos, Kinshasa, and Nairobi say the deal with the master of the biological sciences, apes who live in this land are not only intelligent Teleios, and had him create Seine. Now he not only and able to speak, but inimical to human beings, owes Teleios a favor, but Teleios has samples of his whom they regard as destructive despoilers of DNA. Seine is unaware of the true nature of her the land. Th ese stories are, for the most part, true. existence thanks to Teleios’s memory-implantation Should any of your PCs stumble across the gorilla technology. kingdom, use the Guardian Ape (HERO System Th e rumors about DEMON’s activities in Bestiary, page 40) for the average resident’s game France are accurate. One of the Morbanes in Amer- statistics. ica came into possession of an ancient tome that Joseph Otanga, President of Lugendu, is not described what sounded to him like a cave paint- the simple despot he seems. His terrifi ed subjects 128 HERO SYSTEM 5TH EDITION

Iron and Gold, and the low-powered brick Sodep- tan, to call on, the Cult is far more than the simple crackpot religious group the government thinks it is. When the time is right, it will arise, to spread its evil fi rst over China, then the world.... For more on Dr. Yin Wu, see pages 103, 138. PAGE 74  JAPAN Tsunami, one of Japan’s World War II-era superheroes, is still alive and every bit as healthy as he was back then, thanks to his mystic powers — he simply chooses to remain in self-imposed exile in the ocean, revealing himself only to stop anything that threatens the tranquility amd safety of the seas. PAGE 75  OCEANIA Th e lack of superheroes in this part of the world makes it ideally suited for ARGENT, which prefers to conduct its experiments away from the prying eyes of “costumed do-gooders.” It recently bought an entire island in an isolated part of French Polynesia and has established a base there to work on many illicit projects. PAGE 75  ANTARCTICA Th e main text is accurate — there’s nothing down there but a lot of penguins (and, of course, the Empyreans). Th ough who knows what eons- old ruins or other surprises the largely-unexplored interior may hold.... PAGE 76  MILLENNIUM CITY Among the many things in Millennium City to interest GMs is Mind, Incorporated, a self-help PAGE 80: KINETIK are correct when they say he possesses mystical movement that’s been sweeping the city recently. PLOT SEEDS powers. When he performs blood sacrifi ces at a Considered a “cult” by some, MI purports to help strange altar deep in the jungle, an altar known people “master their wandering minds and focus only to him, he gains the power to assume animal on what matters.” But it’s not quite what it seems Kinetik accidentally kills — in fact, it’s nothing but a front for the insidious a mugger and is put on forms (even forms mixing the attributes of several trial for murder. Did beasts), or to transform anyone he wishes into an organization PSI (see pages 111, 146). PSI’s mental- he really do it, or is this animal. It is by these methods — sacrifi ce or trans- ists are using their powers to make innocent people some elaborate set-up formation — that he disposes of anyone he even “join” Mind, Incorporated, knowing that eventually by VIPER? suspects of harboring harmful intent toward him. a recruit will lead them to people in power whom they can take control of as well. PAGE 73  WESTERN ASIA One of Kinetik’s siblings PAGE 83  THE HIGH APOSTOLIC CHURCH becomes involved in Th e vague reports about an Iraqi-Awadi pro- the drug trade. What gram to create superhumans are true. Using a secret Th e hints in the sidebar text — that the High will Kinetik do when lab built in Awad (to avoid U.N. observers in Iraq), Apostolic Church remains true to its voodoo roots he fi nds out... and more Hussein and King Abukal of Awad hope to custom- — are entirely accurate. All but the most casual importantly, when he build enough superhuman soldiers to avenge Iraq’s members of the church participate in voodoo discovers there’s more to defeat in the Gulf War, take over the Middle East, rituals to some degree, and a few are involved in the gang his sibling is in and establish a chokehold on much of the world’s dark magical practices (and have ties to DEMON). than just ordinary drug Th ough it’s not readily apparent to a casual visitor dealing? oil supplies. Shield Of Th e People is the program’s fi rst true success; many failures have been dropped to Vibora Bay (except in terms of cheesy tour- ist souvenirs), voodoo charms, hexes, and more Aft er Kinetik suff ers a in the deep desert to die. are available for sale in certain parts of the city... couple of humiliating PAGE 74  CHINA defeats at the hands though the price is not always one that can be paid of VIPER, a mysteri- Th e main text does not mention one of the in money. greatest supervillain threats to China — the Cult ous underworld fi gure PAGE 83  ROBERT CALIBURN off ers him a way to of the Red Banner, a mysterious ancient sect that boost his powers so it worships Lung Wang, the “Dragon King” (actually Caliburn is a strange and mysterious fi gure. won’t happen again. Will the Death Dragon itself; see page 121). With its Other members of the Mystic World know him by Kinetik take the off er members (including high-ranking priests able to the nickname “the Magnum Mage,” since he oft en — and if so, what hap- cast spells) scattered throughout China and the Far uses his magic in unorthodox, militaristic ways. pens? East, ties to DEMON, and superhuman resources For example, he carries a .45 semiautomatic he such as the brother-and-sister martial artist team of claims Azrael, the angel of death, has blessed, and Champions Universe 129

Truman said. Th is is not true PAGE 87: — Department 17, as the CAPTAIN PATRIOT Project is now called, never PLOT SEEDS completely ceased operations. Today it is alive and well at One of the Haynesville McLaughlin AFB, and is still Project scientists fl ees a center of the United States the Project’s headquar- military’s eff orts to create ters, taking some unique and control superhumans. A and valuable data and top-secret division of the the equipment with him. Department of Defense, func- Cap and his friends must fi nd out what’s tioning in conjunction with going on and stop the and under the oversight of man from selling the DOSPA, Department 17 has secret of Cap’s powers to made some intriguing break- the Nazis! throughs during its fi ft y-year existence (see Superhuman Der Sturmvogel issues Soldier Projects, page 40), but a public challenge for has never discovered a safe, a one-on-one battle to consistent method either for Cap, the loser to sur- creating superhumans, or render to the other for controlling them once they’re the duration of the war. created. Is it a legitimate off er, or a trap? As of 2002, the head of Department 17 is General When Cap participates Clarence Smith. Under his in a charity fundrais- leadership, the program is ing project with the focusing most of its current New York Jets in 1970, eff orts on trying to develop an a group of supervillains improvement to the Cyberline takes everyone hostage. procedure used by PRIMUS Can Cap’s fading powers — a procedure that would save the day one last create stronger, but also more time... perhaps with a little help from the PCs? a submachine gun supposedly consecrated to the easily controlled, superhu- god Shiva... and he doesn’t hesitate to use either if mans. To that end they have been experimenting necessary. “Why waste magic when bullets get the with all sorts of genetic engineering, unusual chem- job done?” icals, strange radiations, and the like. Th ey’re always Caliburn’s magic is mostly Hermetic theurgy interested in information about any new manifesta- — the calling-on of angels and other Powers for tion of superhuman or paranormal abilities. mystic ability — and kabbalism, though he’s been Th e current members of the Haynesville Proj- trained in many other arcane disciplines. Besides ect consider themselves true patriots, and are pre- his guns, he oft en carries other temporarily or per- paring for what they consider the inevitable return manently enchanted items, rather than trying to of Communism as a threat to national security. cast spells on the battlefi eld, since his most potent Furthermore, General Smith has been engaging in a magics typically take time to cast. Among these is bit of creative accounting to keep his secret project the Fire Gem, one of a set of magical gemstones, alive — if his DOSPA superiors or Congress were which grants him greater than usual command of to learn of this, they would be very unhappy. Smith fi re magic. might go to great lengths to keep his project a secret, Unbeknownst to him (as yet), Caliburn is a though not all of his employees would approve. pivotal fi gure in a war that has been brewing for PAGE 88  SHARNAGORAK centuries between Heaven and Hell — a war whose Th e entities to whom Dalsith sacrifi ced his fi nal battleground will be Vibora Bay. Th e exact soul were the Kings of Edom (see pages 235, nature and causes of the war remain obscure, but 133). Th eir Qliphothic energies changed him into mystics all over the world can sense the coming Sharna-Gorak the Destroyer. Although he has been storm... and the fact that Caliburn’s actions will dead now for over thirty thousand years, such likely be what determines the outcome. power as that never truly dies. It may be that one Reports that Caliburn has “a large lizard” with day Sharna-Gorak will revive, to threaten both him are true, though somewhat mistaken. Th e Atlantis and the surface lands with his world-shat- “lizard” is his familiar, a miniature dragon named tering might. Nicotine, whom he claims to have conjured while studying with mystics in India. PAGE 93  OGURN PAGE 84  MCLAUGHLIN AIR FORCE BASE Ogurn is not dead, as the Empyreans believe. He lives still, trapped in a cavern beneath the deep- Most people believe the Haynesville Proj- est pits of the Lemurians, plotting both his eventual ect was shut down in 1946, just like President 130 HERO SYSTEM 5TH EDITION

escape and the destruction of the surface world. the village has been ruled by Father Elk, generally acclaimed as the wisest of the hybrids, and only a PAGE 94  THE PROGENITORS small handful of beastmen have ever left the vil- Th e Progenitors remain a mystery, even to lage to try to make their way in the outside world those few humans who know so much as the name. (examples include the supervillain Snake, and Ram, Th ey apparently disappeared from the galaxy many the bouncer at Vibora Bay’s notorious nightclub, centuries ago. Most of the starfaring races have Minefi eld). For the most part, the villagers enjoy a some awareness of them, but none claim to know peaceful, idyllic existence, far from the prying eyes what eventually became of them, or for what pur- of the world. pose they apparently manipulated the creatures of several primitive planets. Shamballah Beneath the Tibetan Himalayas, only a few OTHER MYSTERIOUS PLACES miles from Mount Everest, a small tributary of the Brahmaputra River fl ows through a fantastic set of Beast Mountain caves deep inside the mountains themselves. Only In a remote part of a Ukrainian forest stands the strongest-willed of men can pass through these a small mountain known to the natives as Gornyj caverns, because their shadows play tricks upon Zver, or Beast Mountain. In a small village at the the minds of the unwary, and fearsome shades can top of this mountain stands the former laboratory become all too real and deadly if one does not have of Phillippe Moreau, grandson of the mad scientist the mental strength to disbelieve them. At the end H.G. Wells wrote of (and whom the world widely of these passages, whose layout is known to some but falsely considers to be fi ctional). Moreau con- of the holy orders of monks who live in lamaseries tinued where his grandfather’s studies left off , creat- in these mountains, is the legendary city of Sham- ing a large number of hybrid animal-men to serve ballah. as his personal army (most notable of these was Dr. Th e repository of much of the magical knowl- Silverback, who helped several British heroes defeat edge of the ancient Chinese and Tibetan warrior- him). Th e lab has largely been dismantled, and the mages of centuries past, Shamballah is ruled by facility itself was left in the hands of the hybrids a hidden council of nine monks who never show aft er Moreau was their true faces to anyone. Powerful mystics like Dr. defeated and Yin Wu and the mystic martial artist superhero Lo taken to justice, Han have traveled there to study among the monks, as the heroes and it is believed by some that the principles of involved decided fi ghting taught at the storied Yengtao Temple were to respect the pri- developed there. Some legends claim the monks of vacy of the remain- Shamballah have mastered the secrets of immortal- ing beast-men. ity, but only for as long as they remain within the Since that time, city — if they were to depart, they would suddenly show their true ages, becoming crumbling skel- etons as soon as they left the city’s grounds. Elsewhere in the same set of caverns, but many miles distant, is a similar city, Shamballah’s shadowy twin, Agharti. Legends say that Agharti is the home of evil sorcerers, equal in power to the monks of Shamballah. Th e two cities are apparently locked in a mystical war that has raged for count- less centuries. Sunday Pond, Maine Among the most mysterious of the mystical presences of the Champions Universe is the strange being known only as Th e Witness. Even the wisest of powers on Earth know little of his history, and he shows no interest in enlightening anyone as to his origins. It is known that he is extremely old, at least as old as the second generation of Empyreans, and that he is somehow drawn to locations where pow- erful magics are used or where terrible tragedies are likely to occur. At times he seems to be a force for good, frequently providing information to heroes and occasionally, in moments of cosmic crisis, battling at their sides against the forces of dark- ness; at other times he seems to act as an impartial observer, solemnly observing events without inter- fering or attempting to aff ect them in any way. His powers are apparently vast, yet he seems hesitant to use them, preferring to employ only the most subtle Champions Universe 131

applications of magic or to fi nd others to act on his time,” of which our world is said to be a poor PAGE 90: behalf. imitation. Th e Dreamtime is inhabited by talking STINGRAY Th ough Th e Witness has appeared in all cor- animals, some of which have non-intelligent coun- PLOT SEEDS ners of the globe at one time or another, he regu- terparts in our world, some of which are extinct, larly returns to the one place he calls home: the and even more that probably never existed here Stingray decides to trick woods of central Maine. According to several mys- — and some of which are quite dangerous. Beings the American govern- tically-inclined supers who have visited him there, in the Dreamtime have limited powers to aff ect our ment into thinking he lives in an abandoned church near the town of world, which they fi nd mysterious and frighten- there’s an underwater Oxford; the church is protected by powerful wards ing (though some can claw their way through to VIPER base where and guarded by mysterious wild spirits. Th is par- our world to wreak havoc). However, some super- Atlantis is, so the United ticular part of Maine, by coincidence or not, is also mages, like Walkabout (see page 45) can draw upon States will attack it, destroying or weakening plagued by far more than its share of vampires, lake the powerful magical energies of the Dreamtime. her mother and brother. monsters, and other manifestations of the super- A labyrinth of caves permeates Uluru, which She begins attacking natural. is part of the Kata Tjuta National Park and owned and sinking ships in the What is unknown even to most mystics is that and run by the Aborigines. Many of these caves vicinity, leaving clues the area around Oxford, and Sunday Pond in par- contain beautiful murals and paintings that were that point to VIPER. ticular, is the location of a dimensional convergence created thousands of years ago, with periodic Th e PCs are called in — a nexus point linking several diff erent continua touchups and additions. Unbeknownst to almost to investigate and put a and a “weak point” in the fabric of the multiverse. everyone, deep inside one of these caves is a pit stop to the attacks. In such an area, portals to other worlds commonly that is apparently truly bottomless. Known as the appear and then vanish suddenly, either taking Well of Worlds, it is in fact a dimensional portal Stingray decides she with them some unlucky local or, alternatively, that connects Tjukurpa to an infi nity of other needs more power depositing an inhabitant of another dimension here mystical dimensions. Only the most puissant of to gain the Atlantean throne, so she plans to on Earth. Th e area around such a convergence is mages can use it to access a specifi c other world summon the shade of magically “charged,” rich with eldritch energy that — for most people a trip into the Well leads to a Nereus to teach her his can give spellcasters a bit of extra energy or allow random location anywhere in the Assiatic dimen- most terrifying magic them to create eff ects normally beyond their ability. sions of the multiverse. Th e keeper of the Well is an spells. Th e conjuration Th e Witness himself is aware of the convergence, ancient Aborigine mystic, the Wanambi Man, who spell requires several of course, and spends a great deal of time assist- is known to a few mystics as a powerful force for rare and dangerous sub- ing accidental travelers as well as helping defend good. stances, so she goes on a Earth from the machinations of evil creatures who According to legend, the Wanambi Man and a crime spree to get them. recognize the convergence as a “weak spot” through Western mage teamed together many centuries ago which to attack our dimension. to defeat an invasion of our dimension by Poison- A rebel faction loyal to ous Snake Men, who apparently used the Well of Stingray springs to life Th e Valley Of Night Worlds as their point of entry to this dimension. in Atlantis. Civil war In a small valley in northwest Peru, not far looms on the horizon, so Exactly who the white mage might have been from the Colombian border, where the great rain Prince Marus appeals to remains unclear. Nevertheless, defending the world forests are at their deepest and thickest, is a valley the PCs for help — aft er against such invasions appears to be the responsi- where an amazing group of natives live. Descen- all, an Atlantis ruled by bility of the Wanambi Man to this day, and he has dants of Incas who escaped the destruction of Th alassa is not as likely been known to call on some of the other heroes of to co-exist peacefully their empire by Spanish invaders in the fi ft eenth Australia for assistance from time to time. with the surface world century, the inhabitants of the Valley of Night as his mother’s regime have been separated from the rest of humanity for Earth’s Solar System is. Among other things, hundreds of years. A small order of Jaguar Priests, Earth’s Moon is inhabited by a strange alien he’d like the PCs to fi nd lycanthropes who wield dark magics and draw their race named the Selenites by their discoverer, Amaz- out how the rebellion powers from human sacrifi ces, rules them. ing Man of the Fabulous Five. Insectile in appear- developed so swift ly; a In recent years the Jaguar Priests have become ance, the Selenites have chitinous, beetlelike shells few months ago, every- aware of the existence of modern civilization over ten-legged bodies. Th ey stand about three feet thing seemed fi ne in encroaching on their valley, as large sections of the tall, with long, angular faces, and are completely Atlantis. rain forest are torn down for industrial uses. Th ey immune to the eff ects of vacuum and cold. Th ey have so far kept their people in the dark, but this have no technology of their own, but for a brief situation cannot last forever. Also, one of the most period in the 1960s were ruled by the supervil- notorious of the Colombian drug cartel leaders has lain Revenger, who treated them as his slaves. Th e discovered the existence of the Jaguar Priests and is Selenites were freed by the Fabulous Five, and attempting to bring them under his sway so he can have lived in peace except for one brief period use their magics to enrich himself. in the 1980s when a rogue Selenite used some of Revenger’s left over devices to take control of them Th e Well Of Worlds and threaten Earth with nuclear destruction. Th is Deep in the Australian outback stands a natu- plan was thwarted by MeteorMan, and since then ral monolith called Ayers Rock by the Australian the Selenites have kept to themselves. government, and Uluru by the Aborigines. More Mars was used as a staging area for an invasion than eight kilometers in circumference, and rising of Earth in 1938 by a race called the Sirians. Th eir over 300 meters from the desert fl oor, the mas- attack, involving several gigantic tripods armed sive, colorful sandstone column exists both in our with heat-rays and poisonous gas, was thwarted on dimension (called the “Shadow World”) and in October 30 by the collection of heroes who wound another world, called Tjukurpa, or “Th e Dream- 132 HERO SYSTEM 5TH EDITION

up forming the Defenders of Justice. At fi rst, it was PAGE 95  ALIENS AND believed that the aliens were in fact native to Mars, THE GREATER GALAXY but in the 1960s the Sentinels encountered these Th e information presented in the main text is aliens again and discovered they had only built accurate, and represents the extent of the public’s a forward launching base on Mars. Th is base, knowledge of alien life. Some of Earth’s govern- abandoned by the Sirians, is now the home of an ments, primarily the United States, know consider- Empyrean, Deloss, who is thought to be the only ably more details gleaned from information that living being on Mars at this time. hasn’t been publicly released, but no one on Earth Th e asteroid belt between Mars and Jupiter knows the full extent of the galactic community was once a planet, though how it was destroyed, (see the accompanying map for the current galac- and by whom, remains a mystery. Unbeknownst topolitical state of aff airs as of the Earth year 2002). to the superhumans of Earth, over two million More importantly, no one on Earth is aware of sev- years ago this former world was once the home eral potential alien threats to Earth’s security. of a race of plant creatures whom the Progeni- tors nurtured and protected. Within the asteroids Th e Hzeel themselves can be found hidden repositories of Th e greatest of these threats is posed by the Progenitor knowledge and technology, which Hzeel, a humanoid species with bluish-grey skin, would be invaluable to individuals powerful and large reddish eyes, and technology signifi cantly wise enough to understand them. more advanced than Earth’s. Th e Hzeel control Europa, one of the moons of Jupiter, is the an empire rimward of Earth, and are expansion- location of our solar system’s Star*Guard base. Th e istic. Th e chief threat to their aims as of 2002 is Star*Guard is an ancient order of warriors devoted the Perseid Empire (Ironclad’s people), which lies to the protection of the good and innocent, origi- spinward of both them and Earth. In the hope of nally founded on the planet Odragar but now made outfl anking the Perseids, the Hzeel are consider- up of representatives from dozens of races. Star ing a sweep into Earth’s part of the galaxy, and that Guardians are trained in hand-to-hand combat and would include conquering Earth for use as a for- mental disciplines, given the powerful Star-Staff as ward base and supply station. a weapon, and then assigned to particular regions In recent years the Hzeel have sent numer- of space. Andre Almena, a Spaniard, is currently the ous scout ships to covertly explore Earth and learn Guardian of our region and lives on Europa with more about its people and technology, particularly a small support team of various aliens. He rarely peoples with superhuman powers (which likewise comes to Earth, considering it well-protected by its occur among the Perseids, but are quite rare among own heroes. the Hzeel). Most of these missions have gone

Map of Hero Universe (2002)

Velarian Confederation Former Malvan territory Varanyi

Malva Mon’dabi

Ackalia Galactic Core Se’ecra Mandaaria

Xenovores

Earth Perseids Thorgons

Hzeel Champions Universe 133

without incident, but on a few occasions a Hzeel scout has lost control of his ship and crashed. One CHAPTER FIVE such crash yielded an alien body from which the For more information on many of the villains VIPER supervillain Oculon received the alien eyes and villain groups discussed in this section, please that give him his powers (the Hzeel do not have refer to Conquerors, Killers, And Crooks. eyebeam powers naturally; Oculon’s powers result from the intermingling of his particular DNA PAGE 98  DARK SERAPH with that of the Hzeel scout in question). Another Dark Seraph and his followers don’t get along crashed ship was recovered by the Warlord, and its with Takofanes because they know Takofanes wants technology has infl uenced his own designs. the Crowns of Krim (the actual artifacts, not the As yet, no Earth government or superhero is people wearing them) for himself. Th ey are aware aware of the Hzeel or their hostile intent toward of the Undying Lord’s true identity (see below), and Earth. know that he once owned and used all six of the Crowns himself. Were Takofanes to regain posses- Th e Xenovores sion of the Crowns, his already formidable power Th e Xenovores (you can see a picture of them would be magnifi ed many times over, making him on page 298 of the HERO System 5th Edition, and virtually unstoppable. Th us, out of sheer self-inter- fi nd information about some of their war animals est, Dark Seraph does whatever he can to weaken on pages 212-13 of the HERO System Bestiary) con- or harm the ancient sorcerer. trol a large territory antispinward of Earth and rim- ward from Mandaarian space. Th ey use a technol- PAGE 98  DOCTOR DESTROYER ogy that’s at least partly organic, and are inimical to Intelligence estimates of Destroyer’s capabili- most other forms of sentient life. At their present ties, while quite accurate in terms of assessing his rate of expansion, they are not likely to pose a personal power, overestimate the extent of his threat to humanity for several centuries, but events resources somewhat, and overlook other assets. may change that. It’s also possible a Xenovore fac- Destroyer has four primary bases: a underground tion or raiding band might attack Earth on its own, facility in Siberia; a base built into the mountains without being part of some larger invasion force. ringing the long-hidden Vale of Javangari in the Th e Varanyi Himalayas; a mobile underwater base; and a stealth Located over 50,000 light-years from Earth, technology-cloaked space station. Destroyer’s the Varanyi pose no immediate threat to humanity; personnel number no more than 20,000; some are there are plenty of worlds nearer to their territory recruits (many from the people of Javangari, who to attract their ambitions fi rst. But they do intend to worship Destroyer as a god and serve him with establish a large space empire, and their vast mental fanatic loyalty), others are robots; Destroyer does powers may detect a whisper of similar power from not typically use cloned servitors. Earth, drawing them here much sooner than they PAGE 101  MECHANON would otherwise come. Mechanon’s major bases are the underwater PAGE 96  OTHER DIMENSIONS facility in the Pacifi c and the Sahara base; he has no Th e structure of the multiverse described in facility on the Moon, and the base in the Caucasus the main text is accurate (if “accurate” can truly isn’t as important as the fi rst two. apply to any limited human conceptualization of PAGE 101  MENTON so limitless a concept). As GM, you should try to fi t the dimensions you create into the scheme of Menton maintains “bases” at about a dozen of the Four Worlds, but don’t worry about it too much the most luxurious hotels in the world, where he — aft er all, not even master mystics are always rents entire fl oors of rooms on a full-time basis and quite sure how the planes of the multiverse inter- maintains his cover through careful use of both his sect and interrelate. vast wealth and vast psionic abilities. Each of these Th e Qliphothic World is home to the Kings of homes is well-stocked with the best food and wine, Edom, mentioned earlier with regard to DEMON. the most beautiful women, and just about any ame- Nor are they the only Qliphothic horrors that nity you can think of. might come to Earth at the call of mad sorcerers.... PAGE 101  TAKOFANES Tyrannon the Conqueror, described on page Takofanes fi rst arose in Oklahoma because 124, is not mentioned as a dimensional danger, that is where, deep, deep beneath the surface, his because Earth as yet remains unaware of the threat ancient tomb lies. Sixty-fi ve thousand years ago, he poses. in the Turakian Age, when he was known as Kal- Turak, Ravager of Men, the free peoples of that time fi nally cast him down and imprisoned him, undead and undying, in that tomb, which survived many cataclysms of the world thanks to the potent magics placed upon it. But at long last, in 1987, with the tide of magic higher in the world than it had been in centuries, the Archlich freed himself. His goal is the same as ever: overlordship of the world, with all who walk or crawl upon it utterly obeisant 134 HERO SYSTEM 5TH EDITION

to him — and whether they remain alive, or return Talents from the grave at his call, matters little to him. If 6 Combat Luck (3 PD/3 ED) anything, he prefers the dead to the living. 4 Double-Jointed Takofanes’s crown is, in fact, the Dragon 5 Eidetic Memory Crown, and may give him power over the other 3 Lightsleep Crowns of Krim if he performs certain obscure 3 Perfect Pitch rituals. 3 Resistance (3 points) 3 Simulate Death PAGE 102  TELEIOS 4 Speed Reading (x10) Th e Department of Defense correctly places Teleios’s biggest and best laboratory in Canada. It’s Skills carefully concealed in northern Ontario. When 30 +6 with HTH Combat he tires of the cold weather, his laboratories in a number of tropical and semi-tropical areas — 3 Acrobatics 15- Nicaragua, Oceania, equatorial Africa — off er him 3 Breakfall 15- a refreshing change of pace. 3 Climbing 15- Teleios is intrigued by the idea of conquering 3 Computer Programming 19- the world, but mainly because that would allow 3 Contortionist 15- him to use all humanity as fodder for experiments. 3 Conversation 15- He’s perfectly willing to assist other villains with 3 Electronics 19- their conquests instead, if that gets him to the same 3 Forensic Medicine 19- place. 3 High Society 15- Here’s a character sheet for Teleios: 3 Inventor 19- TELEIOS, THE PERFECT MAN 3 Mechanics 19- 3 Paramedics 19- Val Char Cost Roll Notes 3 Persuasion 15- 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 15 Power: Biochemical Wizardry 25- 30 DEX 60 15- OCV: 10/DCV: 10 3 PS: Wargames 19- 30 CON 40 15- 3 Stealth 15- 30 BODY 40 15- 6 TF: Common Motorized Ground Vehicles, 50 INT 40 19- PER Roll 19- Parachuting (Basic and Advanced), Snow 30 EGO 40 15- ECV: 10 Skiing, Small Planes 30 PRE 20 15- PRE Attack: 6d6 3 Scholar 30 COM 10 15- 2 1) KS: Art History 19- 2 2) KS: History 19- 15 PD 9 Total: 18 PD (3 rPD) 2 3) KS: Literature 19- 15 ED 9 Total: 18 ED (3 rED) 2 4) KS: Music 19- 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 2 5) KS: Th e Superhuman World 19- 12 REC 0 2 6) KS: Superpowers 19- 60 END 0 3 Scientist 60 STUN 0 Total Characteristics Cost: 318 2 1) SS: Anatomy 19- 2 2) SS: Biochemistry 19- Movement: Running: 12”/24” 2 3) SS: Biology 19- Leaping: 7”/14” 2 4) SS: Botany 19- Swimming: 7”/14” 2 5) SS: Chemistry 19- Cost Powers END 2 6) SS: Genetics 19- 210 Biochemical Wizardry: Variable Power 2 7) SS: Medicine 19- Pool (Biochemistry Pool), 150 base + 2 8) SS: Microbiology 19- 75 control cost; Biochemical Powers 2 9) SS: Pharmacology/Toxicology 19- Only (-¼) var 2 10) SS: Physics 19- 30 Th e Fighting Arts Of A Dozen Lands: 2 11) SS: Virology 19- Multipower, 30-point reserve 2 12) SS: Zoology 19- 2u 1) Strikes: HA +6d6; Hand-To-Hand Attack (-½) 3 Total Powers & Skills Cost: 446 2u 2) Trained Strength: +30 STR; Only To Total Cost: 764 Disarm, Escape, And Grab (-¾) 3 200+ Disadvantages 12 Fleet-Footed: Running +6” (12” total) 1 10 Distinctive Features: perfect human body 1 Strong Leaper: Leaping +1” (7” total) 1 (Not Concealable; Always Noticed; 5 Strong Swimmer: Swimming +5” (7” total) 1 Detectable Only With Unusual Senses) 20 Hunted: UNTIL 11- (As Pow, NCI, Capture) Perks 10 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, 15 Money: Filthy Rich Watching) 20 Psychological Limitation: Megalomaniac (Common, Total) Champions Universe 135

20 Psychological Limitation: Regards Human- Entangle 5d6, 5 DEF, Area Of Eff ect (9” Radius; ity As Fodder For Experiments (Common, +1), Takes No Damage From Attacks (+½), Total) Personal Immunity (+¼) (137 Active Points); 20 Reputation: supervillain of world-threaten- OAF (-1), Range Based On STR (-¼), 6 Charges ing power, 14- (Extreme) (-¾). Total cost: 46 points. 15 Social Limitation: Secret Identity (Dr. Jakob Stroessen) (Frequently, Major) Remove Superpowers: If he gets his hands on a 449 Experience Points troublesome superhero (say, one of the PCs...), Teleios can genetically “devolve” him or otherwise Total Disadvantage Points: 764 strip him of his innate superpowers. EXAMPLE POWERS FOR BIOCHEMICAL Major Transform 6d6 (superhuman to ordi- WIZARDRY POOL nary human, heals back through application of Here are a few uses for Teleios’s Variable Power reversed process), Reduced Endurance (0 END; Pool: +½) (135 Active Points); OAF Immobile (bio- chemical manipulation equipment; -1½), Lim- Clone: Teleios can prepare a clone of himself, periodi- ited Target (humans; -½), Extra Time (1 Day; cally update its memories through his mind transfer- -4). Total cost: 19 points. ence processes, and then have the clone “activate” only in the event of his death. Th e clone starts out Background/History: Jakob Stroessen, the child of slightly weaker than Teleios himself due to various Austrian parents who had emigrated to Canada, unavoidable fl aws in the consciousness transferral was not a winner in the genetic lottery. Several neg- and other factors. ative factors combined to affl ict him with neuro- Duplication (creates 750-point Duplicate) (150 logical disorders and a small, stunted, easily broken Active Points); OAF Immobile (cloning machines; body. But to counterbalance this, he was born with -1½), Extra Time (takes 1 Month to grow clone; an amazing mind — one whose towering intellect -5), Cannot Recombine (-0), Duplicate Is Inca- had him enrolled in college when he was but twelve pacitated And Helpless While Teleios Remains years old. Alive (-1). Total cost: 18 points. Stroessen focused his studies on biology and genetics. He was convinced the means existed to Cloned Army: Teleios can create an army of clones, cure his diseases and conditions... all he had to do each identifi able only by a serial number and/or bar- was fi nd it. But even aft er he obtained his Ph.D code tattooed on some of its “parts,” and equip them with a brilliant thesis, his theories on eugenics, to fi ght his foes (see below). cloning, and other controversial subjects left him marginalized within the academic community and Summon 125 181-point agents, Slavishly Devoted unable to fi nd work. (+1) (142 Active Points); OAF Immobile (cloning Raging against the fools who impeded his machines; -1½), Extra Time (takes 1 Month to progress, Stroessen used his inheritance to set up grow cloned army; -5). Total cost: 19 points. his own lab and continue experimenting. But still he got nowhere; though he was a genius, his genius Grow Superhuman: Teleios can clone a human being could not overcome the intellectual roadblocks and induce mutations in it as it grows to give it just established by his demented dreams and strange about any sort of superpowers he can think of. scientifi c ideologies. Summon 350-point superpowered human But then, one day, he fell into an exhausted (Teleios chooses the powers to create when breed- sleep at his laboratory table aft er working for nearly ing the clone), Slavishly Devoted (+1) (140 Active three straight days without a break. When he awak- Points); OAF Immobile (cloning machines; -1½), ened, he saw that a pad of paper on the table was Extra Time (takes 1 Month to grow cloned army; covered with writing. As far as he could remember, -5). Total cost: 19 points. it had been blank before, so he picked it up to look more closely. Knockout Dust: Teleios can breed special microscopic Th e formulae and notes on that single piece spores that render organic beings unconscious, and of paper, written in a strong and confi dent hand, then throw packets of the spores at his foes. astonished him. He recognized their implications immediately. Contained amid those few letters and Energy Blast 5d6, NND (defense is Self-Con- numbers were the keys to unlocking several genetic tained Breathing; +1), Area Of Eff ect (6” Radius; problems that had bedeviled him for years. A few +1), Personal Immunity (+¼) (81 Active Points); weeks’ worth of work, and he had unlocked many OAF (-1), Range Based On STR (-¼), 6 Charges more by taking the notes to their logical scientifi c (-¾). Total cost: 27 points. conclusions. In the space of a month, he’d gone from being a frustrated biochemist to one of the most Paralyzing Dust: Teleios can breed special micro- knowledgeable geneticists — if not the most knowl- scopic spores that paralyze the muscles of organic edgeable — in world history. beings, and then throw packets of the spores at his Stroessen didn’t hesitate for a moment. Once foes. he had worked out the formulae thoroughly, he used them to build a new body for himself — a body representing the pinnacle of human physical and 136 HERO SYSTEM 5TH EDITION

TELEIOS mental achievement, sublime in its biological per- sources. Th e fi rst is his body itself, which he planned PLOT SEEDS fection. He waited with barely-contained eagerness and grew to be the acme of human potential. It is as the cloning chamber did its work. When the body as strong, fast, and durable as a human body can Teleios replaces an was ready at last, he used other technology, also be without verging into the superhuman, and pos- important world leader suggested to him by the mysterious notes, to trans- sesses many other remarkable “gift s” (like a photo- (such as the President of fer his own consciousness into the new body. Able graphic memory and the ability to the United States) with to move freely and without pain for the fi rst time in feign death). He maintains it that a clone, while keeping his life, Stroessen revelled in his newfound abilities. way not only through a careful the real leader impris- He destroyed his old body, having no further use for regimen of biochemical treat- oned. Th e PCs have to it. Since he had been reborn, he chose a new name ments, but lots of exercise and fi gure out what’s going for himself as well: Teleios, from the Greek word training. He has studied many on and stop it before the faux leader, follow- for “perfection.” martial arts and other combat ing Teleios’s commands, Personality/Motivation: Driven in part by an disciplines, and is a lethal fi ghter. starts a war or initiates unshakeable belief in his own mental He can run as fast as an Olympic some other disaster. (and now physical) superiority, and track star, climb like the best in part by years of built-up rage and mountaineers, and read and In an eff ort to distract scorn at a world that regarded him process information at ten two of his most power- as nothing more than a deluded times a normal person’s rate. ful enemies so he can cripple, Teleios is convinced that Th e second source of begin an important his powers is his extensive scheme unobserved he can, and someday will, rule the world (or at least create a knowledge and control of and unhindered, Teleios biological and biochemical creates a clone of Dr. situation where he has free processes. Using the equip- Destroyer and has him rein to tinker with humanity attack UNTIL’s head- as he chooses). Th e key to his ment in his hidden labo- quarters in the cam- schemes is his ability to manipulate ratories around the world, paign city. A major “war” biological and biochemical processes in he can create armies of between Destroyer and his laboratories, rather than the electronic clones, induce super- UNTIL results, leaving and mechanical prowess of the likes of Dr. powers in test subjects, Teleios free to pursue his Destroyer and Mechanon, or the mental create duplicate bodies own plans. Th e PCs have for himself in case he’s to deduce what’s really powers of Menton. It is a sometimes subtle diff erence, but an important one. killed in battle, transfer going on (perhaps when consciousness from one the real Dr. Destroyer Teleios has little, if any, emotional con- body to another, breed seeks to enlist their nection to the rest of humanity any more. help “to save the lives Instead, he regards other people as glorifi ed dinosaurs and monsters, of innocents” as a way lab rats (or in his more poetic moments, and develop potent bio- of putting them in his as canvases upon which he works his art). chemical weapons. In most debt), stop the fi ghting, All he cares about is their potential useful- cases, changing his VPP and stop Teleios. ness to his work. If he were to gaze upon requires a lot of time (and, the face of a gorgeous women, he wouldn’t of course, a Biochemical To test some of his new think about her beauty at all, except in the Wizardry roll). However, botanical experiments, abstract — he’d wonder at the combina- depending on his location, Teleios scatters special the equipment available to seeds across the cam- tion of genetic factors that led to such an advantageous appearance. His cloned him, and the nature of the paign city. Overnight, abilities he wants to create, man-size carnivorous servants he has even less regard for. He the GM may let him change plants have sprouted all thinks nothing of casually killing one that over the city, threaten- off ends him; he creates an endless stream the VPP in as little as a Full ing the lives of millions! of tailored clone-women as his sex-slaves, Phase. To properly simulate Th e PCs have to eradi- callously tossing them, screaming, back the range of Teleios’s powers, cate the deadly plants into his work-vats when he tires of them. and his role as a master vil- (and stop all the crimes To this day Teleios remains lain, the GM may need to let taking place while the unaware of who, if anyone, left him the him buy things through his police are distracted), VPP — like cloned Fol- and then stop Teleios note with the scientifi c formulae that led to the breakthrough in his work. In lowers — that might from repeating the not otherwise be attack. fact, thanks to his academic vanity, he’s suppressed the incident altogether, allowed. and has convinced himself that it was Despite the fact all his own doing. If confronted with that he could easily solid evidence to the contrary, he may give himself superpowers (including non-visible snap under the strain of having his delusions so ones, like damage-resistant skin) Teleios has per- forcefully shattered. sistently refused to do so. He seems to regard such things as beneath him — as a sullying of his perfect Quote: “Perfection is not an unattainable goal. I body. Superpowers are for fl unkies he controls, and achieve it every day in my laboratories. I am the for the fools who oppose him. All he needs is his living emodiment of it!” matchless brain and body, and he can triumph over Powers/Tactics: Teleios’s abilities derive from two any obstacle. Champions Universe 137

Campaign Use: Although not as personally power- Cost Powers END ful as Takofanes, Destroyer, Gravitar, or Mechanon, 60 Weapons, equipment, and gear Teleios is still a “master villain” capable of threaten- Martial Arts: Basic Fighting Techniques ing, and even conquering, the world. As such, the Maneuver OCV DCV Notes GM should give him whatever he needs to conduct 4 Block +2 +2 Block, Abort his schemes — Bases, Vehicles, super-technology, 4 Dodge — +5 Dodge, Aff ects and the like. Teleios’s VPP indicates the rough All Attacks, extent of the resources he can normally bring to Abort bear during any given scenario and/or combat, but 4 Punch +0 +2 5d6 Strike think of it as a guideline, not an absolute restriction. 3 Th row +0 +1 3d6 + v/5; You can make him more or less powerful, as appro- Target Falls priate for your campaign, by increasing or decreas- 1 Tough Skin: Damage Resistance ing the size of the VPP. Don’t change Teleios’s Char- (1 PD/1 ED) 0 acteristics, or give him superpowers; that would 2 Strong Legs: Running +1” (7” total) 1 violate his character concept too much. 5 Enhanced Nightsight: Nightvision 0 Unlike the villains listed above, Teleios is not 6 Enhanced Senses: +2 PER with all Sense designed to take on a superteam of PCs in combat Groups 0 and defeat them. If he gets into a fi ght like that, he will almost certainly lose, and he knows it. He has Talents cloned minions, vat-grown monstrosities, and other 5 Resistance (5 points) products of his biochemical wizardry to fi ght for him, and he’ll gladly let them. If a situation turns Skills against him, he’ll fl ee, preferring to regroup and 8 +1 with All Combat start the battle again later. As a Hunter, Teleios is an insidious and dan- 2 KS: Owner’s Combat Doctrines & gerous foe — particularly if he can get his hands Procedures 11- on samples of the character’s DNA. With that (and 3 Stealth 12- oft en even without it), he can grow clones of the 3 Tactics 12- character and send them out to commit crimes and 3 WF: Small Arms, Blades sully the character’s reputation, develop superhu- 9 Choose three of the following: Bugging, mans tailor-made to exploit the character’s weak- Combat Driving, Combat Piloting, nesses, infl ict all sorts of unpleasant illnesses on the Computer Programming, Concealment, character and his friends, and so forth. He usually Deduction, Demolitions, Electronics, Fast toys with his victims for a long time before making Draw, Interrogation, Lockpicking, a concerted eff ort to kill them. Mechanics, Paramedics, Security Systems, Shadowing, Systems Operation, 3 points’ Appearance: Teleios is a stunningly handsome worth of KSs/Languages/SSs/TFs/WFs, blonde-haired, blue-eyed, muscular white male 1 3-point Combat Skill Level who usually dresses in the fi nest of clothes. He most oft en favors dark turtlenecks, dark slacks, and Total Powers & Skills Cost: 122 a white labcoat. Th ere’s a hint of malevolence to Total Cost: 181 his countenance and his glance that makes it clear he’s not just a harmless scientist, but something far 50+ Disadvantages more dangerous and evil. 5 Distinctive Features: barcode tattoo on CLONED SOLDIER forehead and shoulders (Easily Concealed; Val Char Cost Roll Notes Noticed And Recognizable) 15 STR 5 12- Lift 200 kg; 3d6 [1] 20 Psychological Limitation: Loyal To Owner 15 DEX 15 12- OCV: 5/DCV: 5 (Common, Total) 15 CON 10 12- 15 Psychological Limitation: Will Not Harm 15 BODY 10 12- Teleios (Uncommon, Total) 15 INT 5 12- PER Roll 12- 91 Experience Points 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 Total Disadvantage Points: 181 10 COM 0 11- Description: Teleios breeds these vat-grown mer- cenaries for whoever can aff ord them (past clients 5 PD 2 Total: 5 PD (1 rPD) have included Eurostar, ARGENT, and VIPER). 5 ED 2 Total: 5 ED (1 rED) Th eir Skills and memories are implanted in them 3 SPD 5 Phases: 4, 8, 12 via a memory induction process, and can be 6 REC 0 tailored to suit the customer’s taste. Th e owner 30 END 0 supplies them with whatever weapons and equip- 31 STUN 0 Total Characteristics Cost: 59 ment he chooses, as well as any additional training desired. Movement: Running: 7”/14” 138 HERO SYSTEM 5TH EDITION

MONSTERSAURUS Description: Bred from genetic Val Char Cost Roll Notes material taken from blood in the stomachs of fl ies 60 STR 50 21- Lift 100 tons; 12d6 [6] trapped in amber, supplemented with 18 DEX 15 12- OCV: 5/DCV: 5 DNA and a few touches inspired by Teleios’s artis- 40 CON 60 17- tic sensibilities (like the ability to breathe fi re), the 35 BODY 50 16- Monstersaurus is just the sort of thing for destruc- 10 INT 0 11- PER Roll 11- tive rampages through the city of your choice. It 10 EGO 0 11- ECV: 3 even comes equipped with wings, so that it can fl y 35 PRE 25 16- PRE Attack: 7d6 over annoying obstacles like rivers and armored 8 COM -1 11- divisions. PAGE 103  DR. YIN WU 18 PD 6 Total: 18 PD (9 rPD) 18 ED 10 Total: 18 ED (9 rED) Doctor Wu is, as described, a Chinese sorcerer 4 SPD 12 Phases: 3, 6, 9, 12 of great power. As such his magic is unlike that of 20 REC 0 Western mystics, but no less strong for all that. An 80 END 0 immortal born in 578 AD, he desires fi rst, to rule 85 STUN 0 Total Characteristics Cost: 227 China as Emperor, and second, to lead China in a war to crush the West and establish the Chinese Movement: Running: 12”/24” dominance the world so rightly deserves. For most Leaping: 0”/0” of the twentieth century he has sought the Jade Swmming: 0”/0” Mirror of Transcendence, a legendary magical item Flight: 10”/20” that can remake the entire world into medieval China — and thus a world where he will unques- Cost Powers END tionably reign supreme. Having determined the 75 Fiery Breath: RKA 3d6, Area Of Eff ect Mirror no longer exists, he has decided to create (72” Line; +1 ½); No Range (-½) 11 his own. For this he requires many rare substances 45 Jaws: HKA 3d6 (6d6 with STR) 4 and other appurtenances, which will take time to 15 Forelimb Claws: HKA 1d6 (2d6 with STR) 1 gather... but he has time, all the time in the world, 9 Tough Skin: Damage Resistance while lesser men age and wither to dust. (9 PD/9 ED) 0 Th e Dragon Mandarin did, in fact, secretly use 20 Heavy: Knockback Resistance -10” 0 his magic to help the world’s heroes fi ght Takofanes 13 Monstrous Wings: Flight 10”; and Istvatha V’han. Aft er all, it will be much easier Restrainable (-½) 2 for him to take over the world if it remains as it is, 12 Big Body And Long Legs: Running +6” than if some other master villain conquers it. He (12” total) 1 may off er similar help in the future, though never -2 Can’t Swim: Swimming -2” openly. 6 Senses: +2 PER with all Sense PAGE 104  L’INSTITUT THOTH Groups 0 6 Tail: Extra Limb, Inherent (+¼) 0 Despite the hints dropped in the main text, there’s nothing particularly sinister about the Skills Institut. It’s just what it appears to be — a research 10 +2 Hand-To-Hand institute devoted to superhuman-related issues that serves as a consultant to governments and super- Total Powers & Skills Cost: 209 humans. It, or some of its scientists, could easily Total Cost: 436 get mixed up in some dangerous doings (i.e., a sce- nario!), but that’s the exception rather than the rule. 200+ Disadvantages PAGE 104  THE TRISMEGISTUS COUNCIL 15 Physical Limitation: Animal Intelligence Th e Council is largely as described in the main (Frequently, Greatly Impairing) text — a body of “good” low-powered spellcast- 10 Physical Limitation: Huge (up to 18m long/ ers and scholars of the occult banded together to tall and 9 tons; -6 DCV, +6 to PER Rolls to oppose the likes of the Circle of the Scarlet Moon. perceive) (Frequently, Slightly Impairing) It was forced out of its relatively low-key role by 10 Physical Limitation: Reduced Leap, cannot the death of the last Archmage in 1908 (see page leap (Infrequently, Slightly Impairing) 124). For reasons the Council has never clearly 15 Physical Limitation: Very Limited understood (but has speculated about endlessly), Manipulation (Frequently, Greatly Impairing) no new Archmage was born to fi ll the post, as 15 Psychological Limitation: Will Not Harm has happened so many times in the millennia Teleios (Uncommon, Total) dating back to Th anoro Azoic, the legendary fi rst 171 Experience Points Archmage of Earth. Lacking an Archmage to assist, the Council did its best to step into his place, but Total Disadvantage Points: 436 even combined, the Council members’ might was not equal to that of an Archmage. Mistakes were made, including the failure to stop the RSvKg from performing the ritual that created Der Sturmvogel Champions Universe 139 and unleashed superhumanity on the world. Akako Yamimori: Renowned around the world as Although the Council remains united in its a folklorist and storyteller, Akako Yamimori is also purpose to oppose the Circle and other forms and an expert on Oriental mysticism and demonology. practitioners of black magic, it is not necessarily Whenever the Council detects Circle activities in united in other things. Its members — pedantic, Asia, she’s the fi rst person it calls on to investigate. didactic, opinionated, oft en touchy — tend to squabble more than is good for them, and a few Most members of the Council have minor magi- actively hate each other. Th e Leadership Board long cal powers, or can cast low-powered spells (typically ago learned it was impossible to stop this bickering no more than 20-30 Active Points, at most, and a and infi ghting, but also that despite it, the Council member usually only knows one or two of those). members always seemed to pull together and put Th ey’re not intended as combat support, but as out- aside their diff erences when it was truly necessary. of-combat helpers, teachers, and perhaps sources of Still, any superhero who receives the assistance and exasperation from time to time. tutelage of the Trismegistus Council — such as Witchcraft of the Champions — could easily fi nd himself caught up in the organization’s internal politics. As of 2002, the Council has nearly three dozen members living all over the globe. Some of the more prominent include: Aloysius Abercrombie: Born in London in 1853, Aloysius Abercrombie, while not a practicing spell- caster of any signifi cant power, seems somehow able to channel magical energies to keep himself from aging at the same rate as normal people. Despite being 150 years old, he looks like he’s in his early 40s, and quite fi t. He’s also got quite “the nose,” as he puts it, for detecting magical energies, making him invaluable to the Council when it needs to fi nd one of the Circle’s covens. Alicia Blackmun: Great-great-great-great- grandaughter of one of the original three found- ers of the Council, Alicia Blackmun is a surpris- ingly powerful wizard for one of her young years (though nowhere near as powerful as a superheroic mystic). She’s good friends with Witchcraft of the Champions, keeps her updated on Council gossip, and is fi rmly convinced that Witchcraft is the prophesied Archmage-to-come. Orlando Rodriguez: A wealthy Spanish dilettante, with homes in Spain, Portugal, Mexico, and Brazil, Orlando Rodriguez speaks 22 languages fl uently and can read a dozen more with some eff ort. He also has some military experience, which the Coun- cil has found useful from time to time. A member of the Leadership Board, Rodriguez agitates for the Council to take a more proactive role in opposing the Circle of the Scarlet Moon. Makalani Rogers: A native of Kenya, Makalani was raised with the superstitions of his Kenyan mother and scholasticism of his American father, an anthro- pologist. He is an expert on African tribal magic and religion, and can cast a few ritual spells as needed. Alajos Veszprem: A scholar living in Budapest, Vesz- prem lives the life of an ascetic, devoting his every waking minute to research, writing, and teaching. Irrascible, temperamental, opinionated, prone to shouting, and a notorious misogynist, Veszprem is the Council’s most vociferous proponent of the Irish mystic Dweomer as the prophesied Archmage. He and Blackmun loathe each other. 140 HERO SYSTEM 5TH EDITION

ARGENT PAGE 108  ARGENT James Abbott: A member of the coven for nearly a TECHNOLOGY As noted in the main text, ARGENT employs quarter of a century, Abbott is an expert on Necro- mancy and related disciplines. Many Circle members ARGENT possesses relatively few agents of its own, preferring to simply some of the most hire mercenaries. You can use the Basic VIPER Agent have noted how he’s become increasingly paranoid advanced technology character sheet, on page 147, to represent them and “weak” over the past dozen years — they feel it’s in the world, which it — just change the names of the weapons and the only a matter of time before someone replaces him. sells to selected clients appearance of the uniform. What they don’t know is why he’s become such an (including VIPER, anxiety-prone recluse. Abbott believes it was his nec- rogue governments, PAGE 108  THE CIRCLE OF THE SCARLET romantic conjuration spells that brought Takofanes terrorist organizations, MOON individual supervillains, the Archlich to life, and that the Undying Lord wants and the like). Rumors What the well-known (in the Superhero World, to consume his soul. Well aware he cannot confront in the Superhuman anyway) history in the main text omits is that the so powerful a being, Abbott chooses to place his hope World even claim that Council triumphed over the Circle during the 1800s in hiding and defensive magics. a few high-tech heroes so much because it had the aid of the Archmage, Roger and Martika Duquesne: Th e parents of Bethany actually get their equip- mystic defender of Earth. Determined to remove him ment and supplies from and Pamela Duquesne (Witchcraft and Talisman, ARGENT, though this forever, in 1908 the Circle worked a mighty magic, respectively), the Duquesnes expected to take control has never been con- summoning a terrible force from Hell and unleash- of the entire coven (of which both are members) fi rmed. A few examples ing it on the current Archmage’s home in Russia. So with the help of their incredibly mystically gift ed of ARGENT’s wares: terrible was the blast that it was felt hundreds of miles daughters. But one proved too squeamish for their away. It accomplished its aim, and seems to even have purposes, and the other uncontrollable, leaving them Dimensional Shunt: A destroyed the Archmage’s artifacts of offi ce to boot. humiliated and weakened in front of their fellow dark powerful piece of defen- Since then, Earth has been bereft of her chief mystic wizards. What schemes they intend to implement, or sive technology, this guardian, forcing the Trismegistus Council to do its device (usually built revenge they intend to obtain, to restore themselves best to take his place. to the prominence they once enjoyed, no one inside into a suit of powered Th e Circle, unfortunately for it, was in no posi- armor, a belt, or the like) or outside of the Circle knows... but no one doubts tion to take advantage of its gain. So awesome was the creates a fi eld around they are making plans. the wearer that acts as a spell it unleashed that over a dozen members of the group were slain by it, and many others weakened. Iwalani Kapulika: A beautiful young Hawaiian low-level opening into a woman, Kapulika looks like she should be enjoying pocket dimension. Any It took them until the 1930s, not the present day, to force directed at the recover their full strength — but that, at least, was herself on a beach or in a nightclub, not practicing wearer is partly shunted just in time to help the RSvKg unwittingly create the black magic — but in fact she’s nearly 70 years old into the pocket dimen- fi rst superhuman. Th at proved an error on the Circle’s and preserves her looks, health, and energy with sion. part, since superheroes have bedeviled it ever since... spells. A veteran of the Circle’s constant infi ghting, Physical and Energy but at least its members now have greater magical she’s well-versed at watching her back while simul- Damage Reduction, power to draw upon if need be. taneously locating an opponent’s weaknesses. She’s Resistant, 50% (60 Th e Circle consists of two levels. Th e high- been planning her ascension to the coven for nearly a Active Points); OIF (-½). decade, and the time may soon be ripe to strike. Total cost: 40 points. est level, known simply as “the coven,” consists of the thirteen most powerful members of the cabal. Walter Musgrave: Hailing from Texas, Musgrave has Gravitic Repulsor: Th is Th rough intimidation, persuasion, and dealmaking, the heart of a snake and a mind like a steel trap. Best is a small platform, big they lead the Circle. Th e rest of the members occupy known to the world as an oil tycoon, he has a large enough to hold maybe the lower level, though anyone who thinks himself mansion in Dallas, underneath which lies an under- two people at most, with powerful enough can challenge a coven member to ground cyst where cannabilistic Indian tribes once handles on either side. a Duel Arcane in an eff ort to acquire the position. performed horriyfi ng rituals. Now Musgrave does It allows the user to fl y Duels between members over other matters are also the same, forcing his young wife to help him with his by selectively negating not infrequent, though always carefully concealed twisted spell-workings. gravity. Ordinarily it from the mundane public. would qualify as a Bulky Michaela Sorenson: A resident of London, Sorenson Th e Circle is not, as villainous organizations go, was inducted into the black arts by Sir Dennis of Focus, but its built-in particularly cohesive. A common goal — the acquisi- gravity negators make it South Mallon, but fortunately for her was not pres- extremely easy to carry. tion of magical (and thus worldly) power — unites its ent the night he slew the rest of his coven to gain the members, but each seeks ways to gain power for him- Flight 15”, Reduced power of the Iron Crown. Since then she has spent Endurance (½ END; self without full regard for his fellows. Th ey hoard much time studying him and his magic, hoping to +¼) (37 Active Points); information and lore, plot against one another, and fi nd a way to steal it — and the Crown — for herself! OAF (-1) (total cost: disrupt each’s others schemes secretly. Many of its With such an artifact, she could control the entire 18 points) plus Usable members hate one another bitterly; sometimes only Circle, and all its resources, eff ortlessly. Simultaneously (+½) the strong hands of the coven keep the Circle moving for Flight (18 Active forward at all. A typical member of the Circle can cast at least Points); OAF (-1), Both Most members of the Circle are reasonably Characters Must Fly a few low-powered spells, typically of no more than Together (-1) (total cost: wealthy, if not fabulously so, and many hold posi- about 30-40 Active Points. Coven members are more 6 points). Total cost: 24 tions of prominence in the Unawakened World (as powerful (most rank as about 200-250 point charac- points. they scornfully call it). Th eir magical prowess is by ters). Th e Circle does not have any supervillains work- no means the only weapon they can bring to bear ing for it or with it on a regular basis (that was what Masquerade Field: Th is against their enemies. Witchcraft and Talisman were supposed to become), device, built into a belt Some of the most fi endish members of the but may form temporary alliances with mystic villains, Circle include: Continued on next page like Black Paladin or the Slug, for specifi c purposes. Champions Universe 141

PAGE 108  DEMON source of income. Aft er superhumans arrived on the Continued from last page scene, DEMON’s leaders found their mystic powers As mentioned on page 125, DEMON is not just or garment, generates another villainous organization out to conquer the increasing, and to further their disguise entered the a powerful hologram world — it’s actually a cult devoted to freeing the Superhuman World as a villainous agency. All along to disguise the wearer, Kings of Edom (see page 133) and setting them loose their goals have been not the acquisition of power for who can even specify upon the world in exchange for power. (Th ough the its own sake, but to free the Kings of Edom and obtain a hologram that looks leaders of DEMON may be overestimating their abil- greater power still... and that remains the Inner Circle’s like another person by ity to control beings from the Qliphothic realms.) goal today. cybernetic command. Neither the Brothers nor the Initiates know about this; Th e main text’s description of DEMON’s facili- Shape Shift (Sight they think the group is just a Satanic cult. Only those ties and resources is generally correct. But of course, Group; any humanoid form), Imitation, Instant who earn the rank of Morbane learn the truth — but each Demonhame, and each Morbane, diff ers from all the others, so superheroes who rely on outdated or Change, Costs Endur- anyone who would become a Morbane is so corrupt ance Only To Change and evil he would not scruple to traffi c with the Kings. incomplete intelligence may be rudely awakened. Shape (+¼) (44 Active DEMON began in 1918 (not 1925, as stated on Th e text’s description of how DEMON cre- Points); IIF (-¼). Total page 108 and widely believed by the public) as the ates supervillains is slightly incorrect. Typically the cost: 35 points. brainchild of Luther Black, a member of the Circle of creation process involves summoning a powerful the Scarlet Moon. Disgusted at the Circle’s weakness, demon or other entity from the Realms Beyond and Neural Scrambler: Th is and thinking it would take many decades more for it merging it with a Brother, not an unwilling victim. weapon’s energy beam to wear off , Black began delving deeper and deeper For the duration of the spell, the joint being possesses interferes with the target’s neural system, into forbidden lore, seeking a way to restore the Circle great power and is DEMON’s to command. When making it diffi cult for to its former grandeur. What he found was the Kings it wears off , the Brother is left weak and helpless, but this works to DEMON’s benefi t regardless of the out- him to control his mus- of Edom. He realized that if he could contact them, cles or refl exes. free them, he could achieve great power — for him- come — either the superheroes become distraught over killing or harming an “innocent,” or the Brother Drain DEX 3d6, Ranged self! Since the Circle now held nothing of interest to (+½) (45 Active Points); him, he left its ranks forever, taking several promising avoids capture (aft er all, he was an “innocent victim”) OAF (-1), 8 Charges students with him. and returns to the fold. (-½) (total cost: 18 As a cover for their researches, Black and his DEMON ENCHANTED ITEMS points) plus Drain STR students created DEMON to masquerade as a Satanic 2d6, Ranged (+½) (30 Here are a few magical weapons and other items cult and bring potential converts to the Kings to them. Active Points); OAF used by DEMON. (-1), 8 Charges (-½), Th e front organization also served as an excellent Linked (-½) (total cost: Blazing Amulet: Th ese amulets, 10 points). Total cost: worn on a chain around the neck, 28 points. can emit a burst of light powerful enough to blind many foes. Sight Group Flash 8d6, Area Of Eff ect (11” Cone; +1), Trigger (magical command word; +¼) (90 Active Points); OAF (-1), No Range (-½), 4 Charges (-1). Total cost: 26 points.

Phantom’s Mantle: By wrapping this diaphanous cloak around himself, a member of DEMON can become insubstantial, able to walk through walls and avoid attacks. Desolidifi cation (aff ected by magic), Reduced Endurance (0 END; +½) (60 Active Points); OIF (-½), Extra Time (Full Phase to activate; -¼). Total cost: 34 points.

Ring Of Rescue: Morbanes oft en use these enchanted rings to escape from their foes when the battle turns against them. Teleportation 20”, x32 Non- combat (60 Active Points); OIF (-½), 1 Charge (-2) (total cost: 17 points) plus 1 Floating Fixed Location (5 Active Points); OIF (-½) (total cost: 3 points). Total 142 HERO SYSTEM 5TH EDITION

DEMON cost: 20 points. 20 Hunted: UNTIL (or like organization) 8- PLOT SEEDS (Mo Pow, NCI) Troll-Axe: Th ese elaborately-carved, enormous axes 10 Hunted: DEMON 8- (Mo Pow, NCI, Determined to recover are much more lightweight than they appear, making Watching) the Basilisk Orb and them dangerous weapons. 15 Psychological Limitation: Loyal To DEMON And Its Ideals (Common, Strong) once again wield its HKA 2½d6 (up to 5d6+1 with STR), Reduced power, the Inner Circle 15 Social Limitation: Secret Identity (Fre- Endurance (0 END; +½) (60 Active Points); OAF assigns a Morbane, quently, Major) Drogar Menitekles, (-1), No Knockback (-¼). Total cost: 27 points. to fi nd and obtain it. Total Disadvantage Points: 115 Drogar’s quest pits him DEMON BROTHER against the PCs as he Val Char Cost Roll Notes Note: Th e unspent points Brothers receive from loots museums and 10 STR 0 11- Lift 100 kg; 2d6 [1] Disadvantages represent points that slowly get libraries for the clues he 12 DEX 6 11- OCV: 4/DCV: 4 spent as they increase their learning and ascend needs to fi nd the spell 12 CON 4 11- into the ranks of the Initiates (assuming they make that will locate the Orb. it that far). Assuming he gets it, will 10 BODY 0 11- he turn it over to the 12 INT 2 11- PER Roll: 11- Description: Th is character sheet represents a typi- Inner Circle, or use it 12 EGO 4 11- ECV: 4 cal Brother (or Sister) of DEMON — the lowest- to become a powerful 13 PRE 3 12- Presence Attack: 2½d6 ranking member of the organization. Brothers pos- supervillain? 10 COM 0 11- sess no spellcasting abilities themselves, but come equipped with enchanted Amulets of Protection, VIPER and DEMON 3 PD 1 Total: 9 PD (6 rPD) and Brazen Wands that can project deadly bolts of put aside their diff er- 3 ED 1 Total: 9 ED (6 rED) force. (Like most DEMON enchanted items, these ences to hatch a fi endish 2 SPD 0 Phases: 6, 12 are Personal Foci, usable by no one else, and crum- scheme — during a total 4 REC 0 ble to dust aft er about a week of being separated solar eclipse visible over 24 END 0 from their owners.) Th ey also have some magical most of North America for several minutes, 21 STUN 0 Total Characteristics Cost: 21 lore and knowledge of the underworld. DEMON will lengthen Brothers typically dress in brown hooded with a spell, Movement: Running: 6”/12” robes, though they may wear other garb for specifi c creating a panic to rituals, when in disguise, or the like. occupy the authorities Cost Powers END and keep them from 14 Brazen Wand: Multipower, 35-point MORBANE interfering with several reserve, all OAF (-1), 8 Charges on Val Char Cost Roll Notes major robberies VIPER entire Multipower (-½) 20 STR 10 13- Lift 400 kg; 4d6 [2] will commit. Th e two 2u 1) Eldritch Blast: EB 7d6; OAF (-1) 18 DEX 24 13- OCV: 6/DCV: 6 groups will split the pro- 2u 2) Deadly Blast: RKA 2d6+1; OAF (-1) 18 CON 16 13- ceeds. Can the PCs stop 12 Amulet Of Protection: Armor 10 BODY 0 11- this plot? Will the two (6 PD/6 ED); OIF (-½) 0 18 INT 8 13- PER Roll 13- organizations each try to 18 EGO 16 13- ECV: 6 betray the other, causing 3 Amulet Of Protection: Power Defense further problems? (5 points); OIF (-½) 0 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- DEMON’s new Pen- Perks tacles of Dispatch allow 1 Fringe Benefi t: Membership (Brother of 10 PD 6 Total: 20 PD (10 rPD) its minions to travel DEMON) 10 ED 6 Total: 20 ED (10 rED) great distances quickly, 4 SPD 12 Phases: 3, 6, 9, 12 making the Pentacles an Skills 8 REC 0 excellent way to escape 1 KS: Arcane & Occult Lore 8- 36 END 0 from crime scenes. But 2 KS: Lesser Mysteries of DEMON 11- 35 STUN 6 Total Characteristics Cost: 114 they begin to attract 2 PS: DEMON Brother 11- certain extradimen- 3 Stealth 11- Movement: Running: 6”/12” sional horrors that start Leaping: 4”/8” ravaging the city. Th e 3 Streetwise 12- PCs now have two good 9 Choose three Skills from the following list: Cost Powers END reasons to shut the Pen- Concealment, Conversation, Cryptography, tacles down entirely. Disguise, Forgery (3 points’ worth), Gambling 30 Black Magic: Multipower, 60-point reserve; (3 points’ worth), Interrogation, Persuasion, all slots have Gestures (-¼), Incantations Survival (3 points’ worth), Tactics, 3 points’ (-¼), and Requires A Magic Roll (-½) worth of KSs/Languages/SSs/TFs/WFs, 1 3- 3u 1) Domination: Mind Control 8d6, point Combat Skill Level with Brazen Wand Reduced Endurance (0 END; +½); Gestures (-¼), Incantations (-¼), Total Powers & Skills Cost: 54 Requires A Magic Roll (-½) 0 Total Cost: 75 3u 2) Befuddlement: Mental Illusions 8d6, Reduced Endurance (0 END; +½); 50+ Disadvantages Gestures (-¼), Incantations (-¼), Requires 5 Distinctive Features: DEMON Robes (Easily A Magic Roll (-½) 0 Concealed; Noticed And Recognizable) 3u 3) Spell Of Torment: Ego Attack 4d6, Reduced Endurance (0 END; +½); Champions Universe 143

Gestures (-¼), Incantations (-¼), Requires A Magic Roll (-½) 0 Total Powers & Skills Cost: 236 3u 4) Touch Of Terror: Drain PRE 4d6, Total Cost: 350 Reduced Endurance (0 END; +½); Gestures (-¼), Incantations (-¼), Requires 200+ Disadvantages A Magic Roll (-½) 0 10 Distinctive Features: Mystic Aura (Not 3u 5) Hellfi re: EB 9d6, Reduced Endurance Concealable; Always Noticed; Detectable (½ END; +¼); Gestures (-¼), Incantations Only With Unusual Senses) (-¼), Requires A Magic Roll (-½) 2 20 Hunted: Trismegistus Council 8- (Mo Pow, 3u 6) Hellgate: Teleport 15”, x16 Noncombat, x8 NCI, Capture) Increased Mass; Gestures (-¼), Incantations 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture/ (-¼), Requires A Magic Roll (-½) 6 Kill) 3u 7) Spell-Shattering: Dispel Magic 16d6, 10 Hunted: DEMON 8- (Mo Pow, NCI, any Magic power one at a time (+¼); Watching) Gestures (-¼), Incantations (-¼), Requires 20 Psychological Limitation: Powerhungry A Magic Roll (-½) 6 (Common, Total) 2u 8) Call Demonling: Summon 4 233-point 20 Psychological Limitation: Self-Centered Demonlings (see HERO System Bestiary, And Amoral (Common, Total) page 51); Gestures (-¼), Incantations 15 Social Limitation: Secret Identity (varies) (-¼), Requires A Magic Roll (-½), Extra (Frequently, Major) Time (1 Turn; -1¼) 6 15 Susceptibility: to holy places and objects, 15 Enchanted Mace: HKA 1d6 (1½d6 with takes 1d6 damage per Turn is on holy STR), +2 STUN Multiplier (+½); OAF ground, in a holy place, or within 1” of a (-1) plus Drain CON 1d6, Delayed Return holy object (Common) Rate (points return at the rate of 5 per 10 Vulnerability: 2 x STUN from Holy/ Minute; +¼); OAF (-1), Linked (-½), Divine Magic (Uncommon) 8 Charges (-½) 2+[8] 10 Vulnerability: 2 x BODY from Holy/ 12 Defensive Spells: Armor (4 PD/4 ED) 0 Divine Magic (Uncommon) 12 Enchanted Robes: Armor (6 PD/6 ED); OIF (-½) 0 Total Disadvantage Points: 350 3 Soul Gem: Mental Defense Background/History: Th is character sheet represents (9 points total); OIF (-½) 0 a typical Morbane of the Outer Circle — a cap- 3 Soul Gem: Power Defense (5 points); tain of DEMON, one who leads the organization’s OIF (-½) 0 troops and cultists in battle and on important mis- 10 Spellsight: Detect Magic 13- (Sight sions. Th e Morbanes’ histories vary, but all share a Group), Discriminatory 0 lust for dark, secret knowledge... and for power of 5 Darksight: Nightvision 0 all kinds. 30 Individual Morbane abilities, created by GM Personality/Motivation: Morbanes are uniformly Perks evil. Th ey care only about themselves — about 8 Fringe Benefi t: Membership (Morbane of how much power and riches they can accumulate, DEMON) particularly when they can do so at the expense of their fellows. Th ey are loyal to DEMON, but only Skills because they see it as providing the surest path to 9 +3 with Black Magic Multipower greater power and infl uence. Morbanes are full DEMON initiates; they 3 Analyze Magic 13- understand the true nature and purpose of the 3 Concealment 13- organization. Th at they accept this fact without 3 Conversation 13- hesitation only goes to show how corrupted their 2 Cryptography 13-; Translation Only (-½) souls truly are. 3 High Society 13- Quote: “Do you think your pathetic gods can 3 Interrogation 13- save you? Nothing can withstand the might of 3 CK: City Of Operation 13- DEMON!” 3 KS: Arcane And Occult Lore 13- Powers/Tactics: A Morbane is a DEMON sorcerer- 5 KS: Greater Mysteries Of DEMON 15- priest, easily as powerful as most superheroes. 3 Language: Latin (completely fl uent) When they combine their powers, and have troops 2 Language: another ancient language of to back them, Morbanes present a terrifying threat. GM’s choice (fl uent conversation) Th eir black magic powers (some the result of 3 Oratory 13- training, some considered gift s from the Kings of 13 Power: Magic 18- Edom) range from manipulations of the mind, to 5 Soul Gem: +4 to Power: Magic roll; the equally deadly hellfi re, to the ability to summon OIF (-½) 0 demonlings. (More experienced and powerful Mor- 3 Stealth 13- banes can Summon more powerful infernal beings, 19 Ninetten points’ worth of Skills of the and have more Active Points in their Multipower GM’s choice reserves and slots.) Each Morbane carries, as his 144 HERO SYSTEM 5TH EDITION

SENATOR PHILLIP badge of offi ce, a deadly enchanted mace which PAGE 111  THE INSTITUTE FOR GLASSMAN weakens its targets with every strike (and some HUMAN ADVANCEMENT Morbanes have improved their weapons, substitut- Th e IHA is more than just a lobbying organi- 8 STR 10 DEX ing a Transfer CON to CON for the simple Drain zation — since Archer Samuels took over in 1994 10 CON 8 BODY CON!). aft er murdering Annette Berkelheimer because she 18 INT 14 EGO Campaign Use: Because every Morbane is an indi- wasn’t hardline enough for his taste, the IHA has 20 PRE 14 COM been gearing up for all-out war on mutantkind. 2 PD 2 ED vidual, the GM should tailor each one that appears Using the infl ux of cash Samuels has generated, 2 SPD 4 REC in the game to represent that character’s personal- 20 END 17 STUN ity, preferred courses of study in the black arts, and it has equipped a small army, trained “mutant hit so forth. Each Morbane should be unique and squads,” and with some help from ARGENT Abilities: AK: Wyoming intriguing, not simply a cookie-cutter foe to begun development of powerful Minuteman 13-, CK: Washington, be grouped with DEMON agents. Remem- combat robots able to take on the most D.C. 13-, KS: American ber, Morbanes are built on as many points as powerful superhumans and destroy History 11-, KS: Ameri- starting superheroes! them. can Politics 11-, KS: Th e If you need to tone the Morbanes down A fanatic mutant-hater Mutant Menace 11-, KS: for your campaign, reduce their Multipowers to for reasons he’s never clearly Th e Superhuman World 40-point reserves, cut their defenses by about articulated, Samuels doesn’t 11-, KS: World Politics one-third, and reduce their Combat Skill look too closely at where 11-, Oratory 13-, Persua- donations to the IHA sion 13-, PS: Politician Levels to +1. Strengthening the Morbane is 13-, PS: Senator 14-, usually a matter come from — anything numerous Contacts (in of increasing that helps him pursue his politics, the IHA, the his SPD and goals is worth taking. He military, and other orga- defenses, but and other IHA leaders nizations), Fringe Ben- sometimes you have worked with rogue efi t: Concealed Weapon should increase governments like North Permit, Fringe Ben- the size of his Multipower Korea, Chíquador, Iraq, efi t: Membership: U.S. as well. and Awad to help them Senator, Fringe Benefi t: cope with superhe- Appearance: Each Morbane diff ers; some Passport, Fringe Benefi t: roes, for which the Security Clearance are male, some female... and some seem- IHA received lavish ingly not of human stock anymore. Th ough under-the-table Disadvantages: Age: they dress according to personal preference “consulting fees.” 40+, Hunted: the media in civilian life, and sometimes use disguises for Additionally, (Watching), Psychologi- missions, when performing rituals and function- a number of cal Limitation: Hatred ing in their role as captains of DEMON, Morbanes wealthy super- Of Superhumans usually wear the following. First, a black, hooded villains have cloak, with the hood drawn up over his head. secretly fi lled Notes: Following the Th e cloak is unusual, with long, thin panels the Institute’s death of his beloved hanging down in front down each side of the daughter Anelle in a coff ers. Both the body. Second, he conceals his face with a black, New York City super- Warlord and Dr. bat-shaped domino mask. Th ird, beneath the battle in 1997, Senator Destroyer, among cloak he wears blood-red robes that reach down Glassman became a others, have con- to his ankles, but with a knee-length slit up the tireless crusader against tributed large amounts of cash through proxies, superhumans in general, front and back for easier running. Embroidered since they think the IHA weakens their enemies. and mutant superhu- on the chest of the robe in gold is the stylized On the other hand, mutant supervillains like mans in particular. A goat-horned demon’s head symbol of DEMON. Gravitar and Menton abhor the Institute and take four-term senator from Th e robe’s sleeves are tight, fi tting into the wearer’s every opportunity to attack it and cause it as much Wyoming, Glassman has black gloves (he also wears black boots). Fourth, a trouble as they can — and the Institute holds those a lot of clout in Wash- Morbane carries one obvious and visible weapon: ington, and is skilled at incidents up as proof that it’s right. an enchanted mace with a long, almost cylindrical manipulating the media A standard IHA “agent” (the organization head and several spikes placed symmetrically and to get out the messages refers to them as “soldiers”) is a Skilled Normal evenly on each side. Th e pommel of the mace is he wants to convey. (HERO System 5th Edition, Revised, page 346) oft en shaped like a skull. equipped with an assault rifl e, body armor, and similar gear (pages 332-34). As the Institute strengthens both its fi nances and its ties with ARGENT, it may switch to high-tech equipment like blaster rifl es and force fi eld belts, but for now ordinary guns and gear work just fi ne. Champions Universe 145

MINUTEMAN ROBOT (Hearing Group) 0 IHA PLOT SEEDS Val Char Cost Roll Notes 12 Radio Sensors: HRRP (Radio Group) 0 40 STR 30 17- Lift 6,400 kg; 8d6 [4] 15 Radar Array: Radar (Radio Group) 0 To gain political sup- 20 DEX 30 13- OCV: 7/DCV: 7 3 Sensor Enhancements: +1 PER with all port, the IHA hires pros- 10 CON 0 11- Sense Groups 0 titutes to seduce married 20 BODY 20 13- Congressmen, so it can 20 INT 10 13- PER Roll 13- Talents blackmail them into 0 EGO 0 — ECV: N/A 32 Onboard Computer Systems: Absolute Range favoring the Institute’s anti-mutant agenda. Th e 25 PRE 15 14- PRE Attack: 5d6 Sense, Absolute Time Sense, Bump Of Direc- tion, Lightning Calculator, Universal Transla- PCs have to fi nd out 6 COM -2 10- about this and fi gure tor 13- out a way to resolve the 10 PD 21 Total: 10 PD (10 rPD) problem without attract- 10 ED 27 Total: 10 ED (10 rED) Skills ing any media attention. 5 SPD 20 Phases: 3, 5, 8, 10, 12 16 +2 with All Combat 10 REC 0 Th e IHA hires assas- 0 END -10 3 Computer Programming 13- sins, equips them with — STUN — Total Characteristics Cost: 161 3 Electronics 13- VIPER technology, and 3 KS: IHA Doctrine 13- sends them aft er the Movement: Running: 12”/24” 3 KS: Th e Superhuman World 13- PCs. If the assassins fail, Leaping: 8”/16” 3 KS: Superpowers 13- the IHA intends for the VIPER technology to Flight: 25”/50” 3 Tactics 13- 3 Teamwork 13- defl ect suspicion from the Institute, which Cost Powers END rarely uses such high- 105 Onboard Weaponry: Multipower, Total Powers & Skills Cost: 573 tech gear. 105-point reserve Total Cost: 734 10u 1) Weapon Suite I: EB 12d6, Variable Th e IHA off ers to equip Special Eff ects (any weapon; +¼), 200+ Disadvantages any police force that Reduced Endurance (0 END; +½) 0 25 Distinctive Features: Minuteman Robot (Not requests it with $10 8u 2) Weapon Suite II: RKA 3d6, Variable Concealable; Always Noticed; Causes Fear) million worth of anti- Special Eff ects (any weapon; +¼), 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) superhuman weaponry. Reduced Endurance (0 END; +½) 0 15 Physical Limitation: Machine Intelligence Where is the Institute 10u 3) Multicannon I: EB 8d6, Variable (Frequently, Greatly Impairing) getting the money to Advantage (+½ Advantages; +1), 20 Physical Limitation: Ten Feet Tall And aff ord this — what’s Weighs 10,000 Kilograms (All Th e Time, going on behind the Reduced Endurance (0 END; +½) 0 scenes? 10u 4) Multicannon II: RKA 2½d6, Variable Greatly Impairing) Advantage (+½ Advantages; +1), 5 Physical Limitation: Aff ected By Cybermancy Reduced Endurance (0 END; +½) 0 (has EGO 25 for purposes of cybermantic 10u 5) Electrifi ed Net: Entangle 7d6, 7 DEF, powers, and can be aff ected by cybermancy- Reduced Endurance (0 END; +½) 0 based Presence Attacks) (Infrequently, Slightly 10u 6) Paste Projectors: Entangle 5d6, 5 Impairing) DEF, Area Of Eff ect (5” Radius; +1); 25 Psychological Limitation: Devoted To Th e 16 Charges (-0) [16] Philosophies And Goals Of Th e IHA (Very 15 Robot Body: Does Not Bleed 0 Common, Total) 45 Robot Body: Takes No STUN 0 429 Experience Points 20 Tireless: Reduced Endurance (0 END; +½) on 40 STR 0 Total Disadvantage Points: 734 12 Tireless: Reduced Endurance Background/History: Th is character sheet rep- (0 END; +½) on Running 0 resents a typical Minuteman robot used by the 4 Tireless: Reduced Endurance Institute for Human Advancement circa 2002. It (0 END; +½) on Leaping 0 is the seventh generation of such robots (though 1 Tireless: Reduced Endurance none of the fi rst six ever appeared in public), and (0 END; +½) on Swimming 0 represents the pinnacle of the IHA’s researches 30 Robot Body: Damage Resistance into robotics. (10 PD/10 ED) 0 45 Robot Body: Life Support: Total 0 Personality/Motivation: Although artifi cially 75 Boot Jets: Flight 25”, Reduced Endurance intelligent, the Minuteman has no personality to (0 END; +½) 0 speak of. It approaches all situations through the 12 Robot Legs: Running +6” (12” total) 0 application of machine logic, using subroutines so 34 Visual Sensors: Infrared Perception, advanced it almost seems like a living human. Th e Ultraviolet Perception, x1000 Microscopic, only non-logical aspect of its programming is its Telescopic (+6 versus Range Modifi er) devotion to the cause of the IHA; its masters have (all for Sight Group) 0 programmed it with their own hatred of mutants 15 Auditory Sensors: Active Sonar and other “human deviants.” (Hearing Group) 0 Quote: “Surrender At Once Human Deviant Or 3 Auditory Sensors: Ultrasonic Perception We Will Use Force To Capture You.” 146 HERO SYSTEM 5TH EDITION

VIPER TECHNOLOGY Powers/Tactics: In addition to standard robotic PAGE 112  VIPER Here are a few choice abilities (such as Life Support), the Minuteman is According to VIPER’s “offi cial history,” its ori- items from VIPER’s arse- equipped with a wide variety of weapons, ranging gins can be traced back to certain serpent-cults of nals. from standard energy blasters, to freeze rays, to the mythic Valdorian Age that predates Atlantis. sonic attacks, to two diff erent methods of captur- While that may be true (stranger things have cer- V-12 “Destructor” Blaster ing enemies alive. Th e GM can use the robot’s tainly occurred in the Champions Universe), the Cannon: Th e heavi- Variable Advantage and Variable Special Eff ects fi rst solid historical antecedent for the agency is est weapon in VIPER’s attacks to simulate just about any sort of weapon the Unholy Order of the Grand Reptile, a society standard arsenal is the needed. Minutemen tasked to a particular mission of explorers in the mid-nineteenth century who V-12 cannon. It breaks oft en have additional programming or weapons sponsored expeditions into Africa to plunder out this tripod-mounted specifi cally related to that mission. weapon, which requires ancient tombs, and became enamored of the a crew of two for proper Campaign Use: Th e Minutemen robots West African cult of the snake-god Nama. operation, when it expects are the IHA’s most formidable weapons. Although it was defeated and dispersed by major opposition from Due to their power, they should only be adventurers in the late nineteenth and superheroes or the likes of encountered in small numbers; large early twentieth centuries, the UNTIL. groups of them tend to overwhelm Unholy Order resurfaced EB 20d6, 30 Boostable most superhero teams — particu- during the 1920s and ’30s, Charges (+½) (150 Active larly when the robots, through when among other things it Points); OAF Bulky (-1½), secretly assisted fascist Crew-Served (2 agents; their KSs or previous encounters, -¼). Total cost: 54 points know about the heroes’ weak- governments nesses. and their VB-S1A “Shorty” Blaster If you fi nd the Min- agents Pistol Variant: VIPER’s uteman too powerful, (oft en as most popular sidearm has reduce its SPD to 4 and part of pur- been tinkered with and the reserve and slots of its suing even adapted to many diff er- Multipower to 90 points. more secret ent situations. Th e S1A is If it’s too weak, boost the agendas of one of the most common Multipower reserve and its own). variants; it increases the slots until its attacks have Aft er weapon’s ability to pen- enough DCs to worry the World War etrate armor. PCs, and perhaps increase its defenses as II, the Unholy EB 7d6, Armor Piercing well. Order lay fallow, (+½) (52 Active Points); until a new generation — the grandchildren of OAF (-1), 12 Charges (- Th e Minutemen do not Hunt ¼). Total cost: 23 points heroes of their own initiative, but of the original explorers — decided to resurrect it. course are oft en used against PCs Th irty of them came together to re-establish VE-A1 “Trapper” Trapweb Hunted by the IHA itself. the Order, and during their meeting were supposedly instructed by Nama himself to Launcher: VIPER agents Appearance: Th e Minuteman is a “build a new nest for snakes in the modern oft en use this rifl e to humanoid robot standing ten feet tall immobilize superheroes. world” — a nest built with technology, (and sometimes a little taller, depending However, if damaged, the money, and power. Th ese Th irty Founders on options and upgrades), typically with a Trapper is dangerously swore an oath of allegiance and tattooed green body and gold-colored limbs and prone to rupturing (on an themselves with the sign of the serpent as a head. Panels on its hands, arms, and body 11- whenever the weapon mark of devotion. Th us was the Venomous reveal the presence of various weapons, takes BODY damage), Imperial Party of the which can prove fatal to and the ports in the soles of its feet are obvi- Eternal Reptile, or VIPER, born — though the user. ously boot-jets. its existence remained secret from the world at Entangle 8d6 BODY, 5 DEF (65 Active Points); PAGE 111  PSI large until the 1960s, when its activities became OAF (-1), 16 Charges (-0), PSI’s relationship with ARGENT came to an more high-profi le and spectacular. Limited Power (weapon abrupt and bloody end eighteen months ago when Th e Th irty Founders ran the organization subject to dangerous rup- Psimon, the group’s combat leader, discovered through the 1960s and ’70s, and proved a power- ture; -¼). Total cost: 29 ful danger to society, but as they aged gradually points. ARGENT was really just stringing PSI along to learn as much as it could about psionic abilities in lost control to powerful Nest Leaders. By the early 1980s, the organization was in danger of fragment- VG-1 Frag Grenade: the hope of developing psi-tech on its own. Since then the two groups have been at war, striking at ing completely. To keep this from happening, and VIPER frequently issues to preserve some measure of their own power, grenades to its agents, each other whenever the opportunity presents the Th irty reorganized the leadership, creating a fi nding them a cheap way itself. to really boost a squad’s Supreme Serpent to head the entire organization. fi repower. Th is is the most To this day the identity and nature of the Supreme common type of grenade Serpent remain a mystery, and some within VIPER used. doubt he even exists at all — though no one ques- RKA 2d6+1, Explosion tions that over the past twenty years VIPER has (+½) (52 Active Points); become more effi cient, powerful, and dangerous OAF (-1), 4 Charges (-1), than ever. Range Based On Strength VIPER’s secret World Headquarters, the base (-¼). Total cost: 16 points. of operations for the Supreme Serpent and true seat Champions Universe 147 of power for the organization, is not on the Moon DR. PHILLIPPE (VIPER has no space facilities... yet), but where Perks MOREAU the organization’s roots lie: West Africa. Deep 1 Fringe Benefi t: Membership (VIPER) beneath the Mbang Mountains, in an isolated part 5 STR 12 DEX of the nation of Cameroon, the Supreme Serpent Skills 10 CON 8 BODY weaves his webs of intrigue and power to ensnare 6 +2 with VIPER Blasters 20 INT 20 EGO the world. VIPER also has major bases, outside the 20 PRE 8 COM usual Nest structure, hidden in the Alps, India, and 2 KS: Th e Local Underworld 11- 3 PD 3 ED the Arctic. 1 KS: Th e Superhuman World 8- 2 SPD 4 REC 2 KS: VIPER 11- 20 END 16 STUN VIPER AGENT BASIC 2 PS: VIPER Agent 11- Val Char Cost Roll Notes 3 Stealth 12- Abilities: Electronics 13, 15 STR 5 12- Lift 200 kg; 3d6 [1] 3 Streetwise 12- KS: Th e Superhuman 14 DEX 12 12- OCV: 5/DCV: 5 3 WF: Small Arms, Blades World 13-, KS: VIPER 13 CON 6 12- 9 Choose three of the following: Bugging, 11-, Paramedics 15-, SS: Anatomy 13-, SS: Biol- 12 BODY 4 11- Combat Driving, Combat Piloting, Computer ogy 13-, SS: Chemistry 10 INT 0 11- PER Roll 11- Programming, Concealment, Conversation, 10 EGO 0 11- ECV: 3 13-, SS: Cybernetics 13-, Deduction, Demolitions, Electronics, Fast SS: Medicine 14-, SS: 13 PRE 3 12- PRE Attack: 2½d6 Draw, Forgery (3 points’ worth), Gambling Surgery 14-, numerous 10 COM 0 11- Contacts in VIPER and throughout the under- 4 PD 1 Total: 10 PD (6 rPD) world 4 ED 1 Total: 10 ED (6 rED) 3 SPD 6 Phases: 4, 8, 12 Disadvantages: Age 6 REC 0 (40+), Hunted: 26 END 0 PRIMUS, Psychological 30 STUN 3 Total Characteristics Cost: 41 Limitation: Amoral

Movement: Running: 6”/12” Notes: Th e grandson of the noted Victorian Cost Powers END physician whose experi- 32 VB-A1 “Striker” Blaster Rifl e: Multipower, ments with vivisection 52-point reserve, 32 Charges for entire scandalized England and eventually led to reserve (+¼); all OAF (-1) [32] his death, Dr. Phillippe 2u 1) Basic Setting: EB 8d6; OAF (-1) Moreau is a valued 3u 2) Autofi re Setting: EB 7d6, Autofi re associate of VIPER. (5 shots, +½); OAF (-1) Following his capture 6 Gun-butt Club: HA +3d6; OAF (-1), by the New Knights of Hand-To-Hand Attack (-½) the Round Table aft er 17 VB-S1 “Shorty” Blaster Pistol: he created an army of EB 7d6 OAF (-1), 2 clips of human-animal hybirds 12 Charges each (-0) [12] to take over Europe, 12 VIPER Fang: HKA 1d6 (2d6 with STR), VIPER broke him out of prison and put him Reduced Endurance (0 END; +½); OAF to work on its behalf. (-1), Real Weapon (-¼) plus Ranged (+½) As such he had the for HKA 1d6; OAF (-1), 1 Recoverable opportunity to create, or Charge (-1¼), Range Based On STR (-¼), assist in the creation of, Lockout (cannot use HKA until Charge is several VIPER supervil- recovered; -½) 0 lains, including Oculon, Martial Arts: VIPER Brawling Halfj ack, and Ripper. No Maneuver OCV DCV Notes doubt VIPER will call 4 Block +2 +2 Block, Abort upon his services again 4 Dodge — +5 Dodge, Aff ects in the future.... All Attacks, Abort 4 Punch +0 +2 5d6 Strike 3 Th row +0 +1 3d6 + v/5; Target Falls 9 VIPER BCU (Basic): Armor (6 PD/6 ED); OIF (-½), Activation Roll 14- (-½) 0 2 VIPER Helmet (Basic): Armor (2 PD/2 ED); OIF (-½), Only Protects Th e Head (-1) 7 VIPER Helmet (Basic) Communications System: Radio Perception/Transmission (Radio Group); OIF (-½) 0 148 HERO SYSTEM 5TH EDITION

VIPER PLOT SEEDS (3 points’ worth), Interrogation, Lockpicking, non-laced boots, belt, gauntlets, and piping. Th e Paramedics, Persuasion, Security Systems, VIPER symbol appears on the left breast and both VIPER invades and Shadowing, Systems Operation, Tactics, 3 upper arms, in various colors denoting rank. (Elite takes over a Millennium points’ worth of KSs/Languages/SSs/TFs/ VIPER agents, and all VIPER offi cers, have the City skyscraper, daring WFs, 1 3-point Combat Skill Level insignia symbol on the right breast; some offi cers heroes to try to get have diff erent coloration patterns for their tunics.) them out. What’s going Total Powers & Skills Cost: 137 Th e BCU is made of a sophisticated armored cloth on inside — why did Total Cost: 178 to protect the wearer, and includes varying pockets VIPER pick this build- and pouches for carrying gear and supplies. ing? What special weap- 50+ Disadvantages Attached to the VIPER agent’s belt, and also ons do they have to fend off superheroes? 5 Distinctive Features: VIPER uniform (Easily colored yellow, are a holster for the agent’s VB-S1 Concealed; Noticed And Recognizable) Blaster Pistol and a sheath for his VIPER Fang VIPER funds the cre- 10 Hunted: VIPER 8- (Mo Pow, NCI, Watching) combat knife. Th e VB-S1, nicknamed “Shorty” ation of a new national 15 Psychological Limitation: Amoral And because it looks like a cut-off , stumpy verion of the newspaper, Th e Ameri- Greedy (Common, Strong) VB-A1 Blaster Rifl e, has a fairly heavy body taper- can Times, which will 20 Social Limitation: Subject To Orders (Very ing down to a narrower muzzle, and a roughly tri- use slanted coverage, Frequently, Major) angular-shaped guard extending from the bottom biased editorials, and 78 Experience Points or Disadvantages specifi c of the grip and attaching to the middle bottom of subliminal advertising to the individual agent the barrel. Th e weapon’s power cell fi ts into the grip. to generate support (and In the fi eld, a VIPER agent wears a distinctive new recruits) for the Total Disadvantage Points: 178 helmet, green with a one-way gold-colored face- Venomous Empire. Can plate that hides the wearer’s identity; the wearer’s the PCs fi gure out what’s Description: Th e typical VIPER agent — the going on and put a stop lowest-ranking and least powerful member of the rank insignia is painted on each side of the helmet. to it? organization — wears a standard Basic Combat In addition to protecting the head, the helmet con- Uniform (“BCU”) in green and yellow. It consists tains communications gear, and other systems can A squad of VIPER of a tight-fi tting green pants and tunic, with yellow be installed as well. agents goes rogue, “defecting” to the PCs to help with the war on crime. Is the off er legiti- mate? Champions Universe 149

RETURN OF THE DESTROYER rity. But Destroyer lives, and he intends en years ago he destroyed the city for the world to tremble at the sound of of Detroit, choosing to commit his name once more. He has chosen the suicide rather than let the heroes site of his greatest defeat — Detroit, now Tof the world defeat and capture known as Millennium City — to launch him. For a decade the world has con- the scheme that will reveal his continued sidered itself safe from his evil, and free existence to all of humanity. from the threat he posed to world secu- 150 HERO SYSTEM 5TH EDITION

sible, Destroyer activated his orbital weapon — which Scenario Summary fi red, together with its devastating energy beam, an undetectable teleportation beam that whisked him Nature And Purpose Of Th e Scenario to safety (he left his helmet behind as a ruse). Safely Th is short scenario — which you can easily ensconced in one of his many secret headquarters, expand or incorporate into another storyline Destroyer began to re-evaluate his methods and in your campaign — is intended to bring Dr. strategems. He concluded he’d wasted too much time Destroyer back into the Champions Universe fol- in meaningless battles with costumed superhumans lowing a decade of his supposed “death.” As such it — battles which, while oft en personally satisfying, also provides a good way for you to introduce your did little to promote his agenda of world conquest players to the new Champions Universe, or convert and rulership. Th ere were better ways to advance his your campaign from another setting. goals. Doctor Destroyer’s goal in this particular sce- For ten years, Destroyer remained in seclu- nario is not to conquer the world in one fell swoop. sion, conducting research and improving his already Instead, he wants to do two things: fi rst, cripple one sophisticated technology. New bases were built, new of his opponents’ technological capabilities; second, robots and weapons developed, and his armor rede- announce his presence to the world, thereby hope- signed, streamlined, and made even more powerful fully causing a lot of panic and meaningless activity than it was before. So carefully did he conceal his he can exploit for his own purposes. Keep this in activities during this time that not even a whisper mind as you run the game and determine how best of a rumor that he still lived reached the ears of any to integrate it into your campaign. authorities or superheroes. Summary Of Events But megalomania cannot forever be denied. Return Of Th e Destroyer begins when the PCs Now, ten years later, mightier than ever, Destroyer receive a report about an unusual armored car rob- can no longer resist the need to make a grand gesture bery. When they investigate, they discover a connec- to announce his survival — in itself a great triumph tion with the U.S. military, but are unable to fi nd out over his enemies — and resume his overt push any specifi cs. However, some clues gathered at the toward world conquest. Th e day has come to humble scene of the crime allow them to continue to track his enemies, force all mankind to bow down before the perpetrators down. him, and begin the Time of the Destroyer. Th e clues and their other investigative work lead the PCs to a manufacturing facility near Mil- lennium City just as super-powered robots working ACT ONE: THE SCENIC for Destroyer attack the place! A titanic battle ensues. ROUTE While the PCs aren’t able to prevent the robbery completely, they do succeed in defeating some of their foes, giving them more clues to work with. Scene One: At The With new information in hand, the PCs are able Scene Of The Crime to uncover the location of one of Destroyer’s secret bases near Millennium City. Aft er smashing their Th e day dawns bright and cheerful, like so way in, they discover more of Destroyer’s robots many others in Millennium City. During the conducting some sort of strange broadcast. Aft er the morning, the PCs receive word of an unusual dust clears, the PCs think they’ve won — only to have armored car robbery that’s just taken place. If any the viewscreens fl icker to life to reveal the face of Dr. of the PCs has Contacts in the military or govern- Destroyer! ment, the information should come from them in the form of an “under the table” tip — the Contact makes it clear that the information must not be WHAT HAS GONE BEFORE traced back to him, that he’d get in trouble for talking to the heroes about it (even if they have Page 70 recounts the story of Destroyer’s fi nal federal government sanction). If the PCs have battle, in which he (and the heroes who opposed no appropriate Contacts, they can learn from a him) destroyed the city of Detroit, Michigan. Facing DNPC who witnessed the attack, or even from an capture for the fi rst time in his supervillainous career, “unconfi rmed report” on the local news. Destroyer seemingly chose death over defeat. He Th e crime took place on the interstate lead- activated an orbital weapon device he had previ- ing north from Millennium City. According to the ously launched, causing it to fi re an immense energy information the PCs can gather, several superhu- beam of massive destructive capability. Th e beam mans swooped down on the armored car, killed killed him, dozens of heroes, and tens of thousands the drivers with energy beams, stopped the car, of people, and reduced most of the urban center of ripped the back open with sheer strength, took the Detroit to rubble. So thorough was the devastation contents, and fl ew away. that all the authorities ever found of Destroyer were a Th e scene, which has been cordoned off by few fragments of his helmet (which remain locked in local authorities, seems to bear out this report. an ultra-secure PRIMUS vault near Washington, D.C. Th e armored car’s windshield has been blasted in, to this day). and both drivers are dead with horrifi c burns. Th e Or so Destroyer wanted his foes to believe. car skidded out of control for a long way down Recognizing that victory in this situation was impos- the highway, and eventually tipped over. Th e back Champions Universe 151 doors have been ripped apart as casually as a Th e PCs don’t have too much time to give TROUBLESHOOTING: normal man would tear up a sheet of paper. Th e the car a going-over — as soon as they gather MISSED CLUES interior of the car is empty. those clues, the feds arrive. Agents of the FBI and A close inspection of the car reveals the fol- Department of Defense, accompanied by numer- If the PCs somehow lowing, based on the Skill Rolls the characters ous soldiers, show up, invoke federal authority, miss all the clues, you make: and make everyone leave. Th e local cops are glad may have diffi culty get- ting them involved in 1. PER Roll (made exactly or better): Th e vehicle to be rid of the matter. Th e PCs may feel diff er- ently, but impress upon them the force of federal the rest of the adventure. has a special interior compartment that’s refrig- If necessary, have an erated — very odd for an armored car. Only the authority and the incredible amount of trouble they’re going to get themselves in if they don’t do NPC police detective contents of the refrigerated compartment were help them out, or a what they’re told. Th e feds will use lethal force if stolen; several boxes of documents were left friendly federal agent behind. Th e documents are all stamped “Clas- the PCs refuse to leave. covertly slip them a sifi ed” and seem to be Department of Defense copy of his report from data and reports relating to acquisition of special Scene Two: Poking Around the crime scene. battlefi eld computers by the military. With clues in hand, the PCs can now begin Alternately, you can go 2. Criminology (made by -2 or better): Embedded investigating this mysterious crime further. Some with the fl ow and make in part of the ripped doors, where the attacker’s avenues of inquiry prove fruitless, while others the characters struggle. hands would have been, are some extremely tiny yield results. Have Destroyer’s Ward- metal fragments. If analyzed, these fragments are roids commit several What was stolen from the armored car were of a previously unknown alloy, much stronger other robberies to several sample computer chips intended for use (but no heavier) than steel. It’s an advanced metal obtain more parts or in America’s new generation of spy satellites. Th e — like something Mechanon might use, but unlike data. Th ey’ll leave clues chips, which have to be kept cool to function any alloys associated with that robotic menace behind at each crime properly, are manufactured by the Unitron Cor- previously. scene (or maybe the PCs poration at a plant north of Millennium City. Th e can intercept them and 3. Criminology (made exactly or better): Th e satellites, several of which were recently secretly have a battle). Eventually energy bolts that killed the drivers were appar- launched, improve America’s image intelligence the PCs will fi nd enough ently some form of plasma blast. A KS: Superhu- capabilities tremendously, and their existence clues to let them con- man World or KS: Superpowers roll made by -2 or and specifi cations are highly classifi ed. Doctor tinue the adventure. more turns up no supervillain with similar powers Destroyer, having learned of them, is concerned anywhere near Millennium City at this time. about the United States’s capacity to spy on his 4. Criminology (made exactly or better): Th ere doings, and so has determined to get rid of them are no fi ngerprints anywhere in the armored car, before embarking on the rest of his plan. except those of the drivers. Th e attackers must Discussed below are several of the most likely have worn gloves, but there are no cloth smudges courses of investigation. If the players think of or fi ber fragments, either (and there normally something else, you can easily adapt a response would be in this situation). based on your knowledge of what’s really going on. 152 HERO SYSTEM 5TH EDITION

Th e Government Connection Player characters with government Contacts or jobs may want to use them to try to fi nd out more about what’s going on. However, unless at least one PC has a Fringe Benefi t: Security Clearance (US government) of 7 or higher, or a Contact in the uppermost echelons of the Department of Defense, their eff orts in this regard get them nowhere. No matter how much they make a Contact roll or Skill Roll by, no one they talk to has any information... or if they do have some, they’re being unusually quiet. Feel free to give the play- ers’ most sinister sus- picions free rein for a while. Th e Mysterious Alloy; Th e Strange Energy If the PCs recovered samples of the strange with an appropriate Detect or other Enhanced metal fragments embedded in the armored car’s Sense might be able to do this naturally.) It works doors (and kept them secret so the government the same as the metal detector, but only registers didn’t seize them), analyzing them yields some the energy signature if the energy itself is in use. interesting results. Th e metal appears to be an If none of the PCs are capable of building one alloy of titanium, osmium, and at least one other (or both) of these sensors, perhaps a friendly NPC metal unknown to conventional science. It does can help them out — otherwise, they’re stuck. Or, not resemble anything in any database the PCs perhaps a “friend” in the government slips them can access. It’s similar in some ways to super- the appropriate technology in secret, without alloys developed by Mechanon that are approxi- off ering any explanation. mately as strong and eff ective... which should raise Streetwise the question of why Mechanon would bother to Characters with the Streetwise Skill may try develop another super-alloy, leading the PCs to to dig up information about the armored car rob- suspect Mechanon might not be the villain behind bery. Unfortunately, this approach won’t do them this whole event. any good. Destroyer hasn’t made any contact with If one of the PCs is technologically-inclined, the local underworld or hired anyone to help him, he could (with an appropriate Skill Roll) build a so no one has any information — no matter how sensor that can detect this unique metal. Unless much a character makes his roll by. However, the the character can aff ord to devote Character absence of information should itself tell the PCs Points to this device (such as from a “Gadget this is no ordinary heist. Pool” Variable Power Pool), it won’t have much of a range — the PCs will have to get fairly close to the metal to detect it (though the exact distance depends on the mass of the metal object they’re near to). Th e energy bolt (or bolts) that killed the armored car drivers was also unusual, and the PCs can try to track it as well using a similar sort of sensor set to detect its “energy signature.” (A PC Champions Universe 153

chips and similar technology. Someone has just ACT TWO: smashed or blown his way into a specially secured BATTLE IS JOINED wing of the facility. If the PCs pursue, they’ll dis- cover the entire wing is refrigerated to slightly Scene One: Fight below freezing (consider it Temperature Level -3). Th ey soon come to a large manufacturing labora- In The Factory tory where they discover several foes. For the lab, use the “warehouse” map from Equipped with the sensors mentioned above, the HERO System Resource Kit (if you have it), and the PCs can start scanning the city and nearby just replace boxes and other warehouse equipment locales for the metal and/or energy. Searching to with laboratory equipment. Otherwise just draw a the north of the city — the direction the armored map 22 hexes long by 17 hexes wide and fi ll it with car was going — is the best way to start, but you appropriate tables, presses, and the like. can have the PCs fi nd what they’re looking for Th e foes are humanoid, but obviously robots whenever you want. As so oft en happens in adven- — they have streamlined metallic bodies, almost ture stories, they end up in just the right place at featureless faces, and mechanical voices when they just the right time. speak. Th ere are three types of these Wardroids, as As the PCs search northward, they come close Destroyer calls them. Th e fi rst, and slenderest, is to a business called the Unitron Corporation. If the Type A; use Pulsar’s character sheet for it. Th e you like, you can have them roll CK: Millennium second, and bulkiest, is the Type B; use Devastator’s City or any other appropriate Skill to remember character sheet for it. Th e third, in between the that Unitron manufactures high-tech computer other two in terms of bulkiness, is the Type C; use chips and related items of advanced technology. Tachyon’s character sheet for it, but increase its STR As they get a little closer to Unitron, their sensors to 60 and replace all its Teleportation-based powers spike — what they’re looking for is in the Unitron with one MegaScaled Teleportation power. Give all facility! At about that moment, they hear a muffl ed three Wardroids Life Support (Total). (You can fi nd explosion from within the building. character sheets for these three villains in Champi- Once the PCs get inside (which shouldn’t be ons, pages 196-211.) Th e number of Wardroids, and too hard) they fi nd that most of the building is number of each type, depends on what you need devoted to manufacturing and storing computer 154 HERO SYSTEM 5TH EDITION

TROUBLESHOOTING: NO ESCAPE

Because the Type C Wardroid doesn’t Tele- port away from the Unitron labs until he gets his fi rst Action, it’s possible the PCs will disable or destroy it fi rst, thus preventing its escape. Now what will Destroyer do? He’ll have to shift gears and try to steal the placement data for the new spy satellites. If he has precise coor- dinates, he can destroy them with orbital weap- ons or planet-based railguns. Th is requires a little work on your part, but you can con- tinue the scenario with changes in focus; simply have the Wardroids start committing robberies to gather the data and parts Destroyer needs, gradually leaving clues until the PCs can track them down. to off er a combat challenge to your PCs, but there what the teleporting robot stole were the company’s should be at least one Type C. primary supply of prototype chips. Th e others were When the PCs arrive, the Wardroids all have stealing various plans and data pertaining to the containers in their hands. One Type C will Teleport chips. If Dumont doesn’t trust the PCs — if they away as its Action. Th e others drop their contain- have shady reputations or conduct themselves inap- ers and remain to battle the PCs. You should have propriately — he won’t reveal any of this. (Th e PCs enough Wardroids there to give the PCs a good could still get the information by threatening him, fi ght, but not so many the PCs have little or no using Telepathy, or the like, but that probably won’t hope of victory. Any Wardroid Knocked Out to -10 help their reputations any.) STUN or below is out of the fi ght completely; its Assuming the PCs aren’t all killed, and manage self-destruct circuits activate, causing it to fl ash- to defeat at least one Wardroid, they can examine it fry itself from the inside out (this has no eff ect on for clues. Its internal workings, including all com- anyone else, but does make the outer shell of the puter fi les in its “brain,” are completely ruined by Wardroid become uncomfortably hot). Wardroids the self-destruct, but even a casual examination of also activate their self-destruct if inescapably the ruined parts shows how sophisticated the robot restrained or captured. If the PCs are all Knocked is. Out or killed, the remaining Wardroids pick up With a Criminology roll at -3 or better, a PC their containers and leave the scene. can fi nd on one of the captured Wardroids, or on the fl oor aft er the fi ght if necessary, a tiny piece of vegetable matter. Analysis of the clue shows that it Scene Two: Tracking The is a needle from the Michigan long-needled blue Wardroids pine, a rare species of coniferous tree that only grows in a small national park about 100 miles Aft er the battle ends, Unitron employees will from Millennium City. come running to thank the PCs, off er medical If the PCs fail to fi nd the pine needle, they can attention if necessary, and so forth. A high-ranking use their energy sensor (if they built one) to follow company offi cial, Victor Dumont, will, if he trusts any fl eeing Type A or B Wardroids. Th e metal the PCs, off er a brief explanation before the federal sensor won’t work, since metal particles don’t fl ake authorities arrive. He’ll tell the PCs that the com- off in-fl ight — but the Wardroids’ energy signatures pany is manufacturing computer chips vital to the last for a while. new generation of American spy satellites, and that Champions Universe 155

that lead to the reign of Dr. Destroyer ACT THREE: over all mankind! DESTROYER LIVES! “Th e fi rst step on the path to my inevi- table dominion over Earth is a simple one. Scene One: A I cannot tolerate the eavesdropping of the United States; Destroyer must be free to Walk In The Woods work his will without the interference of With the coniferous clue in hand, the PCs can any nation! So, using the chips retrieved travel to the national park and begin using their by my agents earlier today, I have taken sensors to comb the area to fi nd where the robots steps to remove its ability to “spy” upon are hiding. (Alternately, depending on how the me. Observe:” battle went, they may have followed fl eeing Ward- roids.) Destroyer’s picture is replaced by a scene Destroyer has established a small outpost in in outer space, showing several of the new U.S. what appears to be a cabin in the woods. It actually spy satellites orbiting Earth (or, if he is there “in conceals a small underground complex. Finding person,” he gestures imperiously at the monitors, a way in — either sneaking in through ventilation and they come on). As the PCs watch, the satellites shaft s, smashing through the fl oor of the cabin, or blow up, one by one. Destroyer continues: something similar — shouldn’t slow the PCs down too long. “Th e Americans are now as blind as all Th e underground complex consists mainly of the other petty kingdoms of the Earth. one large room. Advanced computers and other Like their brethren, they must tremble in electronic devices lines the walls, with large moni- ignorance, unaware of the next stroke of tors above every bank of equipment. You can adapt my master plan. And I assure you, neither the “starship bridge” map from the HERO System they, nor you gaudily-costumed fools, will Resource Kit to represent the room if you have it, or have to wait long.” quickly sketch another 22” x 17” map. Th e Wardroids — as many as you need to give With that the monitors fade to black, or the the PCs another good fi ght — are here, furiously Destroyer-bot attacks the PCs, as appropriate. working with the machinery. At least one is a Type Aft er the speech ends, or the PCs defeat the C (the one who escaped with the chips earlier). Destroyer-bot, the complex begins to self-destruct Th ey stop working when the PCs enter, and imme- — computer banks explode, the ground shakes, diately attack. the ceiling starts to collapse, and so forth. Th e PCs should barely get out in time, and then have to spend a little while helping to prevent a forest fi re Scene Two: The Past Revived that might kill off the rare Michigan long-needled How you handle the rest of the scenario blue pine. depends on two facts. First, do the PCs win the battle with the Ward- roids, or are they defeated? Typically they’ll win, TUNE IN NEXT WEEK... and the scenario proceeds normally. But if they’re So ends Return Of Th e Destroyer... but the defeated, they’ll awaken in some hidden headquar- evil Doctor’s scheme is far from completed. What ters of Destroyer’s, far from Michigan. Destroyer does he have in mind? What will happen next? plans to use them for experiments. You’ll have to Th at’s up to you, the GM, based on how you want continue the scenario from there on your own. things to work in your campaign. In some games, Second, you have to gauge how your play- Destroyer might commence his plan immediately, ers will react to a confrontation with Destroyer. which means this scenario is just the fi rst part of a If they won’t get frustrated just talking to him via long story arc. In other games, Destroyer’s scheme the monitor screens, there’s no need to have him might be the focus of several scenarios scattered physically “present” at all. If they’d fi nd that horribly amidst other game events. Only one thing is for anti-climactic, you can have a hidden door open to sure: Destroyer intends to rule the world, and he reveal “Destroyer” himself. It’s actually just a Type B will brook no interference with his plans. Wardroid with all its primary powers and abilities Aft er you run this adventure, you should increased to about 150% of normal. work its consequences into the ongoing tapestry In either case, whether he appears on the of the campaign. Deprived of much of its imag- monitor screens or “in the fl esh,” Destroyer opens ing intelligence capability, the United States must with a soliloquy: scramble to launch several new satellites. It may “Greetings, you who call yourselves call on the PCs for help getting them into space as “heroes.” Consider yourselves privileged, quickly as possible. Meanwhile, America’s enemies for I have allowed you to be present at the — rogue nations such as Awad, terrorists, and the beginning of a course of events that will like — will do their best to take advantage of her soon come to be regarded as the most temporary “blindness.” important in world history — the events 156 HERO SYSTEM 5TH EDITION CHAMPIONS UNIVERSE INDEX

Entries in italics indicate a page with ASPRA ...... 24, 35-36 Brainchild (gadgeteer mentalist Comet, the (Golden Age hero, created a character sheet for the character in Assassins, Ancient Order of ...... 20 villain) ...... 78 by Project Ascension) ...... 40 question. Pages 116-148 are the GM’s Asteroid belt ...... 132 Brainwave (San Francisco hero) ...... 17 COMET (Ottawa hero team) ...... 69 Vault; players should not read that Astral Plane (dimension) ...... 96 Bravo (New York City hero, member Comic books, superhumans and ...... 52 material. Atlantean Age ...... 88 of the Sentinels) ...... 68 Concealing one’s identity in public, Atlantis ...... 20, 88-90 Brawler (super-strong hero, leader laws against ...... 48-49 Abbot, James (member of the Circle Atlas (powered armor hero working of the Justice Squadron) ...... 68 Congeries (dimension) ...... 96 of the Scarlet Moon) ...... 140 for Donatelli Services, Inc.)...... 58 Brin Rei Tarn (former Star*Guardian Corazon Valenzuela (Sapphire) ...... 24 Abbreviations ...... 5 Atoll (water- and earth-manipulating of Earth) ...... 23, 25 Cormar (rebel against Vondarien Abercrombie, Aloysius (member of the Filipino villain) ...... 74 British Isles, superhumans in ...... 31, 71 of Atlantis) ...... 88 Trismegistus Council) ...... 139 Australia, superhumans in ...... 31, 45, 75 Broadcast media, superhumans and ..... 51 Corundum (hero, killed by Takofanes) ....102 Acantilado (super-strong Mexican hero) .69 Autour (French hero) ...... 72 Bronze Age heroes and events ...... 16-17 Costa Azúl (country in the Caribbean) .....70 Achilles (Golden Age hero, created by Awad ...... 73-74, 108, 128, 145 Brother of DEMON ...... 142 Costumed identities, lawsuits involving ....50 Project Achilles) ...... 40 Axis protection spells ...... 11-12, 22 Brother Th under (mystic Vibora Cottonmouth, the Cottonmouth Achilles, Project ...... 40 Babylon (dimension) ...... 96 Bay hero) ...... 83 Incident ...... 25, 112 ACI (Franklin Stone’s corporation)...... 59 Barker, Richenda (mayor of Vibora Bulletproof (Golden Age hero) ...... 12 Cowboy (Golden Age hero) ...... 11, 12 Adair Publishing (corporation)...... 59 Bay) ...... 82 Bureau 17 (Japanese government Crimes and criminal law ...... 48-49 Adder (VIPER villain) ...... 112 Basilisk Orb ...... 23 agency) ...... 94 Crowns of Krim (demonic villain team, Advanced Concepts Industries Bastille (super-strong powered armor Bureau of Prisons ...... 45 led by Dark Seraph) .... 26, 66, 98, 133 (Franklin Stone’s corporation)...... 59 French hero) ...... 72 Bureau S (former British government Cruel and unusual punishment ...... 48 Advanced Research Group See “ARGENT” Bay Guardians (San Francisco hero agency) ...... 23, 46 Crusader (New York City hero) ...... 17 Africa, superhumans in ...... 31, 73, 127 team) ...... 69 Business and Financial World...... 58-59 Crusher (powered armor British villain) ...71 Agent 57 (Chinese superhuman) ...... 121 Bearcat (Cold War-era American Buzzsaw (villain) ...... 17 Cuchullain (super-strong mystic Aggravated assault, use of hero)...... 59 Cabal, the ...... 9, 21 Irish hero) ...... 71 superpowers as ...... 48 Beast Mountain ...... 130 Caliburn, Robert (mystic Vibora Bay Cult of the Red Banner ...... 128 Agharti ...... 130 Beckett, Luther (well-known chemist) ..81 hero) ...... 83, 128-29 Cyberline (PRIMUS super-serum/ Aguila, El (deceased Mexican hero) ...... 69 Beek (super-strong Russian villain) ...... 72 California ...... 17, 24 treatment) ...... 43, 116 Air King (British pulp-era criminal) .....10 Behind Th e Mask (TV show about California Patrol (informal hero Cyrax the Conqueror (Silver Age villain) ..13 Akumashibaru (demon-hunting superhumans) ...... 51 team) ...... 19, 26, 69 D-Soldiers (Istvatha V’han’s troops) .. 96, 100 Japanese hero) ...... 75 Bellatrix (FBI hero) ...... 44 Cambridge Biotechnologies (corporation, Dagger (Arabic villain) ...... 74 Albion (mystic British hero) ...... 71, 125 Beowulf (Silver Age hero, founding Dr. Silverback’s employer)...... 59 Dalsith (rebel against Vondarien of Atlantis, Aliens ...... 95 member of the Sentinels) ...... 16 Campaign Guidelines ...... 28, 114 becomes Sharna-Gorak) ...... 88 All-American (United States’s offi cial Beowulf (super-strong Danish hero) ....72 Canada, superhumans in ...... 31, 45, 69 Dargon the Usurper (rebel against superhero) ...... 23, 37 Berkelheimer, Annette (founder of Cannonade (powered armor hero) ...... 57 Oceanus, usurper of Atlantean Almena, Andre (Earth’s Star* the IHA) ...... 25-26, 111, 145 Capes And Cowls (sitcom about throne) ...... 10, 12, 22, 89 Guardian) ...... 25, 132 Beta-class villains, as rated by superheroes) ...... 52 Dark Champions, superhumans and .... 32 Alpha-class villains, as rated by Superhuman Survey ...... 39 Captain Patriot (Golden Age hero; Dark Cloud (Chinese superhuman) ...121 Superhuman Survey ...... 39 Binary Corporation (corporation, world’s second superhuman) .. 11, 25, Dark Seraph (demonic villain, leader Amazing Man I (member of the Binary Man’s employer)...... 58, 120 ...... 84, 86, 129 of the Crowns of Krim) Fabulous Five, father of Amazing Binary Man (corporate hero) ...26, 58, 119 Caribbean, superhumans in ...... 70 ...... 17, 26, 66, 98, 133 Man II) ...... 13, 16, 24 Binnaker, Mark (founder of Super- Carr, Andrew ...... 10 Dart (hero, member of the Amazing Man II (hero, son of Amazing Talk.Com) ...... 54 Carr, Marvin (Black Mask VI) ...... 9 Fabulous Five) ...... 17 Man I and Siren, member of the Biselle, Calvin (mayor of Millennium Cassidy, Th omas (media mogul, de Morphant family ...... 65 Sentinels) ...... 19, 23, 26, 68 City) ...... 79 founder of SNN) ...... 25-26, 51, 118 de Morphant, Giles (the Black Paladin) .....20 American Business Machinery Black Annis (mystic Scottish Cat, the (British villain) ...... 71 de Valenois, Gildas (founder of the (corporation)...... 59 villainess) ...... 71 Cataclysm, the (sinking of Atlantis) 20, 88 Circle of the Scarlet Moon) ...... 108 American Eagle (Golden Age hero) ...... 12 Black Eagle (British hero in Cateran (super-strong Scottish villainess) 71 DEA ...... 44 American Superhuman and Para- World War I) ...... 10 Celestar (Canadian heroine) ...... 69 Death Dragon ...... 121, 128 normal Registration Act ...... 24, 35-36 Black Legion (Bundist spy Central America, superhumans in .. 31, 70 Deaths of Sentinels and other Ameriforce One (superhuman organization) ...... 11 Chainmail (Portuguese hero) ...... 72 superheroes, greatly exaggerated ...16 soldiers) ...... 25, 40, 116 Black Mask (generally) ..7-9, 13, 18, 20-26 Challenger, Professor ...... 10 Decibelle (teen heroine with sonic Ancients, the (Empyreans) ...... 93 Black Mask I (Revolutionary War masked Champions (Millennium City hero team, powers, leader of Nova) .... 68-69, 125 Andromeda Galaxy ...... 95 hero) ...... 7 founded by Defender) ...... 26, 78 Dee, John ...... 7 Andros (second husband of Mara, father Black Mask X ...... 18, 26, 83 Chaos-Beast (dimensional invader, defeated Defender (powered armor hero, founder of Marus and Th alassa) ...... 23, 25, 90 Black Owl (pulp-era hero of Philadelphia) by the Justice Squadron) ...... 25, 68 of the Champions) ...... 24, 26, 57 Antarctica ...... 75, 128 10, 22 Character sheet notation ...... 5 Defenders Of Justice (Golden Age Anubis (mystic villain) ...... 73 Black Paladin (villain) ...... 20, 98 Charisma (character on To Save Th e World) hero team) ...... 11-12, 22, 86 Anvil (Indian hero) ...... 73 Black Rose (New York City heroine, leader of 52 Defense, Department of ...... 39-43 Arcadia ...... 92-94 the Sentinels) ...... 19, 26, 68 Charm Girl (Japanese heroine) ...... 75 Defenses to crimes ...... 49 Arcane (mystic teen hero, wanted for Black Tiger (Indian villain) ...... 47 Checkmate (Cold War-era Soviet superhu- Defensores de Méjico ...... murder) ...... 69, 125 Blackmun, Alicia (member of the man)...... 59 See “Mexican Defenders” Archangel (New York City heroine, Trismegistus Council) ...... 139 Chen, Miranda (WRJK reporter) ...... 51 Defi ning “Superhuman” ...... 28 killed by Takofanes) ...... 66, 102 Blackmun, Eustace (founder of the Cherry Blossom (symbol of Yengtao Temple) Deloss (Empyrean) ...... 132 Archmage, the (mystical guardian of Trismegistus Council) ...... 105 60 Delphi (hero, killed by Takofanes) ...... 102 Earth) ...... 124 Blaze (South African hero) ...... 73 Chevalier (French hero) ...... 72 Delta-class villains, as rated by Archon (Empyrean) ...... 93 Blazon (mystic armored hero, member Chicago, superhumans in ...... 69 Superhuman Survey ...... 39 Arena ...... 119 of the London Watch) ...... 71 Children of Ataturk (Turkish hero team) 74 Demographics, superhuman ...... 31-33 Arena, the (illegal superhuman Blink (teleporting heroine, member China, superhumans in ...... 23, 31, 46, 74 DEMON ...... 21, 23-25, 66, 69, 72, pit-fi ghting circuit) ...... 53-54 of the Justice Squadron) ...... 68 Chíquador (country in South America) 70, ...... 83, 108-10, 124, 127-28, 140-44 ARGENT ...... 24-26, 57, 69, 108, Blood Crown ...... 98 125, 145 Department 17 ...... 129 ...... 111, 125, 128, 140 Boer, the (retired South African hero) ..73 Circle of the Scarlet Moon ...... 65-66, 105, Department of Defense ...... 24, 39-43 Arlequin (Nazi villain) ...... 11 Bogenschütze, der (weaponmaster ...... 108, 124, 140-41 Department of Justice ...... 43-45 Arnold, Ruth (Police Commissioner of German hero) ...... 72 Claymore (weaponmaster Department of Superhuman and Millennium City) ...... 80 Bold Mountain (super-strong Korean Scottish villain) ...... 71 Paranormal Aff airs (DOSPA) ...... 36 Art, superhumans and ...... 53 hero) ...... 75 Clockwork (gadgeteer British villain) ...71 Desert Cat (Saudi Arabian hero) ...... 74 Arthur, King of England ...... 20 Bookworm (Silver Age villain) ...... 13 Cloned Soldier (created by Teleios) ....137 Destruga (Dr. Destroyer’s artifi cial Arvad (Empyrean, ruler of the Borealis (light-manipulating Cloudcutter (fl ying hero, works island) ...... 25-26, 98 Lemurians) ...... 93 Canadian villain) ...... 69 with the DEA) ...... 44 Detroit ...... 26, 56, 76-80 Ascension, Project ...... 40 Borovik UNTIL scandal ...... 16 Cobra, the (pulp-era hero) ...... 10, 60 Devastator ...... 57 Asia, superhumans in ...... 31, 73-75, 128 Bouc (mentalist French villain) ...... 72 Colville, Lt. Barry (friend of Sea Hawk) .....10 Dew Chemicals ...... 81 Champions Universe 157 Diadem (New York City heroine, Europa ...... 132 Gold (martial artist Chinese villainess) ...128 IHA See “Institute for Human Advancement” member of the Sentinels) ...... 68 Europe, superhumans in ...... 31, 70-73 Golden Age heroes and events ...... 11-13 India, superhumans in ...... 31, 47 Diamond (hero, formerly of the Eurostar (villain team) ..18, 25-26, 70, 110 Golden Avenger (leader of PRIMUS) ..26, 43 Inner Circle (leaders of DEMON) ...109, 124 Fabulous Five, member of the Everest, Mount ...... 130 Golden Crown ...... 98 Insanity defense, superhumans and ...... 49 Sentinels) ...... 13, 17, 68 Evergreen (plant-controlling Scottish Golden Dragon Fist (Hong Kong Insight (telepathic FBI hero) ...... 44 Diamondback (VIPER villain) ...... 112 heroine) ...... 71 martial artist hero) ...... 60 Institut Th oth ...... 24, 104, 138-39 Digitak (gadgeteer hero, killed by Evidence, superhumans and ...... 50 Goldfi re (hero, killed by Takofanes) ....102 Institute for Human Advancement Mechanon) ...... 57 Excessive force, superpowers and ...... 48 Gossamer Storm (Chinese heroine, ...... 25-26, 69, 72, 111, 125, 144-46 Dimensions ...... 96 Exclusionary rule ...... 50 member of the Tiger Squad) ...... 46 Insurance and superhumans ...... 50 Diplomatic immunity ...... 49 Fabulous Five (superhero team, founded Government, superhumans and ...... 35-50 Interface (cyborg villain) ...... 78 Directorate Black-12 (Soviet super- 1959, disbands in 1979) ...... 13, 17, 23 GraniteMan (Chinese hero, member International Superhuman Correctional human soldier program). ....59, 72-73 Faerie (dimension) ...... 96 of the Tiger Squad) ...... 46 Facility (UNTIL’s super-prison) ...106 Distribution of superhumans among Farquar, David (founder of SuperWorld Gravitar (powerful gravity-manipulating Internet, superhumans and ...... 54 the population ...... 31 Magazine) ...... 24, 51 villainess) ...... 18, 72, 99-100 Introduction ...... 4 DOJ See “Defenders Of Justice” Fassai (alien species, Herculan’s people) ....95 Great Britain, superhumans in Iran ...... 74 Donatelli Services, Inc...... 58 Father Elk (leader of Beast Mountain) .....130 ...... 9-10, 46-47, 125 Iraq ...... 73, 128, 145 Donner (Nazi villain) ...... 11 F~zfa Tél (cold-manipulating Hungarian Greenskin, Project ...... 26, 100-01 Ireland, superhumans in ...... 71 Dorvala (planet, Ironclad’s home) ...... 95 heroine) ...... 72 Grey Ghost (Confederate masked hero) .....9 Iron (martial artist Chinese villain) ....128 DOSPA ...... 36 FBI 44 Grey Guardian (pulp-era hero of Iron Age heroes and events ...... 17-19 Downshift (speedster heroine, member Federal Bureau of Investigation ...... 44 San Francisco) ...... 10 Iron Crown ...... 98, 102 of the California Patrol) ...... 69 Federal law enforcement sanction ...... 43 Griffi n (villain) ...... 17 Iron Dragon (powered armor Japanese Dr. Black (mystic hero, member of Feuermacher (fi re-manipulating villain, Griffi n, Hawley (the “Invisible Man”) ...10, 21 villain) ...... 75 UNITY) ...... 107 member of Eurostar) ...... 26, 70, 110 Grond (super-strong villain) Iron Father (Golden Age villain Dr. Destroyer ...... 17-18, 24, 26, 56, Fiacho (villain, leader of ...... 17-18, 25-26, 77, 100 from Japan) ...... 11 ...... 76-77, 98-99, 116, 133 Eurostar) ...... 25, 70, 110 Grover’s Mill, New Jersey (site of Ironclad (super-strong alien hero, Dr. Ka (mystic Vibora Bay hero) ...... 83 Financial World...... 58-59 Sirian invasion in 1938) ...... 11, 22 member of the Champions) .....26, 95 Dr. Macabre (Silver Age villain) ...... 13, 14 Fire Blossom (Bronze Age heroine in Groves, Major Leslie ...... 12 Ironhorn (South African villain) ...... 73 Dr. Phantom (Silver Age heroine, founding New York City) ...... 60 Guamanga (country in Central America) Ironwood Industries (corporation)...... 59 member of the Sentinels) ...... 16 Firebrand (FBI hero) ...... 44 ...... 26, 70, 108 ISCF (UNTIL’s super-prison) ...... 106 Dr. Scarab (Silver Age mystic hero, son Firewall (fi re-manipulating hero, member Guardhouse, the (UNTIL’s super- Israel, superhumans in ...... 47 of Dr. Twilight) ...... 16 of the California Patrol) ...... 69 prison) ...... 106 Istvatha V’han (dimensional empress Dr. Silverback (Millennium City hero) ..... Firewing (alien fi re-manipulating Guidelines for the campaign ...... 28, 114 and conqueror) .... 26. 96, 100-01, 124 ...... 17, 24-26, 78, 130 villain) ...... 18, 26, 95, 99 Guru, the (Silver Age villain) ...... 16 (Silver Age villain) ...... 16 Dr. Twilight (Golden Age hero of Harlem, First Wave (Champions Universe Harker, Jonathan ...... 21 Jack the Ripper ...... 9, 21 father of Dr. Scarab) ...... 11-12, 16, 22 campaign option) ...... 114 Harmon Industries (corporation, Jade Phoenix ...... 60, 121-22 Dr. White (mystic heroine, member of Fist of Allah (offi cial hero of Iran) ...... 74 owned by Defender’s family)...... 59 Janissary (Department of Defense UNITY ...... 107 Flashover (fi re-manipulating hero, member Harmon, James I ...... 20 superhuman soldier) ...... 26, 41 Dr. Yin Wu (powerful Chinese sorcerer) .. of the Justice Squadron) ...... 68 Harmon, James II ...... 22 Janus Key ...... 14-16 ...... 65, 74, 103, 130, 138 Flechette (hero, killed by Takofanes) ..102 Harmon, James III ...... 22-23 Japan ...... 31, 47, 74-75, 94, 128 Draco (hero, member of the Flying Fortress (the Warlord’s base) ....102 Harmon, James IV ...... 24 Javangari, Vale of ...... 133 Fabulous Five) ...... 17 Fomorians (demonic, evil giants) ...... 71 Harrier (Australian hero) ...... 75 Jekyll, Dr. Henry ...... 9-10, 21 Dracula, Count ...... 9, 20-21 ForceKnight (powered armor Haynesville, Kansas ...... 84 Jetstream (aquatic heroine, works Dragon Crown ...... 102 Canadian hero) ...... 69 Haynesville Project ...... with the DEA) ...... 44 Drake-Victoria, Inc. (corporation)...... 59 Fordham ChemTech (corporation)...... 59 ...... 11, 22-23, 38, 40, 86, 129 Johnson, Daniel James (Golden Dreamscape (mentalist Scottish hero) ..71 Fortuna (luck-manipulating Hazard (mercenary villain) ...... 78 Avenger of PRIMUS) ...... 26, 44 Dreamsinger (Silver Age hero, opposed Italian heroine) ...... 72 Hazor (Empyrean, ruler of Arcadia) .....93 Jubal (Empyrean) ...... 94 Vietnam War) ...... 16 Four Worlds, the ...... 96 Headquarters Interview (SuperWorld Jupiter ...... 132 Dreamtime, the (potentially dangerous Foxbat (lunatic villain) ...... 18, 26 Magazine feature) ...... 52 Juryrig (gadgeteer Vibora Bay hero) .....83 dimension) ...... 45, 131 France, superhumans in ...... 46, 72, 127 Heracles ...... 7 Justice, Department of ...... 43-45 Drift er, the (mystic hero, member of the Frankenstein, Baron, and his Monster .... 9 Herculan (alien villain) ...... 95 Justice Force Omega (hero team on Justice Squadron) ...... 68 Freakshow (villain) ...... 18 Hero Universe ...... 30 To Save Th e World) ...... 52 Drug Enforcement Administration ...... 44 Freedom Battalion (off shoot of Defenders Hero Wizard (Russian hero) ...... 47 Justice Squadron ...... 13, 26, 68 Drune (mystic hero, member of the Of Justice) ...... 12, 22 HeroTalk (TV show about Kagamishoki (Japanese villain) ...... 75 Nightwatch) ...... 71 Freedom Patrol (San Francisco superhumans) ...... 51 Kal-Turak, Ravager of Men ...... 133 Duchess Industries (corporation)...... 59 hero team) ...... 26, 69 Hessler, Erich (Nazi occultist; becomes Kapulika, Iwalani (member of the Due process, application to aliens et al...... 48 Futurian, the (pulp-era hero) ...... 10 Der Totenkopf) ...... 11 Circle of the Scarlet Moon) ...... 140 Dugan, Jimmy (SuperWorld Magazine Gadget Boy (gadgeteer Japanese High Apostolic Church ...... 83, 128 Katar (Indian villain) ...... 47 reporter) ...... 52 teen hero) ...... 75 High Command (UNTIL’s Kaufman, Robert (former Golden Dupin, Auguste ...... 9 Gadgets (TV show about super- leadership) ...... 106 Avenger of PRIMUS) ...... 44 Duquesne, Roger and Martika (members of technology) ...... 51 High Serpents (VIPER leaders) ...... 112 Kazan (lava-manipulating Japanese the Circle of the Scarlet Moon) ...140 Gadroon (alien species) ...... 24-25, 95 Himalaya (super-strong Indian hero) ...73 villain) ...... 75 Durak (super-strong villain, member of Gangar (rebel against Oceanus Himeki (solar-powered Golden Age Kazeronin (wind-manipulating Eurostar) ...... 110 of Atlantis) ...... 89 Japanese superhuman) ...... 74 Japanese villain) ...... 75 Dwarfstar (super-strong hero, interim leader Ganika (giant monster, resident of Hippolyta ...... 7 Kelvarite (mysterious alien of the Peacekeepers) ...... 69 Monster Island) ...... 94 History of superheroes ...... 6-26 mineral) ...... 30-31 Dweomer (mystic Irish hero, possibly the Gargoyle, the (Silver Age villain) ...... 13 Hitler, Adolf ...... 21 Kendrium (uncanny metal) ...... 57 next Archmage) ...... 71, 125 Garrastazu, General Lorenco (President Holmes, Mycroft ...... 9, 20 Kenwell Corporation (corporation)...... 59 Earthquake Fist (Chinese hero, member of of Chíquador) ...... 24, 70, 125 Holmes, Sherlock ...... 9, 20-21 Kenya ...... 73 the Tiger Squad) ...... 46 GATEWAY (UNTIL’s space station) Hornet (Silver Age teenage hero) ....16, 23 Kestrel (alien heroine, member of the Eckhardt, Wilhelm Carl (second and current ...... 26, 45, 55, 75, 95, 106 Hot sleep chambers ...... 45 Fabulous Five) ...... 16, 24 Secretary-Marshal of UNTIL) ..25, 106 Gazelle (South African heroine) ...... 73 Howler (sonic-powered villainess) ...... 68 Kettrick Building (headquarters of the Eel, the (Korean villain) ...... 75 General Winter (Golden Age Russian Hudson City ...... 80 Peacekeepers) ...... 69 El Dorado (philanthropic South hero) ...... 12, 22 Huntsman (weaponmaster hero, former Kid Chameleon (member of the Fabulous American hero) ...... 70 Genex Laboratories (corporation)...... 59 leader of the Peacekeepers, killed Five; killed by Dr. Destroyer in 1975) Eldritch (mystic hero, leader of the Bay Germany, superhumans in ...... 46, 72, 127 by VIPER) ...... 69 ...... 13, 17, 24 Guardians) ...... 69 Giganto (super-strong superhuman, former Hussein, Saddam ...... 73 Kinetik (Millennium City speedster Electron (gadgeteer heroine, member member of Terror, Inc.) ...... 70 Hwarang (martial artist Korean hero) .. 75 hero) ...... 18, 24, 26, 80, 128 of the Justice Squadron) ...... 57, 68 Glacier (super-strong cold-manipulating Hyde, Mr...... 9-10, 21 Kingdom of the Apes ...... 127 Elysium (dimension) ...... 96 villain) ...... 77 Hyperion (British hero) ...... 26, 71 Kings of Edom ...... 124, 129, 133 Empire Club ...... 10, 21 Glassman, Sen. Phillip ...... 26, 144 Hyperkinetic Man (hero, killed by Kodiak (FBI hero) ...... 44 Empyreans ...... 20, 88, 92-94 Glorious Mind (Chinese superhuman) ...121 Takofanes) ...... 102 Korea, superhumans in ...... 75 Entropus (time elemental) ...... 19 GM’s Vault ...... 4, 116-48 Hzeel (alien species) ...... 132-33 Korrex (villain who precipitates the Espectro, El (Mexican wrestling hero) .13, 23 Goblin (hero, killed by Dr. Destroyer) ..77 Icestar (hero, killed by Dr. Destroyer) ...77 Secret Crisis) ...... 19 Espionage World...... 59, 121 Gods, various ...... 20 Ifrit (fi re-manipulating Arabic villain) .74 Krim ...... 98 158 HERO SYSTEM 5TH EDITION L’Institut Th oth ...... See “Institut Th oth” Mentiac (hero, member of UNITY) ....107 Britain’s offi cial superhero team) Pridemaster (lion-controlling African Lady Lightning (Golden Age heroine Menton (mentalist villain) ...... 101, 133 ...... 17, 24-25, 46-47, 71 superhuman) ...... 73, 127 from Britain) ...... 12 Merlin ...... 7 New Purple Gang (criminal organization Prime Avatars ...... 96 Lady Mystery (Golden Age heroine) .... 11 Merriweather, Dr. Malcolm (creator of in Millennium City) ...... 78 PRIMUS (American anti-supercriminal law Lam Kuei (Chinese villain) ...... 74 Project Achilles) ...... 40 New York City, superhumans in ...... 68-69 enforcement agency) ..25-26, 43-44, 116 Lamprey (aquatic Scottish villainess) ... 71 Metahuman Activities Response Newspapers, superhumans and ...... 51 Print media, superhumans and ...... 51-52 Lancelot, Sir ( of the Round Table) .20 Squads...... 59-60 Nigeria ...... 73 Prisons, Bureau of ...... 45 Land, Ned ...... 10 MeteorMan I (Golden Age hero) .... 11, 22 Nighthawk (martial artist/gadgeteer hero, Probable cause ...... 49 Land Of Legends (“Faerie”) (dimension) ..96 MeteorMan II (Silver Age hero, founding member of the Champions) ...... 24, 26 Progenitors ...... 20, 94, 130,132 Larisagrad (Russian city, former home member of the Sentinels) ..13, 16, 19, 23 Nightingale (Golden Age heroine) ...... 11 Project Achilles (created Achilles) ...... 40 of Directorate Black-12) ... 72-73, 127 MeteorMan III (hero, member of the Nightwatch (British mystic hero team) ...... 71 Project Ascension (created the Comet) .....40 Law and superhumans ...... 48-50 Sentinels, member of the California Nightwind (Millennium City martial Project Greenskin (eff ort to control Law enforcement sanction, federal ...... 43 Patrol) ...... 18, 26, 69 artist hero) ...... 18, 26, 60, 121-22 Grond) ...... 26, 100-01 Law Enforcement World...... 59-60 Mexican Defenders (corrupt Mexican Nordwind (Nazi villain) ...... 11 Project Onslaught (created Janissary) ...41 Lazer (mercenary villain) ...... 65, 123 hero team) ...... 26, 69 North America, superhumans in ... 31, 68-69 Project Perseus (created the Lemuria and the Lemurians ...... 20, 88, 94 Mexico, superhumans in ...... 31, 69, 125 North Korea ...... 145 All-American) ...... 38, 40 Levesque, Amy (friend of Sea Hawk) ....10 Michigan long-needled blue pine ...... 154 Northern Guard (Canadian superhero Project Sunburst ...... 40-41 Leviathan (Lemurian villain) ...... 17, 94 Microman (Silver Age hero, founding team) ...... 24-26, 45 Project Yeoman (created Ameriforce Li Chun the Destroyer (Chinese member of the Sentinels) ...... 16 Notations on character sheets ...... 5 One) ...... 40 villain) ...... 26, 74 Middle East, superhumans in ...... 31, 73 Nova (New York City team of young heroes, ProStar (corporation)...... 59 Liberator (new name of Cowboy) ...... 12 Midnight Brigade (the Raven’s corps wanted by the law) ...... 68-69, 125 Protection spells, Axis ...... 11-12, 22 Liberator (Palestinian superhuman) .....73 of assistants) ...... 10, 22 Obélisque (super-strong French villain) ....72 Proton (FBI hero) ...... 44 Lidenbrock, Axel ...... 10 Migration of superhumans ...... 31 Oceania, superhumans in ...... 31, 75 PSI ...... 25-26, 111, 128, 146 Lightning Man and Falcon Girl (sitcom Military/Mercenary/Terrorist World .... 64 Oceanus (King of Atlantis, father of Pulp era, heroes of ...... 10 about superheroes) ...... 52 Millennium City ..... 18, 26, 53-54, 76-80, 128 Mara, killed 1937 by Dargon the Qliphothic World and threats ...... 96, 133 Liquidator (Golden Age villain) ...... 11 Mind, Incorporated ...... 128 Usurper) ...... 10, 20-22, 89 Quasar (energy-manipulating hero, Living Sphinx (Egyptian villain) ...... 73 Minefi eld, the (notorious nightclub in Ocelot (hero, member of the Justice leader of UNITY) ...... 107 Lo Han (martial artist hero) ...... 130 Vibora Bay) ...... 130 Squadron, killed by Dr. Destroyer in Questionite (uncanny metal) ...... 57 Lobo, El (1820s Mexican masked hero) ..9 Ministry of Superhuman Aff airs (British 1975) ...... 17, 24 Quicksilver (Chinese hero, member Loge (Nazi villain) ...... 11 government agency) ...... 23, 46 Oculon (VIPER villain) ...... 112, 133 of the Tiger Squad) ...... 46 London Watch (British hero team) ...... 71 Mink, the (Golden Age villain) ...... 11 Odragans (founders of Star*Guard) ..23, 132 Qularr (alien species, responsible for Long Arm Of Th e Law (Champions Minuteman Robot ...... 145 Ogun (metal-manipulating Nigerian Monster Island monsters) .. 23, 94-95 Universe campaign option) ...... 114 Miranda warnings ...... 50 superhuman) ...... 73, 127 Rainmaker (Iroquois weather-controlling Lord of Rats, the (Indian villain) ...... 47 Mocker, the (Silver Age villain) ...... 16 Ogurn (monstrous Empyrean) .....93, 129-30 hero, member of the Sentinels) .....16, 23 Luan (Chinese heroine, member of the Mole Men (survivors of the sinking of Olafson, Herman (creator of Project Ram (superhuman, bouncer at the Tiger Squad) ...... 46 Lemuria) ...... 20, 94 Perseus) ...... 38 Minefi eld) ...... 130 Lucky Bandit (Chinese hero) ...... 74 Molnya (electricity-manipulating Omega-class villains, as rated by Rashindar (mystic Indian hero) ...... 47 Lugendu (African nation) ...... 73 Russian villain) ...... 72 Superhuman Survey ...... 39 Ratio of heroes to villains in the Lurranga (African nation) ...... 73 Mon’dabi (reptilian alien species) ...... 95 Onslaught, Project (created Janissary) ..41 superhuman population ...... 33 M ...... 9 Mondfeuer (mystic German hero) ...... 72 Optimus (Golden Age hero; briefl y Raven, the (pulp-era hero of Hudson Maat (mystic Egyptian heroine) ...... 73 Mongoose, the (martial artist Indian married to Mara) ...... 11-12 City) ...... 10, 21, 105 Macahuitl (weaponmaster Mexican hero) ...... 73 Orana (wife of Oceanus, mother of Ravenspeaker (mystic Canadian hero) ...... 69 hero) ...... 69 Monsoon (Indian villain) ...... 47 Mara) ...... 21, 89 Ravenswood Academy (Champions MacKenzie House (headquarters of Monster Island ...... 94 Orichalcum (mystic Atlantean mineral Universe campaign option) ....114-15 the Trismegistus Council) ...... 105 Monstersaurus (created by Teleios) ....138 or metal) ...... 88 Ravenswood Academy (school for MacKenzie, Lord Reginald (founder of Moorbrand (Nazi villain) ...... 11 Otanga, Joseph (President of young superhumans) ...... 25, 114-15 the Trismegistus Council) ...... 105 Morbanes (sorcerer-priests of DEMON) . Lugendu) ...... 73, 127-28 Realism in the campaign ...... 28 Magazines, superhumans and ...... 51-52 ...... 109, 124, 142 Outcasts, the (Silver Age hero team of Rebuilding of Detroit as Millennium Magic, force allowing superpowers Moreau, Dr...... 10 Vibora Bay) ...... 16 City ...... 77-78 to exist ...... 30 Moreau, Dr. Phillippe (VIPER scientist) .. Outer space ...... 75, 95 Red Bullet (Chinese hero, member of Malva (planet, home of Firewing) ...... 95 ...... 17, 25, 130, 147 Pantheon (duplicating Indian heroine) .....73 the Tiger Squad) ...... 46 Mandaarians (alien species) ...... 24, 95 Moriarty, Professor James ...... 9, 20 Panzer (powered armor German villain) ..72 Redcap (super-strong mystic Irish Mandragalore (Lemurian magical Mount Everest ...... 130 Paraphysics ...... 104 villain) ...... 71 super-weapon) ...... 20, 94 Mountain (monstrous Silver Age hero) .....16 Parapsychological Studies Institute See “PSI” Red Dawn Triad (Chinese organized Mantis (martial artist hero, member Movies, superhumans and ...... 52 Parks, Hamilton (FBI Director) ...... 44 crime group) ...... 74 of the Sentinels) ...... 16 Mr. X (pulp-era Detroit hero) ...... 76 Peacekeepers (Chicago hero team) ...... 69 Red Eagle (Cold War-era Soviet Mara, Princess/Queen of Atlantis Muerte, Professor (villain, murdered Pearl Harbor, superhuman events superhuman)...... 59 (a.k.a. Sea Hawk) ...... 10, 21-22, 89-90 by Scorpia) ...... 26, 70 during battle ...... 12 Redsnake (martial artist Vibora Bay Mars ...... 131-32 Multiverse ...... 96 Pelvanen, Kristina (heroine Rowan, founder hero) ...... 83 MARS (Metahuman Activities Response Munroe, Frank (mayor of Haynesville) .....84 of Ravenswood Academy) ...... 25, 115 Refl ection (Cold War-era American Squads)...... 59-60 Musgrave, Walter (member of the People’s Legion (Cold War-era Soviet hero hero)...... 59 Martial World ...... 60 Circle of the Scarlet Moon) ...... 140 team) ...... 23, 47 Regent Energy (corporation)...... 59 Martians ...... 11, 22-23, 95 Music, superhumans and ...... 53 Perseids (Earth term for Dorvalans) .....95 Registration of superhumans, in the United Martinez, Juan (fi rst Secretary-Marshal Musketeer, the (swashbuckling Perseus, Project/treatments (created the States and elsewhere ...... 35-36, 45-47 of UNTIL) ...... 25, 106 French hero) ...... 46 All-American) ...... 38, 40 Reichsamt für die Sicherung völkischer Marus (Prince of Atlantis, aquatic hero, Myrmidon (super-strong hero, Pharoah (character on To Save Th e Kulturgütur (RSvKg) (Nazi occult member of the Sentinels) ... 24, 68, 90 member of UNITY) ...... 107 World) ...... 52 organization) ...... 11 Mask laws ...... 48-49 Mystic World ...... 65-66, 124 Pharos (Egyptian hero) ...... 73 Religious World ...... 66 Masquerade (Silver Age hero) ...... 16 Nahambane (capital of Lugendu) ...... 73 Pharos Industries (corporation)...... 59 Repulse (telekinetic heroine, member of Masquerade (villain)...... 59 Nar-Cola (It’s Fantastic!) ...... 54 Phazor (absolute ruler of Malva) ...... 95 the London Watch) ...... 71 Maven, Professor Michael (Golden Age NASA ...... 45 Pícaro, El (swashbuckling hero, Return Of Th e Destroyer (scenario) .149-55 inventor, father of Dr. Phantom) ..12, 16 National Inquisition (tabloid) ...... 52 member of UNITY) ...... 107 Revenger (Silver Age villain) ....16, 23, 131 McCarthy, Sen. Joseph ...... 13 Nebula (alien heroine) ...... 95 Pineda, Col. Enrique (leader of Costa Rhiannon (mystic heroine, member of McClarren, Michael (SNN comedian) ..51 Nemo, Captain ...... 20 Azúl) ...... 70 the Nightwatch) ...... 71 McLaughlin Air Force Base ...... 129 Nereus (Atlantean wizard) ...... 10, 89 Ping, Dr. (inventor of Bulletproof’s suit) ....12 Rhodes, Aric Roston (monster hunter Mechanon (robotic villain) Ness, Eliot ...... 22 Plague (Silver Age villain) ...... 16, 17 and explorer) ...... 88-89 ...... 17, 25, 56, 100-03, 133 Nest Leaders (VIPER commanders) ...112 Poe, Dr. Sebastian (founder of PSI) ....25, 111 Ricochet (Cold War-era American Mechassassin (mercenary villain) ...... 65, 123 Nest, VIPER ...... 112 Poe, Dr. Sebastian ...... 111 hero)...... 24, 59 Media, superhumans and ...... 51-54 Netherworld (dimension) ...... 96 Poisonous Snake Men (invaders from Rictus (villain) ...... 17 Mega-Terak (giant monster, resident Neutron (density-manipulating the Dreamtime) ...... 131 Ripper (super-strong VIPER villain) ..112 of Monster Island) ...... 94 German villain) ...... 72 Police procedure, superheroes and ...... 49 Robin Hood ...... 7, 20 Menagerie (villain)...... 59 Neutronium (uncanny metal) ...... 57 Power level of superhumans ...... 32 Rochester, Andrew (DOSPA Mentalla (mentalist villainess, sister of Menton, New Karnak (VIPER Nest in Cairo) .....73 Prevalence of superhumans, by region ...... 31 Secretary) ...... 36, 44 member of Eurostar) ...... 101, 110 New Knights of the Round Table (Great Previzione (precognitive Italian hero) ...... 72 Rocketman (Silver Age hero, founding Champions Universe 159 member of the Sentinels) ...... 13 Silver Age heroes and events ...... 13-16 mans) ...... 51 ...... 65-66,104-05, 108, 124, 139-40 Rockslide (Silver Age villain) ...... 13 Silver Avengers (PRIMUS offi cers) ...... 43-44 Superhuman and Paranormal Aff airs, Tsunami (aquatic Golden Age Japanese Rodriguez, Orlando (member of the Silverwing (energy-manipulating Department of (DOSPA) ...... 36 superhuman) ...... 74, 128 Trismegistus Council) ...... 139 Singaporean hero) ...... 74 Superhuman demographics ...... 31-33 Tunguska explosion of 1908 ...... 21 Rogers, Makalani (member of the Siren (member of the Fabulous Five, mother Superhuman insurance ...... 50 Turakian Age ...... 133 Trismegistus Council) ...... 139 of Amazing Man II) ...... 13, 16, 24 Superhuman soldier projects ...... 40-41 Tychon-Maxwell Inc. (corporation)...... 59 Roosevelt, Franklin Delano ...... 85 Sirians (alien species) ...... 95, 131-32 Superhuman Survey ...... 24, 39-40 Typhoon (Silver Age villain) ...... 16 Rowan (Finnish heroine) ...... 25, 115 Sister Rain (mystic Vibora Bay hero) ....83 Superhuman World...... 58 TyrannoMan (Silver Age villain) ...... 115 RSvKg (Nazi occult organization) Sixteenth Bureau (offi cial French hero Superhumans Tyrannon the Conqueror (dimensional ...... 11, 22, 30, 105 team) ...... 46, 72 Defi ning ...... 28 overlord) ...... 124, 133 Russia, superhumans in ...... 31, 47, 72 Skarn the Shaper (dimensional overlord Law and ...... 48-50 Ultimates, the (villain team) ...... 18, 110 Ryanna the Jungle Queen ...... 10 and conqueror) ...... 96 Media and ...... 51-54 Ultivac (intelligent evil computer, Rydell, Carol (SNN journalist) ...... 51 Skydragon (French hero, killed by the Technology and ...... 55-57 responsible for formation of the Samhain (British fear-spirit) ....25, 46-47, 126 Crowns of Krim) ...... 26, 98 Superpowers Sentinels) ...... 16, 23 Samuels, Archer (second leader of Skymaster (Golden Age British hero) ...46 Nature and existence of ...... 29-33 Ultrasonique (blind gadgeteer villain, the IHA) ...... 26, 111, 145 Skyvox (corporation)...... 59 Sources of ...... 29 member of Eurostar) ...... 110 San Francisco, superhumans in ...... 69 SludgeMan (sitcom about superheroes) ....52 Use of as aggravated assault ...... 48 Uncaped (pictorial magazine about Sanction, federal law enforcement ...... 43 Slug, the (villain) ...... 17, 24 SuperWorld Magazine ...... 24, 51-52 female superhumans) ...... 52 Sandstorm (earth-manipulating Arabic Slun (mentalist Russian villain) ...... 72 Supreme Serpent (VIPER’s ruler) ...... 112 United Nations, Atlantis and ...... 90 villain) ...... 74 Smith, General Clarence (head of Survalesh (Indian villain) ...... 47 United Nations Tribunal on Sapphire (energy-manipulating heroine, Department 17) ...... 129 Swan, the (Cold War-era Soviet International Law ...... See “UNTIL” member of the Champions) .....24, 26 Snake (villain) ...... 130 superhuman)...... 59 United States Space Station ...... 45 Sapphire Phoenix (symbol of Yengtao SNN ...... 25, 51 Swashbuckler (Golden Age hero) ...... 12 United States, superhumans Temple) ...... 60 SNN Sidekick ...... 26, 51 Swift Swallow (speedster hero, member in ...... 31, 35-45, 68-69 Scarlet Archer I (Golden Age hero from Soaring Eagle (fl ying Korean hero) ...... 75 of the London Watch) ...... 71 Unitron Corporation ...... 152-54 Britain) ...... 11 Sodeptan (martial artist Vietnamese Swinson, Sheila (founder of Super- UNITY (UNTIL’s superteam) ...... 107 Scarlet Archer II (Silver Age hero) ...... 16 villain) ...... 128 Talk.Com) ...... 119 UNTIL ...... 13, 16, 23, 26, 57, 105-07 Scarlet Pimpernel ...... 7 Solar System ...... 131-32 Sylvestri family ...... 65 UNTIL Agent ...... 106 Scarlet Shield (Silver Age Detroit hero) .....76 Sorenson, Michaela (member of the Tagwell, Brenda (DOSPA offi cial) ...... 116 Ushas (mystic Indian heroine) ...... 47, 66 Schwarze Tod, der (disease-infl icting Circle of the Scarlet Moon) ...... 140 Taiga (shapeshift ing Russian hero) ...... 72 Vakulon (giant monster, resident of German villain) ...... 72 Sources of superpowers ...... 29 Taipan (deadly Australian villain) ...... 75 Monster Island) ...... 94 Scirocco (heroine, member of the South America, superhumans in ..... 31, 70 Takashi, Toru (renowned Japanese Valdorian Age ...... 20, 88 Fabulous Five, later becomes a Space ...... 75, 95 scientist) ...... 94 Valley of Night ...... 131 villainess) ...... 16, 24 Spark (fi re-manipulating Indian Takofanes the Undying Lord (undead mystic Van Helsing, Abraham ...... 9, 21 Scorch (fi re-manipulating Silver Age hero) ...... 73 villain) ...... 17, 65, 101-02, 133-34 Vandaleur family ...... 65 villain) ...... 115 Species in the campaign ...... 28 Taliesin (musical hero, member of the Vanguard (superhero, member of the Scorpia (martial artist villainess, member Spectacular Squadron, Th e (sitcom Nightwatch) ...... 71 Justice Squadron, died 1992) ....13, 76 of Eurostar) ...... 26, 70, 110 about superheroes) ...... 52 Talisman (mystic villainess) ...... 24 Vanguard, the (offi cial French hero Scotland, superhumans in ...... 71 Sports, superhumans and ...... 53-54 Tarantula (FBI hero) ...... 44 team) ...... 46 Scott, Professor Ben E...... 58 Stalwart (FBI powered armor Tasho (Golden Age villain from Japan) .....11 Varanyi (psionic alien species) ...... 95, 133 Sea Hawk ...... See “Mara” hero) ...... 26, 44, 57, 116 Technocrat (Chinese hero, member of Vault, GM’s ...... See “GM’s Vault” Sea King (Silver Age hero) ...... 16 Stanislavski, Bohdan ...... 124 the Tiger Squad) ...... 46 Velarian Confederation (alien Searches and seizures, superheroes Star*Guardians ...... 23, 25, 132 Technology Skills ...... 56-57 goverment) ...... 95 and ...... 49-50 StarForce (Toronto hero team) ...... 69 Technology, superhumans and ...... 55-57 Velvet Phantom, the (the Raven’s Secret Crisis ...... 25 Ste. Germaine, Dr. Yvette (founder of Technon (gadgeteer hero) ...... 57 sidekick) ...... 10, 22 Secret identity, no right to maintain ..... 48 L’ Inst itut Th oth) ...... 24, 104 Technyik (cyberkinetic Russian villain) .....72 Venedictos, Th eomistekles (member of Secret Service, superhumans and ...... 43 Ste. Germaine, Etienne ...... 104 Teknique (FBI hero) ...... 44 Trismegistus Council) ...... 88 Se’ecra (insectoid alien species) ...... 95 Steel Commando (mercenary Teleios ...... 26, 56-57, 102, 127, 134 Venin Vert (chemical-manipulating Seine (duplicating heroine, daughter of villain) ...... 65, 122 Television, superhumans and ...... 51-52 French villain) ...... 72 Tricolor) ...... 72, 127 Steel Shark (Atlantean villain) ... 12, 23, 90 Templar (character on To Save Th e Veszprem, Alajos (member of the Selenites (insectoid inhabitants of Steel Wolf (Russian hero) ...... 47 World) ...... 52 Trismegistus Council) ...... 139 the Moon) ...... 23, 24, 131-32 Stingray (Th alassa of Atlantis, mystic Terror, Inc. (villain team founded by Vibora Bay ...... 16, 18, 54, 82-83, 130 Sentinels (New York City hero team) aquatic supervillainess) ...... 90 Professor Muerte, now defunct) ...26, 70 Vibron (alien villain) ...... 95 ...... 16, 19, 23, 68 Stone Crown ...... 98 Tetsuronin (powered armor Japanese Victorian England, heroes in ...... 9-10 Sequoia (super-strong hero, member Stone, Franklin (ruthless hero) ...... 57, 75 Victory (heroine working for the US of the California Patrol) ...... 69 businessman)...... 59, 121 Th alassa (Princess of Atlantis, and the Air Force) ...... 26, 41, 117 Sergeant Battle (Golden Age hero) ...... 12 Stormcloud (weather-controlling villainess Stingray) ...... 24,90 Vigil (hero, killed by Dr. Destroyer) ...... 77 Shade (vampiric hero, member of the Scottish villainess) ...... 71 Th ane (mystic alien species) ...... 95 VIPER ...... 16, 57, 69, 72, 112, 146-48 Nightwatch) ...... 71 Straight Arrow (Baltimore archer Th anoro Azoic (fi rst Archmage of VIPER Agent (Basic) ...... 147 Shaderon (Empyrean) ...... 20, 93 heroine) ...... 18 Earth) ...... 139 VIPER-Eurostar War ...... 26, 110 Shadowboxer (Detroit hero, killed by Strangler, the (North Korean villain) ....75 Th ird World, relative lack of superhumans Viperia (VIPER villain) ...... 112 Dr. Destroyer) ...... 76-77 Streak I (Golden Age hero) ...... 12 in ...... 31 Volt (electrical French hero) ...... 46 Shadow Crown ...... 98 Streak II (member of the Fabulous Th orgons (alien species) ...... 95 Von Hersbruck, Franziska (founder of Shadowwalker (Cold War-era British Five) ...... 13, 17 Th rash (energy projector British villain) ...71 the Trismegistus Council) ...... 105 hero)...... 59 Striker (speedster Polish hero) ...... 72 Tiger (hero, killed by Dr. Destroyer) .....77 Vondarien (fi rst king of Atlantis) .... 20, 88 Shamballah ...... 130 Stronghold (prison for superhuman Tiger Squad ...... 23, 26, 46, 74 Vulnapyezdka (aquatic Russian hero) .. 72 Shaolin Temple ...... 20 criminals) ...... 24, 44-45 Tightwire (hero, killed by Takofanes) ...... 102 Walkabout (mystic Australian Sharna-Gorak the Destroyer (enemy of Sturmvogel, Der (Nazi villain; world’s Timeline ...... 20-26 hero) ...... 45, 75, 131 Vondarien) ...... 20, 88, 129 fi rst superhuman) ...... 11 To Save Th e World (soap opera about Walking Gods (television drama about Shenandoah (Golden Age hero)...... 58 Sub Zero (Golden Age villain) ...... 11 superheroes) ...... 52 superheroes) ...... 52 Shield Of Th e People (Iraqi Subcultures, superhumans and...... 58-66 Tomahawk (weaponmaster hero, member Wanambi Man (mystic Australian hero) .131 superhuman) ...... 73 Summer Cloud (Chinese hero, member of the Justice Squadron) ...... 68 War Machine (the Warlord’s villain Shining Crown ...... 98 of the Tiger Squad) ...... 46 Tompion, Jimmy (British pulp-era team) ...... 102 Shining Dawn (Chinese hero, member Sunburst, Project ...... 40-41 inventor) ...... 10 Warbird (villain, leader of the War of the Tiger Squad) ...... 46 Sunday Pond, Maine ...... 130 Totenkopf, Der (Nazi occult villain) ..... 11 Machine) ...... 103 Shugoshin (San Francisco martial artist Super News Network ...... See “SNN” Tournament of the Dragon ...... 60, 121 Warcry (sonic villain, member of the hero) ...... 18, 24, 26, 62, 121 Super-Agents (Champions Universe Trained superhumans ...... 33 War Machine) ...... 103 Sidewinder (notorious Old West outlaw, campaign option) ...... 115 Trapezoid (reality-manipulating Japanese Ward, David Matthew (Black Mask IX) ....13 killer of Black Mask V) ...... 9, 21 Super-mercenaries ...... 65 villain) ...... 75 Ward, James Lee (Black Mask V) ...... 9 Sidewinder (VIPER villain) ...... 112 Super_Talk.Com (website) ...... 54, 119 Tribunal Treaty ...... 26, 106 Ward, Jason (Black Mask VII) ...... 10 Siegfried (super-strong German hero) ...... 70 Super-technology ...... 55-57 Tricolor (duplicating French Ward, Jeff rey Layton (Black Mask VIII) ....10 Signal Ghost (villain) ...... 78 Superhero Division (offi cial Indian hero hero) ...... 46, 72, 127 Ward, Jennifer Anne (Black Mask X) ....26 Silicon Kid, the (gadgeteer hero, member team) ...... 47 Trigram (mystic Korean villain) ...... 75 Ward, John (Black Mask I) ...... 7-9 of the California Patrol) ...... 69 SuperHistory (TV show about superhu- Trismegistus Council Ward, Matthew (Black Mask IV) ...... 9 160 HERO SYSTEM 5TH EDITION Wardroids ...... 154-55 Ward, Samuel (Black Mask III) ...... 7 Ward, Timothy (Black Mask II) ...... 7 Warhead (villain, member of the War Machine) ...... 103 GROND Warlord, the (powered armor villain and arms dealer) ...... 57, 65, 102, 123, 133 Warmonger (mentalist villain, member of the War Machine) ...... 103 Warpath (weaponmaster villainess, member of the War Machine) ...... 103 SMASH Warwick family ...... 65 Watergate ...... 16 Watkins, Russell (Ameriforce One member) ...... 116 Watson, John ...... 20-21 Weisman, Hyrum (Arcane’s mentor, PUNY deceased) ...... 125 Well of Worlds ...... 131 Westgote, der (super-strong German villain) ...... 72 Whispering Dragon (teleporting Chinese hero) ...... 74 HEROES! Whispers Of Th e Arcane (Champions Universe campaign option) ...... 115 Whitaker, Mark (Nighthawk) ...... 24 Whitcomb Corporation (corporation)...... 59 Tired of uppity White Knight (Golden Age villain) ...... 76 White Monkey (martial artist Chinese heroes? We hero) ...... 74 Wildman, Dr. Arthur (warden of Stronghold) ...... 45 have your Wildman, Dr. Charles (developer of Stronghold) ...... 45 Wilson, Frederick ...... 121 answer right Winter Dragon (Chinese hero, member of the Tiger Squad) ...... 46 Witchcraft (mystic heroine, member of here... the Champions) ...... 24, 26 Witness, the (mystic observer) ...... 130 World Wide Web, superhumans and .....54 Xenovores (alien species) ...... 95, 133 Yamimori, Akiko (member of the Trismegistus Council) ...... 139 CONQUERORS, Yelnofsky, Roberta (speedster, owns Yesterday Delivery)...... 58 Yengtao Temple ...... 60-61, 121-22, 130 All the classics Yeoman (weaponmaster hero, member of the London Watch) ...... 71 you love to hate Yeoman, Project (created and a some Ameriforce One) ...... 40 KILLERS, Yesterday Delivery (company run by new ones you’ll speedster)...... 58 Ying (pain-manipulating Chinese come to despise villainess) ...... 74 Zadin (Empyrean) ...... 93 just as much... Zamara (mystic Gypsy hero) ...... 72 Zeitgeist (chronomanipulating German Dr. Destroyer hero) ...... 72, 127 AND CROOKS Zemletpyasenee (earth-manipulating Eurostar Russian hero) ...... 72 Conquerors, Killers and Crooks is a big book of bad guys for use Zerstoiten, Albert (Dr. Destroyer) ...... 21 PSI Zhu Hsaio (Nightwind’s mentor) .. 121-22 with Champions and the HERO System Fifth Edition. Available Zoltar (Empyrean) ...... 93 The Ultimates Zorgatha (giant monster, resident of October 2002. Grond Monster Island) ...... 94 Black Paladin Mechassassin Utility Gravitar Holocaust The Warlord Oh yeah... we’ve got Foxbat, too