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World of Freedom 3.2 - Setting Detail

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  • #16
    Bogatyri: The Saga of the Blagorodnyy Family

    The following timeline is an attempt to take the four major sources of information about Bogatyr -- Freedom League Encyclopedia, Golden Age, The Atlas of Earth-Prime and Rogues Gallery -- and reconcile them with my own usage of the character in the Project Freedom campaign, as well as my writings about Protonik, hopefully producing something that makes some sense. Especial thanks to greycrusader for finally giving the man at least part of a civilian name.

    1918 -- Ivan Evgenovitch Blagorodnyy is born in Moscow, the child of two veterans of the Oktober Revolution.

    1941 -- July: Corporal Blagorodnyy of the 19th Army, 25th Rifle Corps, finds himself separated from his unit, and stumbles onto an ancient hammer in a graveyard in Vitebsk. Grasping the hammer's shaft, he is filled with strength and power beyond his imagination. A loyal Soviet, he attempts to turn over the hammer to Commissar Sheklanov, only to discover that it will only work for him. Unwilling to take the chance that killing Blagorodnny will not allow the hammer to be used by someone else, the Commissar orders him to bear it under the code name Bogatyr, under the hopes that he will be able to match the Nazi Ubermenschen.

    1941 -- August: Bogatyr has his first conflict with Ubermensch, a draw that ultimately costs the lives of many of the Soviets Bogatyr is trying to protect. It is a costly lesson, but he begins to fight smarter.

    1945 -- Surviving just about everything that the Eastern Front can throw at him, Bogatyr is part of the attack on Berlin, where his attempt to bring matters to a conclusion with Ubermensch is thwarted when the latter flees after the Centurion bloodies the German's nose. This is the beginning of a long-standing rivalry between Bogatyr and the Centurion. With the end of the war, Comrade Blagorodnyy is declared a Hero of the Soviet Union.

    1946 -- Serious scientific inquiry into the how and why of Bogatyr's powers begins, under the direction of Trofim Lysenko. The official verdict at this time is that the hammer is a focus for Blagoroddny's psychoenergetic powers, which he naturally possesses as an example of the New Soviet Man. Comrade Blagoroddny is encouraged to marry and produce more examples of the New Soviet Man through his offspring.

    1947 -- First child of Blagoroddny is a monster who dies at birth. This is attributed to poisons given to Comrade Blagorodnny's wife by Western saboteurs. Similar explanations are given for the stillbirths and monstrosities that ensue over the next several years, as well as the death of his first wife.

    1956 -- A seemingly normal child is born to Comrade Blagorodnny and his second wife, clearly as a result of the excellent security provided by the KGB. However, an anomaly is detected in that the child demonstrates no immediate reaction to the touch of the hammer. Clearly, the abilities of the New Soviet Man will only develop at a later point in the child's development. He is named Petr Ivanov Blagoroddny

    1965 -- Trofim Lysenko is disgraced following the downfall of Nikita Khrushchev. A more serious scientific inquiry into the how and why of Bogatyr's powers begins.

    1970 -- Using genetic engineering techniques stolen from (in fact leaked by) the Labyrinth, a second, female child of Bogatyr is created in a laboratory. She also demonstrates no ability to bond with the hammer, but the cutting edge techniques involved in her conception lead the scientists to believe that she has a greater chance of doing so than Petr Ivanov. She is given the name Zvezda Grazhdanin. Both children are being carefully monitored.

    1981 -- A different branch of the science institute creates a portal to Anti-Earth, where they discover that the local version of Bogatyr is the ruler of Russia. The decision to create a different champion of the Soviet people is made, resulting in the "discovery" of Protonik. Tragically, Ivan Blagoroddny is murdered, no doubt by enemies of the revolution, in December of this year.

    1982 -- In light of recent events, Zvezda is given one final opportunity to bond with the hammer. She fails. The hammer, now thought to be powerless, is given to Petr Ivanov ... and bonds with him, activating powers much like those of his father. He is assigned to serve as Protonik's second-in-command. Petr learns of his 'sister's' condition, and uses his new influence to arrange for her to be adopted by him. Zvezda comes to see him as her true father, especially as it becomes clear that his own children are just as monstrous as the majority of his father's were.

    1987 -- A non-monstrous daughter, Evgena Petrovna, is born to Petr Ivanov and one of his mistresses. Even in her cradle, she demonstrates that she possesses superhuman powers like those of Bogatyr without any need for the hammer. Zvezda develops something of a complex from this revelation.

    1988 -- Protonik defects. The second Bogatyr is, after some hesitation, given command of the People's Heroes.

    1991 -- Zvezda, having become an astronaut in record time, is lost in space following an encounter with a space oddity. Petr Ivanov genuinely mourns her loss, and resolves to see that his other daughter doesn't have to face such risks.

    2003 -- Evgena Petrovna declares that she wants to be a superhero, and is informed by her father that no she won't, not while she lives under his roof. She runs away the next day.

    2008 -- Horrified by the near-outbreak of superhero civil war that was interrupted by the arrival of refugees from another world, Petr Ivanov announces his retirement. Within moments, Evgena Petrovna declares herself the new Bogatyr. Deeply depressed, Petr doesn't respond to his daughter's declaration and begins living a quiet life after turning the hammer over to the Ministry of Science.

    2011 -- Zvezda returns as Eminence, and has the first of several unsatisfactory confrontations with her sister. (Note: Eminence suffers the too-rare-to-be-a-Complication of being Impaired on all checks while fighting Bogatyr. It's not clear whether this is due to her enduring complex about her sister or other factors, such as Evgena's deep belief in the equality of all peoples. Nor is it known if she would suffer something similar while fighting her father.)

    2016 -- After many failed attempts to form a new team of Russian 'superheroes' who embrace her ideals, Eminence receives an offer from Eurostar to join their team. She is still considering it as of June 2016.
    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


    • #17
      Re: World of Freedom 3.2 - Setting Detail

      Ten Secrets Centuria Doesn't ... Well, Honestly, Doesn't Really Care If You Know Or Not

      10. Her favorite musical genre is soul. She wouldn't come out of her room for a week when Amy Winehouse died, and she's thrilled that Rick Astley is making new music on this timeline, too. Least favorite is country.

      9. Back on her home timeline, she was frequently babysat by her world's Rachel Baldwin. She intends to repay the favor if this world's Rachel Baldwin ever needs a babysitter, even if this version of her is kind of scary, sometimes.

      8. Her favorite literary genre is science fiction. Least favorite is historical fiction, mostly because all the mistakes disturb her.

      7. Her world didn't have the Harry Potter books, so she has a weakness for them as well as the movies. (She thought Harry Potter and the Cursed Child was just bad, though.)

      6. It didn't have the Hitchhiker's Guide to the Galaxy in any format, either, and she's listened to recordings of the programmes many times, now.

      5. Her historical area of specialization is not the Roman Empire, it's World War II. She learned Latin because her dad insisted.

      4. Out of all the superheroes she's met over the last six years, the one who impressed her the most is Protonik, particularly after she found out what he's been doing out in space all these years. That's not her secret, though, so you'll have to ask him about it.

      3. She doesn't quite get magic. It's not that she doesn't believe in it, just that she thinks it's just another superpower. The notion that someone could learn to do magic rituals despite not having any "powers" has never occurred to her.

      2. She still has nightmares about her world's Terminus Invasion. She will never let it happen here, or anywhere else if she can prevent it.

      1. She's currently really attracted to --



      "What part of 'that I don't care if you know' was not clear, old chum?"

      I don't think they're reading this.

      "That's not the gorram point! Drop it!"

      ... well, fine then.

      1. She's a browncoat.
      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


      • #18
        Re: World of Freedom 3.2 - Setting Detail

        Originally posted by Davies View Post
        Ten Secrets Centuria Doesn't ... Well, Honestly, Doesn't Really Care If You Know Or Not
        1. She's currently really attracted to --



        "What part of 'that I don't care if you know' was not clear, old chum?"

        I don't think they're reading this.

        "That's not the gorram point! Drop it!"

        ... well, fine then.

        1. She's a browncoat.
        Oh please, we all know she is bi and has the hots for Victoria Atom.


        • #19
          Re: World of Freedom 3.2 - Setting Detail

          Originally posted by Psistrike View Post
          Oh please, we all know she is bi and has the hots for Victoria Atom.
          Interesting notion.
          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


          • #20
            Timeline Update

            July: The Arsenal of Democracy (assisted, covertly, by ARCADE Team Three) leads a raid on an abandoned church in Denver, believed to be housing Dracula. They are nearly wiped out, with only a badly injured Patriot escaping capture or worse, and managing to warn AEGIS that Dracula has joined forces with Herald Sisyphus, the Oblivion Knight -- and Ultimaid, who has apparently betrayed the Arsenal.
            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


            • #21
              The Centurion, like every major figure of the World of Freedom, has had reality shifts alter his personal history. In the earliest version of history to feature him, he was born on Earth Prime in 1912, and his superhuman abilities were the result of prenatal exposure to a chemical devised by his father, a mad scientist. In that version of events, he made his debut in Freedom City in 1933, having been trained in the use of his powers in the 1920s by a group of interstellar superheroes known as the Cosmic League.

              The Cosmic League was eliminated from history through the actions of one of their enemies in 1947, resulting in the displacement of the Centurion's origins to a historically divergent reality where the Roman Empire never fell, delaying his birth until 1918 and his debut until 1938. A version of the Cosmic League may have existed on the Centurion's homeline, and a different version may still exist in the same universe as Terra-Roma. If so, it has not apparently had any contact with the Eternal Republic.

              A lesser set of reality shifts, occurring sometime in the early 1960s, displaced many of the Centurion's adventures on other planets of the Solar System between 1949 and 1956 to other star systems elsewhere in the galaxy, most notably transporting the Zultasian civilization from Mars to its current location many thousands of parsecs away. The adventures themselves still took place, but involved much more space travel on the Centurion's part.

              The most recent reality shift involving the Centurion resulted in the elimination from history of his son Luke Leeds, born in 1961 and active as the superhero Gladius from 1978. This occurred in 1992, with only the supervillain Dr. Mayhem (see Freedom's Most Wanted) remembering the former course of history. Quite recently, however, Centuria was informed by Scope Casanova that Dr. Mayhem was in fact a shard of an alternate history, indicating that his rants might be based in fact. She is still considering what to do about this ...
              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


              • #22
                Of the various teams introduced in the recently released Superteam Handbook, the one that captured my interest the most was the Shadow Knights, who are now definitely a part of my World of Freedom ... though they live in Bay City, the metropolis formed in the early 1990s from the combination of the various cities and towns around San Francisco Bay. Here's some more information about the local version of them.

                Allies of the Shadow Knights

                * Of Bay City's Champions, only Seeker has met the avenging sisters. He was impressed by their skills, and wishes to help them where possible ... but realizes that he cannot fight their battles for them. So he has given them what aid he can by removing all references to them in the Champions' data base. Meanwhile, Solitaire and Jaguar have individually heard rumors about the Shadow Knights, but never crossed paths with them as far as they know. (In fact, the four worked another angle of one of Jaguar's cases, but chose to avoid the obvious predator.)

                * On the other hand, Gatekeeper (Atlas of Earth Prime p. 15) is well aware of the Shadow Knights, but has yet to introduce himself to them, preferring to quietly assist them from a distance, particularly when they deal with creatures who come through the gates. For their part, they don't know he exists.

                * Changeling met Marie while they were both trying to rescue a kidnapped child that Changeling was babysitting. They are a mutual admiration society, and Changeling is happily telling all her old friends about the cool person she's met.

                * The individual who uses the alias John Henry (a Veteran Soldier [Gamemaster's Guide p. 142] with Vehicles 6 (+7) and an Urban Tank [Gadget Guide p. 121]) is a frequent if erratic and possibly psychotic ally of the sisters. He has not revealed much about his past or where he obtained what he calls his Steel Driver, but it seems fairly likely that he is a veteran of the United States Armed Forces ... though he may have had other employers since then.

                * The most bewildering ally of the Shadow Knights is probably Kasuga Kotaro, a samurai from a land called Rokugan which exists in another world ... though not the Rokugan described in various tabletop games, but one where the various clans consist of anthropomorphic versions of the animals the clans are named after. Kasuga-san is a humanoid tortoise. He visited Earth-Prime for a few months, and does not really want to return to this strange and horrible world of barbarian hairless monkeys, but would willingly do so if the Shadow Knights needed his help. Such is giri. (Treat him as a PL6 Warrior.)

                * One person who would like to be the Shadow Knights' ally is Julius Turlington, a former lab assistant of Dr. Kate Darling who's since earned his own doctorate. He was present when the sisters were effectively born, and is one of the very few civilians who's realized the meaning of all the strange news reports. Ridiculously bad luck keeps dogging his every attempt to contact the Shadow Knights, and has also resulted in him coming to the attention his psychotic former boss. (He's a Scientist [Gamemaster's Guide p. 136] with the Inventor advantage.)

                * Not yet an ally, but someone who might take an interest, is Michelle Darling, formerly known as Titaness. Kate Darling is her aunt, whose eccentricities (even before the incident) prevented her from getting support from the family business.

                Enemies of the Shadow Knights

                * Emilia Larramore (an Assassin [Gamemaster's Guide p. 77]) is a descendant of a family of great hunters, one of whom frequently bedeviled Hepcat in the Silver Age. As far as she's concerned, if a creature is not obviously human, it's an animal and can be hunted. To her dubious credit, she's just as willing to hunt actual monsters as she is the Shadow Knights, and would never deliberately harm another human being. While not on the chase, she typically luxuriates in her mansion or on her yacht. Interestingly, she hunts only for sport, and is a vegetarian.

                * While Lang and Choir are the Iron Empress' current chief minions, they aren't the first two mutants to have served her. Her original henchmen were Vulpes and Barney, two crooks who were fused with a fox and a bear, respectively, during the same incident that created the Shadow Knights. They eventually got the bright idea of faking their own deaths so that they could go into business for themselves, and now try to stay under the radar while dealing with the Shadow Knights. [They're PL 8 versions of the Savage [Gamemaster's Guide pp. 125-6] with the Dog/Wolf and Bear packages, but raise their INT to -1.]

                * I bet you were expecting claims that the Iron Claw dominate Bay City's underworld to be hyperbole, weren't you? Ha ha ha NOPE. Even the head of the local VIPER franchise is, thanks to the Champions dealing with anybody half-way competent who tried to take over, pretty much firmly under the Iron Claw's thumb. (Treat him as a Crime Lord [Gamemaster's Guide p. 143].) For now, at least, the Iron Claw is able to treat with the Capoyabun's organization as an equal, though the Midnight Syndicate has no intention of putting up with that for any longer than they have to.
                Last edited by Davies; 06-27-2019, 04:56 PM.
                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                • #23
                  There's was also that time where the Shadow Knights traveled back four centuries to Joseon-era Korea and got mistaken for moon rabbits among other things...


                  • #24
                    The Dying World

                    Not all subterranean passageways to another reality lead to the Lost World. Some -- fewer -- will bring those who travel them to a world that seems to be that world's exact opposite. Where the Lost World is a lush jungle that resembles the Earth of many millions of years ago, the Dying World is a parched desert that resembles predictions of what the Earth will look like many millions of years in the future. The sky is an angry shade of red through which the sun gleams only sickly, and the seas are bitter and black. Life endures in the Dying World, but only by the narrowest of margins. And that life is strange and often twisted -- or even utterly alien, for the Dying World is known to have passageways leading to other worlds throughout the galaxy.

                    Yet this world still has its heroes. The most famous, from an Earthly perspective, is Travis Ritter, a Union veteran of the American Civil War who found his way to the Dying World in the years after the conflict. Through many adventures, he became a respected ally of Queen Nethera of the city-state of Nerath, and Commander of its armies. Through training and exposure to medicines of the Dying World, he has gained the extended youth which is common there as well as telepathic abilities. His comrades in arms include his wife, Acatha of the House of Ritter, an even more talented telepath, his mighty companion Baranca, whose Moahl people seem descended from the aliens known as Cholaxians, and lean, sardonic Sir Terrida, the Prince Consort of Queen Nethera.

                    Their greatest enemy is the sadistic Priest-King of the city-state of Hadoth, Skathulos, wielder of dark and terrible magics -- that, like most magics of this world, seem to be half psychic powers and half poorly understood technology. Skathulos has sought for centuries to conquer all of the Dying World, with Nerath's armies only barely holding the forces of Hadoth in check. The war between Skathulos and Ritter has even been fought on Earth, from time to time, though the skull-faced wizard is well aware of the powers of Earth's superheroes and mages, and will not challenge them recklessly.

                    Other city states, nominally neutral in the wars between Nerath and Hadoth, include Bemarris, noteworthy for its vast Underground which attracts adventurers from across the world, and Gargosa, a fell, grim place which even Skathulos has never challenged, either because its ruler, the Saffron King, knows some secret weakness of his, or perhaps is a menace even greater than he. Further away is the land called Arteld, where gunslinging knights swear loyalty to their Duke, and Ethrelom, the empire of ghouls. There are also communities inhabited by inhuman entities, such as the Vale of Shadows, where the Illithid priesthood of the world called Illithus take shelter from the rulers of their world. Yet these are only some of the lands that Ritter and his company have visited in their voyages, and there is still more of their world that even they have never seen ...

                    Travis Ritter -- PL 9

                    Abilities: STR 2 | STA 3 | AGL 3 | DEX 3 | FGT 8 | INT 0 | AWE 3 | PRE 3
                    Awakened Mind:
                    Mind Reading 6; Senses 2 (mental communication link with Acatha; psychic awareness) - 14 points
                    Extended Youth: Immunity 1 (aging) - 1 point
                    Shielded Mind: Impervious Will 6, Limited to mental powers - 3 points
                    Equipment: Blaster Pistol (Ranged Damage 5), Sword (Strength-based Damage 3, Improved Critical 2).
                    Advantages: All-out Attack, Attractive, Benefit 3 (Status [Commander of Nerath's Armies], Wealth 2), Close Attack 1, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Improved Aim, Improved Defense, Improved Initiative, Inspire, Languages 4, Move-by Action, Power Attack, Quick Draw, Ranged Attack 3, Takedown, Teamwork.
                    Skills: Acrobatics 3 (+6), Athletics 6 (+8), Close Combat: Swords 4 (+12), Deception 3 (+6), Expertise: Military 5 (+5), Expertise: Survival 6 (+6), Insight 4 (+7), Intimidation 4 (+7), Perception 10 (+11), Persuasion 4 (+7), Ranged Combat: Guns 5 (+8), Stealth 4 (+7).
                    Offense: Initiative +7, Unarmed +9 (Close Damage 2), Sword +13 (Close Damage 5, Crit 18-20), Blaster Pistol +11 (Ranged Damage 5).
                    Defense: Dodge 10, Parry 12, Fortitude 12, Toughness 6/3, Will 6.
                    Totals: Abilities 50 + Powers 18 + Advantages 32 + Skills 29 + Defenses 23 = 152 points
                    Complications: Adventure--Motivation. Family (Acatha, their children). Impulsive. Responsibility (Nerath).

                    Lady Acatha of the House of Ritter -- PL 8

                    Abilities: STR 0 | STA 1 | AGL 2 | DEX 2 | FGT 3 | INT 3 | AWE 4 | PRE 3
                    Awakened Mind:
                    Cumulative Mind Reading 8; Senses 2 (mental communication link with Travis; psychic awareness) - 26 points
                    Extended Youth: Immunity 1 (aging) - 1 point
                    Shielded Mind: Impervious Will 8, Limited to mental powers - 4 points
                    Equipment: Blaster Pistol (Ranged Damage 5).
                    Advantages: Benefit 2 (Wealth 2), Defensive Roll 2, Equipment 2, Evasion, Improved Aim, Improved Defense, Languages 3, Quick Draw, Ranged Attack 3, Teamwork.
                    Skills: Acrobatics 2 (+4), Athletics 4 (+4), Deception 5 (+8), Expertise: Survival 2 (+5), Insight 5 (+9), Perception 4 (+8), Persuasion 6 (+9), Ranged Combat: Guns 4 (+6), Stealth 5 (+7), Technology 5 (+8).
                    Offense: Initiative +2, Unarmed +3 (Close Damage 0), Blaster Pistol +9 (Ranged Damage 5).
                    Defense: Dodge 8, Parry 6, Fortitude 5, Toughness 4/1, Will 11.
                    Totals: Abilities 36 + Powers 31 + Advantages 16 + Skills 21 + Defenses 20 = 124 points
                    Complications: Loyalty--Motivation. Family (Travis, their children). Merciful. Responsibility (Nerath).

                    Queen Nethera -- PL 6

                    Abilities: STR 0 | STA 3 | AGL 2 | DEX 3 | FGT 5 | INT 4 | AWE 4 | PRE 6
                    Awakened Mind: Mind Reading 6; Senses 2 (mental communication link with Terrida; psychic awareness) - 14 points
                    Extended Youth: Immunity 1 (aging) - 1 point
                    Advantages: Attractive, Benefit 4 (Status [Queen of Nerath], Wealth 3), Connected, Defensive Attack, Defensive Roll, Evasion, Improved Defense, Languages 2, Leadership, Ranged Attack 3, Skill Mastery (Persuasion).
                    Skills: Deception 8 (+14), Expertise: History 8 (+12), Expertise: Science 8 (+12), Insight 10 (+14), Intimidation 8 (+14), Persuasion 10 (+16).
                    Offense: Initiative +2, Unarmed +5 (Close Damage 0)
                    Defense: Dodge 7, Parry 5, Fortitude 5, Toughness 5/3, Will 7.
                    Totals: Abilities 54 + Powers 15 + Advantages 17 + Skills 26 + Defenses 10 = 122 points
                    Complications: Duty--Motivation. Reputation ('Mad Queen of Nethera'). Responsibility (Nerath). Very Little Sense of Humor.

                    Sir Terrida, Prince Consort -- PL 8

                    Abilities: STR 1 | STA 3 | AGL 3 | DEX 4 | FGT 8 | INT 3 | AWE 3 | PRE 3
                    Awakened Mind: Mind Reading 4; Senses 2 (mental communication link with Nethera; psychic awareness) - 10 points
                    Extended Youth: Immunity 1 (aging) - 1 point
                    Equipment: Sword (Strength-based Damage 3, Improved Critical), Blaster Pistol (Ranged Damage 5), Private Flyer (Size H, STR 8, Air Speed 8 [Hover], Defense 6, Toughness 11, Remote Control).
                    Advantages: Accurate Attack, All-Out Attack, Attractive, Benefit 4 (Status [Prince Consort of Nerath], Wealth 3), Connected, Defensive Attack, Defensive Roll 2, Equipment 9, Evasion, Improved Disarm, Improved Trip, Languages 3, Move-by Action, Power Attack, Ranged Attack 3, Redirect, Taunt.
                    Skills: Acrobatics 6 (+9), Athletics 4 (+5), Close Combat: Sword 4 (+12), Deception 9 (+12), Insight 8 (+11), Perception 8 (+11), Persuasion 6 (+9), Ranged Combat: Guns 4 (+8), Stealth 5 (+8), Vehicles 8 (+12).
                    Offense: Initiative +3, Unarmed +8 (Close Damage 1), Sword +12 (Close Damage 4, Critical 19-20), Blaster Pistol +11 (Ranged Damage 5).
                    Defense: Dodge 10, Parry 10, Fortitude 6, Toughness 6/3, Will 7.
                    Totals: Abilities 56 + Powers 11 + Advantages 35 + Skills 31 + Defenses 16 = 149 points
                    Complications: Amusement--Motivation. Family (his children). Responsibility (Nerath). Sardonic. Unrequited Love.

                    Baranca -- PL 9

                    Abilities: STR 11 | STA 12 | AGL 2 | DEX 3 | FGT 4 | INT 1 | AWE 2 | PRE 2
                    Leaping 5, Movement 1 (swinging) - 7 points
                    Fur: Immunity 1 (cold) - 1 point
                    Large: Growth 4, Permanent - 8 points
                    Equipment: Battle-Axe (Strength-based Damage 3), Blaster Rifle (Ranged Multiattack Damage 8).
                    Advantages: Agile Feint, All-Out Attack, Chokehold, Daze (Intimidation), Equipment 6, Fast Grab, Improved Hold, Improved Initiative, Languages 2, Power Attack, Uncanny Dodge.
                    Skills: Acrobatics 8 (+10), Athletics 4 (+15), Expertise: Survival 6 (+7), Intimidation 8 (+12), Perception 6 (+8), Ranged Combat: Guns 6 (+9), Stealth 4 (+2).
                    Offense: Initiative +6, Unarmed +4 (Close Damage 11), Battle-Axe +4 (Close Damage 14), Blaster Rifle +9 (Ranged Multiattack Damage 8).
                    Defense: Dodge 5, Parry 6, Fortitude 13, Toughness 12, Will 5.
                    Totals: Abilities 58 + Powers 16 + Advantages 17 + Skills 21 + Defenses 13 = 125 points
                    Complications: Adventure--Motivation. Can't Speak Languages, Only Understand. Friendship (Travis, Acatha). Temper.

                    Skathulos -- PL 11

                    Abilities: STR 4 | STA 5 | AGL 1 | DEX 2 | FGT 8 | INT 6 | AWE 4 | PRE 6
                    Awakened Mind: Mind Reading 11; Senses 2 (acute psychic awareness) - 24 points
                    No Longer Mortal: Immunity 30 (Fortitude effects); Impervious Protection 8 - 46 points
                    Power Staff: Strength-based Damage 4, Easily Removable - 2 points
                    Sorcery: Array (34 points)
                    • Clairvoyance: Remote Sensing [all senses] 11, Standard Action, Subtle - 34 points
                    • Domination: Perception Range Concentration Affliction 11 (Resisted by Will; Entranced, Compelled, Controlled), Vision Dependent, Subtle - 1 point
                    • Mind Over Matter: Damaging Move Object 11, Subtle - 1 point
                    • Vampiric Aura: Selective Burst Area Weaken Stamina 11, Insidious - 1 point
                    Advantages: Benefit 4 (Status [Priest King of Hadoth], Wealth 3), Fearless, Improved Grab, Inspire, Power Attack, Ranged Attack 5, Ritualist, Startle.
                    Skills: Close Combat: Staff 6 (+14), Deception 8 (+14), Expertise: Magic 12 (+18), Intimidation 12 (+18), Perception 8 (+12), Persuasion 8 (+14), Ranged Combat: Sorcery 4 (+6).
                    Offense: Initiative +1, Unarmed +8 (Close Damage 4), Power Staff +14 (Close Damage 8), Mind Over Matter +11 (Ranged Damage 11).
                    Defense: Dodge 7, Parry 9, Fortitude Immune, Toughness 13/5, Will 11.
                    Totals: Abilities 72 + Powers 109 + Advantages 15 + Skills 29 + Defenses 14 = 239 points
                    Complications: Power--Motivation. Horrible Appearance. Sadism.
                    Last edited by Davies; 07-02-2019, 01:48 AM.
                    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                    • #25
                      Identity Registration

                      What exactly stops any novice superhero or supervillain with electrical powers from declaring themselves to be Captain Thunder, now that Ray Gardener Sr. is no longer going by that name? Surprisingly, the answer is not "Bolt and/or Thunderbolt and/or a number of Captain Thunder's friends showing up to express their displeasure". Or at least it's not just that. There is, in fact, legal registration for superhero identities, with civil and criminal penalties for those who use them without permission.

                      The roots of this date to the late 1950s, which is when the Parr Ruling was made by the U.S. Supreme Court, which stated that "a duly deputized agent of the government who operate[d] under an alias" could testify under that alias in court without abridging the defendant's right to confront their accuser, as long as that agent provided the court with proof of their identity. This allowed superheroes to testify against criminals they captured, but also opened the door for dual identities to be treated as distinct persons, so that they could be held liable for destruction of property or injuries incurred during their activities.

                      By the early 1970s, there were enough superheroes active across the United States that, from time to time, duplication of aliases occurred. There was, for example, a Manhunter operating in New York, and another one in San Francisco. As the similarly named heroes rarely crossed paths, and weren't visually similar to each other, the only real confusion occurred in print reports of their activities, with the Associated Press having to spend words to clarify exactly which individual was being discussed. More than such concerns, it must be admitted that most of the "problems" that began to develop at this time were those of ego.

                      In 1976, a law firm based in Chicago began to offer an identity registration service to superheroes active in the Windy City. Essentially, for a token fee, they would pursue legal action against individuals who operated under the same alias as their client. Only a very few of Chicago's super population took advantage of that offer, and of them, only two ever had a case come to court. And, in both cases, the defendant chose to stop using their current alias and choose a different one rather than take the matter to court. The situations did attract a fair amount of publicity for the law firm, which was probably the actual goal of the business, and inspired imitators across the country.

                      However, one particular law firm went a bit further than its competitors, soliciting clients not only from active superheroes but from retired ones as well as the families of deceased superheroes, on the theory that they had inherited the right to the use of their family member's alias. (It is not generally known, but Franklin Folkes was a member of this law firm at this time, though he would soon move on to other things.) One of the families who decided to avail themselves of this service were the children of the World War II aviator known as the Midnight Angel, who'd died in 1956.

                      In 1979, a young female vigilante calling herself the Midnight Angel, with no connection to the original or, apparently, awareness that the name had been used before, began fighting crime in New York City, specifically in the area around Times Square. The "Midnight Angel Family"'s lawyers immediately sought to obtain a cease and desist order against the individual they claimed was illegally using their client's alias, but experienced quite a bit of difficulty serving the order on the Midnight Angel. Ultimately, the police managed to capture the vigilante, exposing her identity as one Nicky Alvarado, who was promptly made the subject of a wide-ranging lawsuit.

                      The ultimate result of these suits, tried in mid 1980, were that a judgement was made against defendant Alvarado (represented by a court-appointed attorney), ordering her to abandon the identity of the Midnight Angel, despite the fact that no criminal charges had ultimately been filed against her. Alvarado responded with a barrage of profanity directed towards the plaintiff and the court, indicating in no uncertain terms that she had no intention of complying and then screaming a certain name. ("Pammy!") At that point, another, never-identified individual (possibly but never proven to be Alvarado's associate Pamela Peterson) wearing Alvarado's Midnight Angel costume broke into the courtroom and either kidnapped or rescued Alvarado, fleeing the courthouse and disappearing into the shadows of the night. Despite a city-wide manhunt, neither Alvarado nor the ersatz Midnight Angel were ever seen again.

                      This was probably the most famous case involving identity registration, though there would be many others over the subsequent decades. The balance of the law has tipped sometimes one way, and sometimes another, sometimes preventing miscarriages of justice, sometimes causing them. What has gradually emerged is the following set of rules. In the act of deputizing a superhero as an agent of the state, they will have their identity registered with a local firm. Other superheroes may avail themselves of this service, or not, as they prefer. The right to an alias is still inherited by the subject's heirs. However, one result of the Alvarado case is that the registrar cannot pursue legal action against anybody without the express order of their client (which the Midnight Angel Family claimed never to have given.)

                      Something should probably be said about the international implications of identity registry -- it is a strictly national affair. There is, for example, an individual in Catalonia known as Defensor (Defender) and neither that individual nor the Bay City-based hero known as Defender could pursue legal action against each other for the use of that particular alias, despite the fact that they are both operators of powered armor! There have been attempts to extend the American system to the "English-speaking community", but they have always come to naught, and the same is true of French and Spanish speaking nations.

                      Something should also be said about how these rules apply to supervillains -- they don't. A supervillain's identity receives no protection under these laws, and any attempt by a known criminal to claim the right to a given identity has been laughed out of every court in the land. (Of course, an unknown criminal who poses as a hero is a different matter.) Of course, supervillains have more direct ways of demonstrating their disapproval at having their identities usurped in this manner, almost always involving the supervillain and/or some of their friends showing up to personally ... well, you get the idea.

                      Author's Note: If anyone gets some of the jokes in this, I'm going to be very impressed.
                      Last edited by Davies; 07-26-2019, 02:16 AM.
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                      • #26
                        I'm guessing the "Parr" reference is nod to the two Elasti-Girls, Rita Farr (Doom Patrol) and Helen Parr (The Incredibles), though the time period is off by a decade even in the case of the Silver Age DP founding member.

                        The two Manhunters you mentioned would be the revived Paul Kirk version who appeared in Detective Comics, and the Kirby version from One Issue Special, when Assistant DA Mark Shaw inherits the mantle from Golden Age Richard Nelson.

                        I admit to being stumped at your most in-depth bit of narrative, that of the Black Angel codename saga; I thought perhaps it was a reference to the female aviator hero Black Angel (who appeared alongside the Golden Age and then Bronze Age Airboy) but there isn't much of a similarity. Are you willing to explain?

                        All my best.


                        • #27
                          Originally posted by greycrusader View Post
                          The two Manhunters you mentioned would be the revived Paul Kirk version who appeared in Detective Comics, and the Kirby version from One Issue Special, when Assistant DA Mark Shaw inherits the mantle from Golden Age Richard Nelson.
                          While their situation inspired it, this reference is mainly to the video games Manhunter: New York and Manhunter 2: San Francisco.

                          Originally posted by greycrusader View Post
                          I admit to being stumped at your most in-depth bit of narrative, that of the Black Angel codename saga; I thought perhaps it was a reference to the female aviator hero Black Angel (who appeared alongside the Golden Age and then Bronze Age Airboy) but there isn't much of a similarity. Are you willing to explain?
                          The 1980 film Times Square, about a pair of troubled young women (Trini Alvarado as Pamela Pearl and Robin Johnson as Nicky Marotta) who embark on a punk musical career, was originally supposed to feature a song entitled Shadows of the Night. This song would later be recorded by Pat Benatar, and be featured in a music video where Ms. Benatar portrayed a riveter who dreams of being a member of a flying squad of World War II resistance fighters. The song includes the line "Midnight Angel, won't you say you will?"

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                          • #28
                            Thanks for elucidating! I admit to having no familiarity with the video games or the film you mentioned. I do vaguely remember the Pat Benatar video and have heard the song referenced innumerable times on the radio. I should have stepped outside comics trivia geekdom!


                            • #29
                              <nod> I was really aiming for the obscure with that one. Almost as obscure was the reference to single-appearance Marvel character Defensor, from The Contest of Champions, relocated from Argentina to Catalonia.

                              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].