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CHAMPIONS

NORTH
UNOFFICIAL ADDENDUM

Author: Scott Bennie


Original Editing and Development: Steve Long
Layout: Scott Bennie

Special Thanks: Storn Cook and BCHolmes for inspiration on the Red Ensign.

There are two things that we never have enough of in this universe: space and time. When I wrote the 5th Edition version of Cham-
pions of the North, I knew Steve Long wasn’t working with an infinite amount of space, and as it turned out, we ran out of it. Steve
handed back some parts of the book that I’d written to be used as Digital Hero outtakes, unfortunately, Digital Hero died shortly after
Champions of the North was published. Big sigh.

However, where there’s a will, there’s a way, and thanks to the wonders of technology, I was able to assembles those outtakes into
a more polished form and Steve graciously agreed to host them on the web site. So here are those pieces, presented in PDF for your
Champions entertainment. Although these are presented as outtakes from the book, the IP was bought by Cryptic soon after Cham-
pions of the North appeared. Therefore, Cryptic may (and probably will) be adding loads of their own material to the setting, and
ignoring some of what’s appeared in print before. (It’s funny what ownership allows you to do.) For this reason, the material in these
outtakes should not be considered canon.

All art is in the public domain;

Dedicated to the memory of Andy Matthews.

Hero System™ ® is DOJ, Inc’s trademark for its roleplaying system.


Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions of the North © 2007 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Star Hero, Justice Inc., Danger International, Dark Champions, Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights
reserved.
 ■ Table of Contents Hero System 5th Edition Revised

Table of Contents 2
New Characters 3
Red Ensign III 3
Thundrax 6
COMET 8
COMET Suit 9
COMET Gold 10
COMET Black 10
COMET Blue 11
COMET Red 11
COMET Green 12
Les Esprits Guardiens 13
Le Fort 14
Chatelaine 16
Surcheval 17
Voyageur 19
Odds and Ends 21
Hockey 21
Canada in a Non-Champions World 22
Folk Hero 22
Western Hero 22
Pulp Hero 25
Modern Hero/Dark Champions 27
Comic Books 27
Champions of the North Unofficial Addendum 

RED ENSIGN III


PLOT SEEDS

They Found Red


Ensign’s Body….
…unfortunately, it
appears that he’s been
turned into one of
Necrull’s necrullitic
(-1/2), Restrainable (-1/2) zombies. Put it out of
Red Ensign III its misery, then figure
4u 5) Tractor Field: Telekinesis (45 STR) (68 7
Val Char Cost Roll Notes Active Points); Restrainable (-1/2) out what’s going on.
20 STR 10 13- Lift 400kg; 4d6 HTH damage 3u 6) Sight Group Images 1” radius, +/-10 to 4
23 DEX 39 14- OCV: 8/DCV: 8 PER Rolls (40 Active Points); Restrainable To add insult to
23 CON 26 14- (-1/2) injury, Baron Nihil is
18 BODY 16 13- 24 Armored Suit: Armor (14 PD/14 ED) (42 Active dressing the Knights
18 INT 8 13- PER Roll 13- Points); OIF (-1/2), Activation Roll 15- (-1/4) of Sanguanay in the
18 EGO 16 13- ECV: 6 5 Rebreather: Life Support (Self-Contained costume of the Red
24 PRE 14 14- PRE Attack: 4 1/2d6 Breathing) (10 Active Points); OAF (-1) Ensign as he launches
20 COM 5 13- 8 Mental Defense (12 points total) 0 attacks on your city!
10 PD 6 Total: 10/24 PD (0/14 rPD) 10 Super Athlete: Running +5” (11” total) 1 He hopes to drive a
10 ED 5 Total: 10/24 ED (0/14 rED) 4 Super Athlete: Swimming +4” (6” total) 1 wedge between Can-
5 SPD 17 Phases: 3, 5, 8, 10, 12 ada and your country
9 REC 0 Perks by having its national
46 END 0 9 Reputation (A large group (Canadians)) 14-, hero attack you. Stop
40 STUN 0 Total Characteristics Cost: 162 +3/+3d6 this sacrilege.

Movement: Run: 11”/22 NCM Skills The Canada Staff is


Swim: 6”/12” NCM 24 +3 with All Combat mysteriously appear-
3 Acrobatics 14- ing in your bedroom/
Cost
Powers END 3 Animal Handler 14- quarters. Every time
Martial Arts: Self-Defense Training 3 Breakfall 14- you try to get rid of
Maneuver OCV DCV Notes 3 Bugging 13- it, it returns. You’re
3 Akido Throw +0 +1 4d6 +v/5, Target 3 Bureaucratics 14- not even Canadian.
Falls 3 Climbing 14- You can’t seem to
4 Choke -2 +0 Grab One Limb; 3 Combat Driving 14- make anything work,
2d6 NND 3 Computer Programming 13- except to make it
4 Escape +0 +0 35 STR vs. Grabs 3 Concealment 13- eject a Canadian flag
4 Hold -1 -1 Grab Three Limbs, 3 Criminology 13- and cause it to play O
10 STR for holding 3 Demolitions 13- Canada. What does a
on 3 Electronics 13- dead superhero’s stick
4 Judo Disarm -1 +1 Disarm; 30 STR 3 Interrogation 14- want with you?
to Disarm roll 5 Language: French (imitate dialects)
4 Karate “Chop” -2 +0 HKA 1d6 +1 1 Language: Hebrew (basic conversation)
4 Kung Fu Block +2 +2 Block, Abort 3 Lockpicking 14-
4 Boxing Cross +0 +2 6d6 Strike 3 Mechanics 13-
2 Navigation (Land) 13-
47 Canada Staff: Multipower, 70-point reserve 3 Oratory 14-
(70 Active Points); all slots Restrainable (-1/2) 3 Paramedics 13-
1u 1) Booster Jet: Leaping +20” (24” forward, [6c] 5 PS: Architect 14-
12” upward) (20 Active Points); 6 Charges 3 Security Systems 13-
(-3/4), Restrainable (-1/2) 5 SS: Architecture 14-
3u 2) Energy Globe: Entangle 5d6, 8 DEF (65 6 3 Shadowing 13-
Active Points); No Range (-1/2), Restrainable 3 Sleight Of Hand 14-
(-1/2) 3 Stealth 14-
1u 3) Missile Deflection (Any Ranged Attack) 0 3 Streetwise 14-
(20 Active Points); Restrainable (-1/2) 3 Survival 13-
2u 4) Electro-Staff: Hand-To-Hand Attack +8d6 4 3 Systems Operation 13-
(40 Active Points); Hand-To-Hand Attack
 ■ New Heroes Hero System 5th Edition Revised
3 Tactics 13- realm,” the scientist explained. “It’s virtually indestruc-
3 Teamwork 14- tible and it can return to your hand with a gesture. If
you learn to use it properly, you’ll be a match for any
Total Powers & Skills Cost: 275 of these new-fangled supervillains who are starting to
Total Cost: 436 show their faces again. I call it… the Canada Staff.”
When Jim held the Canada Staff, he knew that
200+ Disadvantages his life would be changed. He knew that Canada was
10 Dependent NPC: Son 8- (Normal) under threat from a new wave of costumed villains,
5 Enraged: Bullying (Uncommon), go 8-, recover and someone needed to take a stand, as his uncle had.
14- After two years of intense training, Jim felt ready to
10 Hunted: Black Banner 8- (As Pow, Harshly take up the mantle of the Red Ensign.
Punish) It was 1964. Jim Brock was 29 years old. Years
15 Hunted: Baron Nihil 8- (Mo Pow, Harshly of crimefighting, brawls against superhumans and
Punish) battles against the elements followed. He had a long,
15 Psychological Limitation: Protects the Innocent storied career. Jim’s charisma and humility provided a
(Common, Strong) good counterpoint to the flamboyant politicians of the
10 Psychological Limitation: Outspoken Social Trudeau era, and he worked well with the authorities.
Conscience (Common, Moderate) Jim’s early career linked him forever with Canada’s
5 Rivalry: Professional (The Memory of Past Red flag debate (see History) and led many to call him
Ensigns; Rival is More Powerful; Seek to Outdo, “the Lester Pearson of superheroes” (after the Prime
Embarrass, or Humiliate Rival; Rival Unaware Minister who oversaw the start of his career). He was
of Rivalry) loved and respected by nearly everyone. Although rival
heroes like the Mighty Canadians were vastly more
Total Disadvantage Points: 436 powerful, the Red Ensign had the love of the people.
However, superhero work is not a game long
Background: The first Red Ensign was Tommy Brock, a played by those whose bodies wear out, and by 1976,
descendent of the great Canadian general of the War of Jim’s was spent. Broken bones, muscle tears, and
1812. A steadfast pacifist, he volunteered to fight in the numerous concussions had taken a grave toll on him,
Second World War after his best friend, who’d gone to and even an exo-skeleton couldn’t keep the years and
England as a naval cadet, was badly burned in a U-boat kilometers from showing in his performance. Many
attack. When the hospitalized Billings told Brock of politicians, fellow heroes, and folks in the media
the horrors he knew were being committed by Nazi begged him to retire. Even a few of his old foes tried
Germany, Brock repudiated his former pacifist ideals to persuade him to step aside. Stubbornly Jim refused
and took on the mantle of the Red Ensign, a symbol of to quit, though he did found the first incarnation of the
Canadian patriotism. He chose to become a superhero Northern Guard in 1978 to provide him with backup.
rather than a soldier because only such a brazen sym- However, a support team couldn’t forestall the inevita-
bol (and obvious target) could atone for his stubborn ble. A head injury he suffered at the hands of Fantastic
blindness to evil in the years preceding the war. Bill (a minor otherwise forgettable villain) took away
The Red Ensign fought the Nazis for three years. his ability to focus, and finally forced him to step down
He once even had Hitler in a choke hold (though a in 1980.
Nazi drug caused him to pass out before he could fin- Jim remained as the titular head of the Cana-
ish off the Fuehrer for good). Escaping from the Nazi dian Guard, but the disabling injuries he suffered
firing squad, the Ensign’s deeds promptly Hitler to made even that work difficult. In 1985, the Canadian
commission a Nazi scientist named Ernst Von Niehl to government’s attempt to regulate superheroes led to a
destroy him. Eventually, Von Niehl lured the Ensign schism between Brock and the rest of the team. Jim,
into a prearranged death trap in Holland and killed his teammates said, had always been too close to the
him, though at the cost of being trapped for decades in government to see what a threat they could be. His life
“the annihilation dimension” (from which he emerged in tatters, the ailing Brock retired to a small town in
as Baron Nihil). northern Manitoba, where he died in 1997.
The Red Ensign’s legacy haunted the Brock The legacy of the Red Ensign hung over the
family, and in 1964, that legacy led to a dramatic Brock family well after his retirement. Jim’s son Hugh,
development for Brock’s nephew Jim, an NHL star embittered by his absentee dad and never-ending me-
turned Toronto policeman. One of Jim’s cases involved dia scrutiny, took the Canada Staff as his own — but
an eccentric scientist Dr. Matthew MacNeil, who had he chose to become a supervillain, and he christened
been the Golden Age superhero Dr. Cerebro, MacNeil himself the Black Banner. Not particularly successful,
mistook Jim for his uncle, whom he’d known in the Hugh Brock’s stint at villainy embarrassed the family
Second World War. Futzing through his closet, Mac- and the nation.
Neil presented the bewildered policeman with a long In 1999, the Black Banner broke out of prison
white-metal rod. and bitterly tried to end “the family curse” by killing
“I made it from the metals of King Vultok’s every male descendent of the Brock family (the idea of
Champions of the North Unofficial Addendum 
a female Red Ensign didn’t seem to occur to him). His pop out of the flag. Okay, it’s corny but it works.”
first target was his cousin David, Tommy Brock’s sole
living grandson. David Powers/Tactics: Each Red
had been haunted by Ensign has been a human
the specter of the Red in peak physical condition
Ensign since childhood, that’s trained to be able to
but didn’t resent the compete against superhu-
legacy. David fought mans. The Canada Staff
back against his cousin, and the Canada Suit are
knocking him uncon- the sole superhuman items
scious and taking the in his arsenal; the Canada
Canada Staff away just Suit was invented by
as a crew of photogra- Golden Age scientist Dr.
phers arrived. Cerebro; it’s an armored
“I guess that makes me the new Red Ensign,” cloth with a fluid metal sub-layer; while the suit is heavy,
David shrugged. the metal flows to mimic the wearer’s movements, so it
A naturally gifted athlete, David Brock had doesn’t restrict his agility.
pursued a career in architecture, but he was a bit of a The Canada Staff is made from the metal of the
thrillseeker at heart and had a strong social conscience. alien artifact that was King Vultok’s crown; no known
He grew up in downtown Toronto, and shared the force, including being heated to millions of degrees
liberal political leanings of many in the urban core. Kelvin or attempts to disassemble it at the molecular
David’s career was controversial, however he level, have been able to make a dent in it. The Staff is
performed as admirably as his famous predecessors. not an OAF; it will teleport back into the Ensign’s hand
Though his attempts to form a new Northern Guard as a zero phase action if he’s ever disarmed.
met with failure, he quickly rose to become Canada’s The Red Ensign’s tactics are standard for a martial
most respected hero and its face to the superhuman arts oriented character. He does pay more attention to stra-
community abroad. tegic objectives than many heroes; if he foils the villain’s
David discovered, however, that the Canada plan and forces the villain to retreat, he’s usually as satis-
Staff brought its share of problems, especially enemies. fied as he would be if he’s knocked out the bad guy.
In 2007, during a hostage crisis at the Governor-Gener- Campaign Use: Okay, if this guy’s dead, why is he here?
al’s mansion, Baron Nihil shot him with a variation on First, no one ever found a body. In comic book
the same “annihilation” ray that had struck down his terms, this is shorthand for “he’s not really dead,” so
grandfather. The Red Ensign was vaporized in a split you can bring him back at the most dramatic time.
second, leaving only the Canada Staff, which clattered Secondly, it gives the players a chance to run a
on the hardwood floor of Rideau Hall. However, Nihil legacy character. They can take the opening and run
was unable to break the staff (as he had hoped) and the Red Ensign IV, either as a member of the Brock family,
arrival of COMET forced him to withdraw. a family friend, or the Brock family can hold tryouts to
The Canada Staff was given to David’s widow, see who best deserves to hold the Canada Staff.
Mary Brock. As the entire nation mourned, the press To increase the Ensign’s power level, add the
openly spoke about “the Brock Curse” and the world Steelsman exo-skeleton from the RCMP Package.
wondered if anyone would ever take up the Canada To decrease his power level, reduce his SPD to 4 and
Staff again. reduce the hand to hand attack and telekinesis to levels
Personality: Each Red Ensign has been perceived as appropriate for the campaign.
dull and steady, and in each case, that’s not true. In Red Ensign III didn’t actively watch or hunt
particular, David Brock was an often prickly, excit- people, but he always kept an eye out for threats to
able young man with a strong social conscience and a Canada: ranging from gunrunners to genetic mutation.
boundless determination to correct injustice, particu- You might take him as a hunted by defining it as “be-
larly toward minorities, women, and the poor. When ing unlucky enough to always cross paths with him.”
a crisis happened, he was as calm as any superhero For Hunteds, all Red Ensigns had NCI.
you’d ever meet. Appearance: Red Ensign III was in his late 20s, 6’2”
David was an idealist; he believed in the larger (188 cm) tall and a lean 180 pounds (82 kg). He had
global community, supers and non-supers, and in coop- dark brown hair, worn short, and a lean, attractive,
eration and friendship. He believed that the only way clean-shaven face. The Red Ensign suit was a red
to stop supervillains was to create a better world and to bodysuit, with a tan longcoat and fatigues and army
encourage higher standards of behavior. He was aware, boots. A maple leaf flag design is incorporated into the
however, that someone who often gets into fights may center of his chest, and a red ensign and fleur-de-lis
not be the best messenger, but handled the dichotomy are emblazoned on his shoulders. He donned a military
with effortless aplomb. helmet, with a red facemask worn underneath. The
Quote: “Let’s see… Button #12, makes a Canadian flag Canada Staff was a white gold rod, 180 cm. in length.
 ■ New Heroes Hero System 5th Edition Revised

THUNDRAX PLOT Perks

SEEDS
Thundrax 4 Reputation: Trustworthy Canadian Superhero
Thundrax (A large group) 11-, +2/+2d6
8 Fringe Benefit: Member of Canadian Parliament
Val Char Cost Roll Notes 21 Contact: UNTIL (Contact has access to major
Thundrax has been
20/70 STR 10 23- Lift 400 tons; 14d6 HTH institutions, Contact has significant Contacts of
ordered to surrender
23 DEX 39 14- OCV: 8/DCV: 8 his own, Very Good relationship with Contact),
the power of Living
18/38 CON 16 17- Organization Contact (x3) (21 Active Points) 12-
Thunder within six
20 BODY 20 13- 15 Wealth (Filthy Rich)
months. Owing to
13 INT 3 12- PER Roll 12-
past favors or to one
14 EGO 8 12- ECV: 5 Skills
of your members’
25 PRE 15 14- PRE Attack: 5d6 15 +3 with HTH Combat
superpowers. Thun-
16 COM 3 12- 3 Breakfall 14-
drax asks for your
8/30 PD 4 Total: 30 PD (15 rPD) 3 Bureaucratics 14-
help in making his
8/30 ED 4 Total: 30 ED (15 rED) 2 Language: French (fluent conversation)
decision.
4 SPD 7 Phases: 3, 6, 9, 12 3 Oratory 14-
8/23 REC 0 1 PS: Civil Engineering 8-
Thundrax is found
36/66 END 0 6 KS: The Superhuman World 15-
with a briefcase con-
39/64 STUN 0 Total Characteristics Cost: 129 2 PS: Plumbing 11-
taining Canadian state
Movement: Flight: 17”/34” NCM 5 Power 13-
secrets and the phone
Run: 6”/ 12” NCM
number of a known
Swim: 2”/4” NCM Total Powers & Skills Cost: 339
Teleios operative.
Thundrax is one of Total Cost: 468
Cost Powers END
the last people you’d
12 Thunder Punch: Hearing Group Flash 3d6, 0 200+ Disadvantages
suspect being a traitor.
Personal Immunity (+1/4), Trigger (Activating 10 Accidental Change: When Hit By Drains Target-
Clear his name.
the Trigger requires a Zero Phase Action, ing Electrical Powers 11- (Uncommon)
Trigger requires a Turn or more to reset; When 10 Enraged: Innocents Threatened (Uncommon), go
You have been invited
Throws A Punch; +1/4), Area Of Effect (One 8-, recover 11-
to address the Cana-
Hex; +1/2), Reduced Endurance (0 END; +1/2) 10 Hunted: VIPER 8- (As Pow, Harshly Punish)
dian House of Com-
(22 Active Points); No Range (-1/2), OIHID 10 Hunted: Hunter-Patriots 8- (As Pow, Harshly
mons when Thundrax
(-1/4) 0 Punish)
accuses you of being
143 Heroic Form: (Total: 204 Active Cost, 143 5 15 Psychological Limitation: Will Never Abandon
a VIPER plant and
Real Cost) +50 STR (50 Active Points); No A Comrade (Common, Strong)
uncharacteristically
Figured Characteristics (-1/2), OIHID (-1/4) 15 Psychological Limitation: Code Vs. Killing
charges to attack you.
(Real Cost: 28) plus +20 CON (40 Active (Common, Strong)
What’s going on?
Points); No Figured Characteristics (-1/2), 10 Reputation: “Boy Scout” Superhero, 11-
OIHID (-1/4) (Real Cost: 23) plus +22 PD 15 Social Limitation: Public ID (Craig Carson)
(22 Active Points); OIHID (-1/4) (Real Cost: (Frequently, Major)
18) plus +22 ED (22 Active Points); OIHID 10 Vulnerability: 2x effect from Adjustment Powers
(-1/4) (Real Cost: 18) plus +15 REC (30 (Common)
Active Points); OIHID (-1/4) (Real Cost: 24)
plus +30 END (15 Active Points); OIHID Total Disadvantage Points: 468
(-1/4) (Real Cost: 12) plus +25 STUN (25
Active Points); OIHID (-1/4) (Real Cost: 20) Background: Not all teenagers are rebels. Craig Carson
15 LS (Safe in High Pressure; Safe in High was a quiet, studious 14-year-old kid who was grow-
Radiation; Safe in Intense Cold; Safe in ing up in the east end of Vancouver, the tough working
Intense Heat; Safe in Low Pressure/Vacuum; class side of town. Life wasn’t easy, and to make matters
Self-Contained Breathing) (19 Active Points); worse, his dad had disappeared when he was 5 and his
OIHID (-1/4) mom had died when he was 12. He was being raised by
12 Damage Resistance (15 PD/15 ED) (15 Active his big brother, Jack, a local plumber who also worked
Points); OIHID (-1/4) as a small time boxer. They were extremelyclose and
8 Sight Group Flash Defense (10 points) (10 Craig was raised on the straight and narrow.
Active Points); OIHID (-1/4) One evening, walking home from a soccer game,
5 Lack Of Weakness (-5) for Resistant Defenses Craig spotted a woman on the ledge of the building,
12 Trained Will: Mental Defense (15 points total) looking like she was about to jump. A small crowd
27 Flight 17” (34 Active Points); OIHID (-1/4) 3 of teens had gathered at the bottom of the building,
17 Naked Modifier on 70 STR: Reduced yelling at her to throw herself off. Craig sprang into ac-
Endurance (1/2 END; +1/4) for up to 70 tion. He clammered up the fire escape, climbed to the
Active Points (17 Active Points) roof, and began, in awkward words, to encourage the
Champions of the North Unofficial Addendum 
woman to hold onto her life. ized at all outside of “the business”. He felt it was time
“You are worthy,” the woman said. “Worthy to to try
become a vessel of Living Thunder...” Thus, after 20 years of heroing, Craig decided
Craig’s not sure what happened next. A bolt of it was time for a break. He announced he would run
lightning struck him from the blue, and Craig toppled for the Canadian parliament. He served for six years,
five stories off the roof to the ground. It should have occasionally clobbering a villain who threatened the
killed him. But he just dusted himself off and wan- House of Commons. Some complained that having a
dered home, deeply confused. known superhero in the house only encouraged villains
The next day, Craig was jogging alone at school to attack. Craig was the target of mockery from some
when he was caught by a sudden downpour. Craig took heroes for “selling out” —and he got plenty of “span-
shelter under a canopy when he was again struck by dex” jokes when he tried to bring up issues in Question
lightning. This time, however, Craig was transformed. Period— but Thundrax kept a stiff upper lip. However,
He added at least six inches and a hundred pounds of six years of being a prominent but largely ineffectual
muscle to his teenage frame; his dark hair had become backbencher has disillusioned him, and he’s not going
long and golden, and his clothing had been changed to run in the next election. Where Craig will end up, no
into a gold and blue body suit. one knows.
Craig experimented with his new powers, dis-
covering marvelous abilities. He was able to lift great Personality: Craig’s a genuine nice guy, highly
weights and fly. He was a superhero! And he knew that principled, almost the archetypal boy scout hero.
his duty lay in protecting the innocent, so he joined That said, he does have a thorough liberal streak that
the local UNTIL-backed team SUNDER (Superhuman often puts him at odds with fellow heroes. He’d rather
United Nations Deployment Emergency Reserve). reform villains than beat them up. He really values life,
Craig had many adventures, though Jack, not and heroes who take a more cavalier attitude towards
knowing his brother’s secret, began to get very an- it (even the villains) will get an earful; he has similar
noyed with the drop in his grades and frequent curfew attitude toward property damage, especially when it
violations. Alongside SUNDER, Craig fought people affects individuals. Craig is friendly but gets a little
like VIPER, Teleios, the Hunter-Patriots, the Demon distant when someone tries to get too close to him;
Lord Zorasto, Borealis, Black Spectre and the Brother- he hasn’t had a romantic relationship in over twenty
hood of Terror, the Colonel, Dark Prowler, PLUNDER, years.
and many others. He and Black Paladin developed a Quote; “What we do matters. So do it wisely.”
particularly bitter rivalry. He also fought along a large
gathering of heroes who foiled Doctor Destroyer’s plan Powers/Tactics: No one is quite sure what the
to neutralize superhuman abilities in 1991, as well as source of the “Living Thunder” of Craig’s powers are:
an interdimensional gathering of dozens of heroes to some look at him and speculate he’s an aspect of the
stop Dark Seraph from recreating reality in his own Norse god Thor. (the Hittite Sword god, who fought
image in 1993. Thundrax when he was with Starforce, identified him
Craig remained a SUNDER mainstay for years, as the Hittite Storm god Tarhunt), The Living Thunder
and bounced around numerous other groups. One of becomes particularly noticeable when Thundrax uses
the side benefits was joining in creating a founda- his powers at full strength, when he generates a sonic
tion, funded by petroleum reserves discovered by his boom.
teammates, that eventually made him a billionaire. Craig has two forms: Thundrax and Craig. Both
His brother developed superpowers too, became the bodies share the same personality and memories. When
UNTIL superhero Two-Fist and died in Detroit (though Craig is in his Thundrax form, his Craig body goes into
he was killed by superhuman looters after the De- stasis, neither aging nor deteriorating (nor healing).
stroyer tragedy and is not counted among the famous Since his secret identity was outted, he’s only occa-
Thirteen Fallen heroes.) Craig joined the Northern sionally gone back to his Thundrax form.
Guard for a few years, but eventually took Jack’s place Thundrax’s tactics are pretty standard for someone
in UNITY and served there with distinction (though who’s superhumanly strong. He prefers to avoid doing
he kept a reasonably low profile). A rather hard-nosed too much property damage, so he’s not given to throw-
commander in UNITY, who didn’t believe in super- ing heavy objects collapsing buildings. When outnum-
heroes with secret identities, outted him. He complied bered go play hit-and-run game, trying to outmaneuver
with the request without showing resentment, but the his opponents as opposed to overpowering them.
decision gnawed at him. Craig eventually quit UNITY Appearance: In his Thundrax form Craig is
to help his old friend Forceknight, joining StarForce a huge man: 6’7” tall and 275 pounds. He has long
and training some of the new generation of Canadian golden hair, fair skin, and bright blue eyes. His uni-
superheroes. form is a blue and gold skintight outfit that’s decorated
Eventually, however, he decided that his old with lightning insignia. In his Craig form, he’s 6 feet
friend Justiciar could handle the team without him. tall and 205 pounds with (balding) dark brown hair and
He had been a superhero for close to 20 years. He had brown eyes, appearing to be in his early 30s.
never had a serious relationship, and had rarely social-
 ■ New Heroes Hero System 5th Edition Revised

COMET as an acceptable substitute for sunlight. When the suit’s


COMET active, the pilot becomes enveloped in a field of semi-
PLOT SEEDS Membership: Comet Gold (leader), Comet Black solid bioluminescence that he or she can manipulate at
(second-in-command), Comet Red, Comet Green, and will. The COMET armor does not function for anyone
You do a favor for Comet Blue. except the members of the team who were converted
a stranded extrater- by the alien. The one exception was Dr. Phillip Ross,
restrial, when he Background: In 2001, while on a field trip in the Cana- who stole samples of the COMET to use in his biotech
casually mentions dian Shield, five college students from Carleton Uni- experiments, which resulted in the creation of the mon-
that the COMET team versity discovered an alien object buried in the frozen strous Numon (now destroyed).
raped and murdered north. Before they could contact the authorities, the Given how Numon’s powers worked, the COM-
its children! It claims slumbering artifact came to life. Driven an unknown ET suit may actually be a chrysalis stage of an extrater-
that the creatures that directive, it latched onto each of the five students and restrial metamorphic cycle, and one day the COMET
bonded with COMET attempted to refuel itself from their life essences. Dis- team may wake up to find themselves summoning a
were meant to bond covering they were incompatible, the artifact converted different armor with more powerful — and more alien
with a different spe- them into living solar batteries, but the effort expended — capabilities.
cies, but when COM- in the conversion process killed the object before it Tactically, the COMET team keeps things sim-
ET “forced” them to could start the refueling cycle. ple. They maintain distance and air cover on their foe,
bond, they effectively Now empowered as living solar batteries, the assign one team member to protect innocents, and then
killed them! Solve five students did what any red-blooded Canadian man attack at range, with everyone using a different attack
this crisis in extrater- or woman would do —become superheroes. Return- power on a target, then teaming up with a combined
restrial relations. ing to Ottawa, they revealed what had happened to blast if that doesn’t take them out of the fight.
the authorities. They arrived in Ottawa just in time to Each of them wears one of the alien COMET
While he’s visiting intercept an attack on the city by the villainous Baron suits of powered armor, a bioluminescent weave that’s
your city, Residual Nihil, who was attempting to assassinate Canada’s top a plant-based lifeform which has integrated itself
programming by field general. Adam Elliot urged the team into battle, into the wearer’s body. Thus, the suits look far more
Borealis kicks in, and and proved to be a capable leader in his attack on the “organic” than typical powered armor, though they
COMET Black again Nazi science horror. have plenty of “technological” features as well. Each
becomes Dire! But Impressed by their showing, the authorities asked COMET member’s suit matches his color-code desig-
how did Dire get an them to put their powers to good use, so they spent nation, with gold highlights and trim, except for Comet
army of brainwashed several years training with the RCMP and the Canadi- Gold whose suit is gold with black highlights and trim.
citizens to serve at an military (while continuing their studies at Carleton).
his side as they attack They were inaugurated as Ottawa’s official superhero Campaign Use: For the purposes of Hunteds, the
a local power plant? team in 2003 and dubbed COMET (City of Ottawa COMET team, and Comet Gold should be considered
Is something bigger Metahuman Emergency Team). to have NCI. No individual member except Gold has
going on? The team is led by Comet Gold, who’s assisted that designation.
by his four teammates are Comet Red, Comet Green,
You’ve been asked Comet Blue, and Comet Black. The team is usually
to guard foreign dig- stationed near the House of Commons when it’s in
nitaries at a summit session. Their most famous battle took place in 2006,
of world leaders... when they repelled an attack by Borealis on the House
and COMET is there of Commons. This was one of many battles they’ve
to protect the Cana- had in the Ottawa region.
dian Prime Minister. COMET is known for versatility and teamwork
But every one at the rather than raw power. The origin of the alien species
conference seems to responsible for the COMET armor is a mystery: in the
be acting strangely... 1980s, astronaut Greg Jenkins was enhanced with simi-
and when the Cana- lar powers after an encounter with aliens and became
dian Prime Minister the (now-retired) superhero Solar Sentinel (though Sol
pulls a gun and shoots had a 50 STR in addition to the suite of other abili-
one of your country’s ties). It’s possible that COMET isn’t the only bio-solar
cabinet ministers... superhumans around.
and your country’s
Vice-President/Dep- Powers/Tactics: The COMET suit is a bioluminescent
uty Prime Minister weave that’s a plant-based lifeform that’s integrated
starts firing back. itself into the pilot’s body. It requires direct sunlight or
What’s going on? And an equivalent light source to trigger the COMET trans-
is it your imagination, formation; the process takes a full phase. The COMET
or is COMET acting armor can be stripped from a pilot, but it can regrow
strangely too? (this requires five minutes of direct exposure to sun-
light). The Aid to the Endurance Reserve power serves
Champions of the North Unofficial Addendum 

COMET SUIT OIF (-1/2)


10 Shape Shift (Mental Group), Reduced 0
Val Char Cost Roll Notes Endurance (0 END; +1/2), Persistent (+1/2)
20 STR 10 13- Lift 400kg; 4d6 HTH damage (10 Active Points)
20 DEX 30 13- OCV: 7/DCV: 7
28 CON 36 15- Perks
14 BODY 8 12- 3 Fringe Benefit: Federal/National Police Powers
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3 Skills
20 PRE 10 13- PRE Attack: 4d6 6 +2 w/ Multipower
14 COM 2 12- 8 Penalty Skill Levels: +4 vs. Range Modifier
10 PD 6 Total: 10/20 PD (0/10 rPD) with Multipower
10 ED 4 Total: 10/20 ED (0/10 rED) 2 Penalty Skill Levels: +1 vs. maneuver modifiers
6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 with flight
10 REC 0 2 AK: Central Canada 11-
56 END 0 2 CK: Ottawa 11-
40 STUN 2 Total Characteristics Cost: 146 2 Language: French (fluent conversation)
Movement: Run: 6”/12” NCM 3 Navigation 13-
Swim: 2”/4” NCM 2 SS: Biotechnology 11-
3 Teamwork 13-
Cost Powers END
17 Endurance Reserve (100 END, 15 REC) 0 Total Powers & Skills Cost: 195
Reserve: (25 Active Points); REC: (15 Total Cost: 341
Active Points); Only Recovers In Direct
Sunlight (-1/2), OIF (-1/2) 200+ Disadvantages
35 Bioluminescent Powers: Multipower, 5 Distinctive Features: (Easily Concealed; Noticed
53-point reserve, (53 Active Points); all and Recognizable; Detectable By Commonly-
slots OIF (-1/2) Used Senses)
3u 1) Light Blast: Energy Blast 10 1/2d6 5 15 Physical Limitation: Cannot Change Into Suit
(53 Active Points); OIF (-1/2) Except In Direct Sunlight (Frequently, Greatly
3u 2) Sight Group Flash 4 1/2d6, Area Of 5 Impairing)
Effect (6” Cone; +1), Selective (+1/4) (52 10 Susceptibility: Herbicides, 2d6 damage Instant
Active Points); No Range (-1/2), OIF (-1/2) (Uncommon)
3u 3) Solid Light Band: Entangle 5d6, 5 DEF 5 5 Vulnerability: 1 1/2 x BODY Darkness Attacks
(50 Active Points); OIF (-1/2) 5 (Uncommon)
3u 4) Solid Light Barrier: Force Wall (10 PD/11 5 5 Vulnerability: 1 1/2 x STUN Darkness (Uncom-
ED) (53 Active Points); OIF (-1/2) mon)
3u 5) Bioluminescent Leech: Drain END 2 1/2d6, 5 10 Hunted: 11- (As Pow, NCI, Watching)
Ranged (+1/2), Armor Piercing (+1/2) (50
Active Points); OIF (-1/2) Total Disadvantage Points: 341
1u 6) Invisibility to Radio Group and Normal 1
Sight (15 Active Points); OIF (-1/2)
3u 7) Light Fingers: Telekinesis (28 STR), Fine 5
Manipulation (52 Active Points); OIF (-1/2)
3u 8) Recharge Another Member’s END
Reserve: Aid END Reserve 3 1/2d6, Ranged 0
(END Reserve; +1/2) (52 Active Points); OIF
(-1/2)
50 Flight 20”, x16 Noncombat, Reduced 0
Endurance (0 END; +1/2), Noncombat
acceleration/deceleration (+1) (137 Active
Points); Fuel Dependent (fuel is Very Common;
must refuel Once per 6 Hours; -3/4), OIF
(-1/2), Restrainable (-1/2)
15 Armor (10 PD/10 ED) (30 Active Points); OIF
(-1/2), Activation Roll 14- (-1/2) 0
13 Life Support (Safe in High Pressure; Safe in
High Radiation; Safe in Intense Cold; Safe in
Intense Heat; Safe in Low Pressure/Vacuum
Self-Contained Breathing) (19 Active Points);
10 ■ New Heroes Hero System 5th Edition Revised

COMET GOLD COMET BLACK


Adam Elliot, head of COMET, is a graduate student at The son of James and Matelyn Pryce, who were en-
Carleton who’s working on his doctoral thesis in bio- gineers on assorted NASA projects in the 1990s (and
technology. Something of a science prodigy, as a teen- who died testing an experimental rocket engine ten
ager, he interned as a major Ontario biotech firm, only years ago), Ben Pryce is an electronics genius in addi-
to discover it was being used as a front for Teleios. tion to his other pastimes.
He exposed the connection to the general public, and Ben is handsome, charismatic, and an insuffer-
earned the enmity of the Perfect Man. able egotist. He believes that only the rational mind of a
Adam and Ben (Comet Black) are both romantic trained scientist is fit to rule the world, and anyone who
rivals over Jocelyn’s (Comet Green) affections. So far, disagrees with his view should shut up and get out of his
the more outgoing Comet Black is winning, however way. He denies it, but Ben has one foot in the supervil-
those who know them can tell that the true affection is lain camp (though his love for Jocelyn Dumont and a
between Adam and Jocelyn. noblesse oblige attitude toward innocents keeps him with
the team. Lately, however, he’s been courted by both
Powers Teleios and Borealis. Ben repudiated them, however he’s
10 2d6 Luck becoming very resentful about Adam’s leadership role on
the team and his relationship with Jocelyn. Teleios’s argu-
Skills ments seem especially persuasive, though he refuses to
3 Acrobatics 13- admit it. Under Borealis’s mental control he assumed the
3 Breakfall 13- costumed identity of the villain Dire… and part of him
3 Computer Programming 13- enjoyed the walk on the dark side.
3 Electronics 13-
3 Inventor 13- Powers
3 KS: The Superhuman World 12- 10 Analyzer: Analyze Circuitry (Detect, Sense,
3 Mechanics 13- Range. Discriminate, Analyze, OAF)
3 Scientist
3 SS: Chemistry 13- Skills
3 SS: Mathematics 13- 3 Computer Programming 13-
3 SS: Optics 13- 3 Cryptography 13-
3 SS: Physics 13- 3 Deduction 13-
3 SS: Robotics 13- 3 Electronics 13-
3 Inventor 13-
Total Additional Powers/Skills: 49 3 Mechanics 13-
Total Character Points: 380 3 Oratory 13-
3 Scientist
Additional Disadvantages 3 SS: Dimensional Theory 13-
5 Enraged if Innocents Hurt (8-, Recover 14-) 3 SS: Nuclear Physics 13-
15 Hunted by Teleios (More Powerful, 8-) 3 SS: Physics 13-
15 Psychological Limitation: Code vs, Killing 3 SS: Robotics 13-
(Common, Strong) 3 Systems Operations 13-
15 Psychological Limitation: Intense Scientific Curi-
osity (Common, Strong) Total Additional Powers/Skills: 49
10 Psychological Limitation: Overly Protective of Total Character Points: 380
COMET Green (Common, Moderate).
10 Rivalry (Professional, Romantic, w/Comet Additional Disadvantages
Black) 5 Enraged if Physically Struck (8-, Recover 14-)
60 Experience Bonus 10 Hunted by Borealis (More Pow, Watch, NCI, 8-)
380 Total Points 5 Hunted by Teleios (More Pow, Watch, 8-)
10 Psychological Limitation: Shows Contempt
Whenever Someone Displays or Admits Igno-
rance (Common, Moderate)
10 Psychological Limitation: Code vs, Killing
(Common, Moderate)
10 Psychological Limitation: Overconfidence (Com-
mon, Moderate)
10 Rivalry (Professional, Romantic, w/Comet Gold)
60 Experience Bonus
380 Total Points
Champions of the North Unofficial Addendum 11

COMET BLUE COMET RED


Josh Jordan was always an adventurous kid, and Benny Harris was a bright kid who came from shady
though many people considered him a dumb jock, he stock; his dad, a native of Shelbourne Nova Scotia,
had an interest in mysteries and conspiracies, the latter was a smuggler as well as a fisherman. Benny received
inspired by his dad, a famous literary critic. When his a bursary to Carleton and engaged in a bit of petty
parents died in a tragic accident in his freshman year at crime before he got his powers. When the COMET
Carleton, Josh took a year away from school and blew team was born, Benny suggested becoming supervil-
through his trust fund to finance a globe-hopping ad- lains, but the others stared him down. More or less
venture spree. That year solidified his interest in arche- forced to become a superhero, he’s managed to settle
ology and mysticism. When he returned to Carleton, he into the role, however he’s still the least heroic of the
wanted to maintain his interests, which led him to join COMET crew and the greediest. Nonetheless, Benny
the fateful expedition where COMET was created. really likes the adoration of the people and won’t screw
A good friend and trusted teammate, Josh’s that up — unless something very tempting comes his
sense of humor and high-spirits make it natural for his way.
friends to lean on his broad shoulders, even COMET
Black. Powers END
10 Endurance Boost: 2d6 Absorption (physical, to
Powers END END)
13 Extra Strength: STR +30, No Figured 6 12 Size Boost: Growth (+20 STR, +4 BODY, 8
Characteristics (-1/2), Extra Time: One Phase +4 STUN, -4” KB, 400 kg, +0 DCV, +0 PER
to Activate, (-1/4), Increased END Cost (x2) Rolls to perceive character, 4 m tall, 2 m
(-1/2) wide), Costs END Only To Activate (+1/4)
5 1d6 Luck (12 Active Points); Increased Endurance Cost
(x4 END; -3/4), Extra Time (Full Phase,
Skills Only to Activate, -1/4)
10 +2 Levels w/HtH 2 +1” Running
3 Acrobatics 13-
3 Breakfall 13- Skills
2 KS: Canadian History 11- 10 +2 Levels w/HtH
2 KS: The Mystic World 11- 3 Navigation (sea) 12-
3 SS: Archeology 12- 2 PS: Fisherman 11-
3 Survival 13- 2 PS: Writer 11-
3 Streetwise 13-
Total Additional Powers/Skills: 44 3 Survival (maritime) 13
3 TF: Small Motored Boats, Large Motored Boats,
Additional Disadvantages Small Sailboats
5 Enraged if Accused of Being Irresponsible (8-,
Recover 14-) Total Additional Powers/Skills: 53
5 Hunted by Teleios (More Powerful, Watching,
8-) Additional Disadvantages
10 Psychological Limitation: Code Vs Killing 5 Enraged when insulted (8-, Recover 14-)
(Common, Moderate) 10 Psychological Limitation: Code Vs Killing
10 Psychological Limitation: Easily Bored (Com- (Common, Moderate)
mon, Moderate) 10 Psychological Limitation: Harbors Grudges For
10 Psychological Limitation: Excessively Curious No Good Reason (Common, Moderate)
(Common, Moderate) 10 Psychological Limitation: Greedy (Common,
65 Experience Bonus Moderate)
375 Total Points 74 Experience Bonus
384 Total Points
12 ■ New Heroes Hero System 5th Edition Revised

COMET GREEN
Jocelyn Paiemont was born in Laval, Quebec, Her
father was not Nicholas Paiemont, the man who raised
her, but rather, it was Henri Lalonde, the supervillain
Punition! Jocelyn’s parents tried to hide the truth from
her (and her twin sister Genevieve), Against the odds,
Jocelyn has managed to live a very normal life until
she received her powers. The recent revelation of her
true parentage has deeply conflicted her — and has all
but driven her sister into her natural father’s arms, just
as Genevieve’s own powers start to emerge.

Powers END
10 Strong Will: +5 EGO
10 Pheromones: +3 DCV, only against those at-
tracted to women (-1/2)
20 Touch of Grace: Mental Illusions 10d6, 5
Limited Power: Pleasing Images Only, Can’t
Do Damage (-1/2), No Range (-1/4), Extra
Time: Full Phase (1/2).

Skills
3 Animal Handler 13-
3 Combat Driving 13-
3 Conversation 13-
3 Persuasion 13-
3 SS: Biochemistry 12-

Total Additional Powers/Skills: 55

Additional Disadvantages
5 DNPC sister (slightly less competent. 11-)
5 Hunted by Teleios (More Powerful, Watching,
8-)
10 Hunted by Punition (As Powerful, Capture, 8-)
10 Psychological Limitation: Code Vs Killing
(Common, Moderate)
10 Psychological Limitation: Nervous Around
Guns (Common, Moderate)
10 Psychological Limitation: Reckless, Moderate)
66 Experience Bonus
386 Total Points
Champions of the North Unofficial Addendum 13
Alliance Canada (which would eventually branch out
Les Esprits Guardiens with superhero teams in the North, the West Coast and
Membership: Le Fort, Voyageur, Surcheval, Chat- the Maritimes and become the unofficial sentinels of
elaine. all Canada.) Chatelaine has vetoed
this every time, but Voyageur is
Background: For years, peo- pressing for the union, pointing
ple in Quebec complained they out that even sovereigntist politi-
had no native superhero team. cians join with English-Canadians
Les Esprits Guardiens was found- when their interests are at stake.
ed after the 1995 sovereignty The Chatelaine has countered
referendum; one of the arguments by proposing an alliance with
that the victorious “non” side had COMET (which the Ottawa team
made was that English-Canadian has rejected).
superheroes would (and had fre-
Tactics: Les Esprits keep
quently) provided protection from
their combat tactics simple: if Le Fort feels they can
invading supervillains, both foreign and domestic. The
handle a situation (or have no choice but to intervene)
Chatelaine, a sorceress with heavy pro-sovereignty lean-
Le Fort and Surcheval charge in, while the Chatelaine
ings, was outraged by the claim and decided the solution
and Voyageur hold back and use their powers at range.
was put together a Quebec superhero team and show
If things go badly, the Chatelaine is ordered to work up
that Quebec didn’t need the Northern Guard to defend
a teleportation spell and retreat.
itself. Her first recruit was a “new” superhero named
Le Fort (new only in the sense that he had recently Relations: Les Esprits Guardiens has a good rela-
started his heroic career; Le Fort had been born in the tionship with the Quebec authorities, and with UNTIL.
17th Century and was the source of numerous legends Their relations with the federal government and the
and folk tales). The other veteran Quebecois superhero, RCMP are cordial but distant (Voyageur intervenes
Voyageur, had federalist leanings, however he saw the to handle them); they’ve occasionally worked with
need for a local team and was willing to put aside his COMET (COMET Green has a standing invitation to
political trepidation. The team was officially formed in join the team) and Voyageur has aided StarForce on oc-
1998, with sponsorship from the city of Montreal. The casion, as he and Justiciar are old teammates.
fourth founding member was Ti-Jean, but he died in a Within the team, there are two factions: Le Fort
skiing accident unrelated to superheroing in 2006. His and Chatelaine on one side, and Surcheval and Voyageur
replacement, who joined in 2007, was Surcheval. on the other. Voyageur and Chatelaine acknowledge
The team has faced a number of villains like Pu- their differences and maintain a cool, civil relationship;
nition, Roi D’Hiver and Tilingkoot, and acquitted itself it’s obvious they’ll never be friends, but they’ve saved
well. StarForce has proposed uniting with them to form each other’s lives too often to be enemies.

L’ESPIRITS GUARDIENS PLOT SEEDS


An emissary from the alternate dimension of Laurentia approaches the Chatelaine, suggesting that she
secretly link the signal from Radio-Canada with its Laurentian equivalent, so Quebeckers can see first hand
what life in a sovereign Quebec would be like. Of course it’s a trap, but when people in your country tune into
a signal from an alternate dimension (out of sheer curiosity), what happens when the invading army using that
signal gets the coordinates wrong and lands in your backyard?

Le Fort is immortal, but what happens when PCs who are around Le Fort and Voyageur at a social gather-
ing suddenly get drawn in a temporal nexus and go back in time to the 1820s, when men were men, and men
were rowdy, and your superpowers are either useless (or scaled down to a heroic scale)... and one of you has
to gather their teammates—who now believe they belong in the 1820s—and win a no holds barred fist fight
against Le Fort in an Ottawa logging camp.

You uncover evidence that Chatelaine has been using her magical powers to “prime” people for the idea of
a sovereign Quebec. No, what she’s doing is more subtle than a mass suggestion to vote “oui” in the next
referendum. She’s been performing ritual magick designed to increase Quebeckers self-assuredness and con-
fidence in their nation’s self-worth, so they won’t feel a need to stay with Canada when the “non” side uses its
“typical scare tactics.” You know that revealing this to the public would probably cause a lot of scandal and
break the team apart along sovereigntist/federalist lines. Do you go public?
14 ■ New Heroes Hero System 5th Edition Revised

Le Fort Skills
20 +4 with HTH Combat
Val Char Cost Roll Notes 4 AK: Quebec 13-
40 STR 30 17-- Lift 6400 kg; 8d6 HTH [4] 3 Climbing 13-
20 DEX 30 13- OCV: 7/DCV: 7 3 Conversation 13-
30 CON 40 15- 2 CK: Montreal 11-
18 BODY 16 13- 3 Disguise 12-
13 INT 3 12- PER Roll 12- 3 Gambling 12-
12 EGO 4 11- ECV: 4 4 KS: Quebec Folk Tales 13-
20 PRE 10 13- PRE Attack: 4d6 4 KS: The Superhuman World 13-
18 COM 4 13- 2 Language: English (Fluent Conversation)
26 PD 18 Total: 26 PD (20 rPD) 3 Navigation 12-
26 ED 20 Total: 26 ED (20 rED) 4 PS: Lumberjack 13-
5 SPD 20 Phases: 3, 5, 8, 10, 12 3 Seduction 13-
14 REC 0 5 Tactics 13-
60 END 0 3 Teamwork 13-
53 STUN 0 Total Characteristics Cost: 195 3 TF: Rafts, Sleds, Small Rowed Boats
Movement: Running: 6”/12” NCM 2 WF: Common Melee Weapons
Leaping: 16”/32” NCM
Total Powers & Skills Cost: 177
Cost Powers END Total Cost: 372
Martial Arts: Self-Defense Training
Maneuver OCV DCV Notes 200+ Disadvantages
4 Block +2 +2 Block, Abort 20 Hunted: Borealis 8- (Occasionally), More Pow-
3 Clinch -1 -1 Grab Two Limbs, erful, PC has a Public ID or is otherwise very
50 STR / 65 STR for easy to find, Harshly Punish
holding on 25 Hunted: VIPER 8- (Occasionally), More Power-
4 Cross +0 +2 10d6 /13d6 Strike ful, NCI, PC has a Public ID or is otherwise very
5 Hook -2 +1 12d6 /15d6 Strike easy to find, Capture
3 Jab +2 +1 Strike 15 Hunted: Province of Quebec 14- (As Pow, NCI,
2 Weapon Element: Clubs, Axes Watching)
12 Growth (+15 STR, +3 BODY, +3 STUN, 1 10 Physical Limitation: Always cheerful, Never
-3” KB, 792 kg, -2 DCV, +2 PER Rolls to Seems to Get Upset Frequently, Slightly Impair-
perceive character, 4 m tall, 2 m wide) (15 ing
Active Points); Only When In Contact With 10 Psychological Limitation: Code Versus Killing
The Ground (-1/4) Common, Moderate
20 Tough as the Land: Damage Resistance (20 5 Rivalry: Professional (all other bricks), Rival
PD/20 ED) 0 is As Powerful, Seek to Outdo, Embarrass, or
14 Immortal Body: Life Support (Longevity: Humiliate Rival, Rival Aware of Rivalry
Immortal; Safe in High Pressure; Safe in High 20 Psychological Limitation: Sworn to Defend the
Radiation; Safe in Intense Cold; Safe in Intense Quebec People Very Common, Strong
Heat; Safe in Low Pressure/Vacuum) 15 Social Limitation: Public Identity Frequently
4 Strength of the Land: Lack Of Weakness (-5) (11-), Major
for Resistant Defenses (5 Active Points); Only 5 Vulnerability: 1 1/2 x STUN Magic attacks Un-
When In Contact With The Ground (-1/4) common
5 Squint: Sight Group Flash Defense (5 points) 5 Vulnerability: 1 1/2 x BODY Magic attacks
11 Hardiness of the Land: Knockback Resistance Uncommon
-7” (14 Active Points); Only When In Contact 5 Vulnerability: 1 1/2 x Effect Magic attacks Un-
With The Ground (-1/4) common
8 Super-Strong Legs: Leaping +8” (16”/19”
forward, 8”/9 1/2” upward) Total Disadvantage Points: 372

Perks Background: As old as the hills, they say, but just how
3 Fringe Benefit: Federal/National Police Powers old are the hills? And what do they do when they smile
8 Contact: Justiciar (Contact has access to major on you?
institutions, Contact has significant Contacts of Gabriel LeFort was a fur trader, based in Mon-
his own, Contact has useful Skills or resources, treal, who explored the wilderness as a fur trader. In
Very Good relationship with Contact) 12- 1641, the Land observed him, a big likable man with
a deep booming (if off-key) singing voice and it gave
him powers. He became superhumanly powerful and
Champions of the North Unofficial Addendum 15
immortal. strength, he’s already one of Canada’s toughest su-
Gabriel enjoyed using his powers, though he perhumans, however his Growth power, the ultimate
eventually discovered they raised people’s suspicion, expression of that magic, puts him at a strength level
particularly from priests. He hid his powers from those equal to all but a handful of bricks on the planet.
who might persecute him, wandered the wilderness and Le Fort’s clothing grows and shrinks with him
created legends, In the 19th Century, he was Joseph when he changes his size.
Montferrand, champion boxer and lumberjack defender Le Fort’s tactics are stay at human size through-
of the people. In the 20th Century, he was Matthieu out as much of the fight as is feasible. He doesn’t use
Deglise, who traded the British Commonwealth boxing his growth power unless his opponent is tough enough
title with the Rocket Man, Billy Deighton, in a series to take it; he views the use of his full might as an “hon-
of bouts across Canada that captured the national imag- or” that few are worthy of possessing. If an opponent
ination in the mid-1930s. He enjoyed Montreal for its has a weapon, he’s not above taking an axe-handle and
nightlife and drinking, but preferred the wilderness. swinging for the fences.
During the Second World War, Gabriel avoided
the European front —though he loved a good brawl, he Campaign Use: ]To reduce his power level for low-
hated war—but circumstances forced him into the fight powered campaigns, lower his STR to 30, his SPD to
on the domestic front, and he fought alongside Princess 4, and shave off some combat skill levels. To increase
Aureole in her attack on Vultok’s ice realm. It was the his power level for high-powered campaigns, boost his
first time his growth powers had manifested them- base defenses by 5, add two Overall skill levels, and
selves: calling himself Le Fort Bûcheron (“the Mighty add 3d6 Luck.
Lumberjack”), he helped save Canada from Vultok, but Le Fort will watch people at the beckoning of the
the sheer horror of what he saw forced him to retreat Land, but he’ll only hunt someone if they’ve sworn to
into the wilderness for over 40 years. destroy Quebec or its French-speaking majority. Since
Eventually he received another visit from the he helped bust an anti-Quebec organization called
Land, which was getting irritated by human “degra- Canada First in the mid-1990s, no one’s filled that
dation” and “ignorance.” Gabriel agreed to return to vacuum, though lately he’s casting a suspicious eye on
civilization and win the people’s trust and persuade the Hunter-Patriots.,
them to take better care of the land. To win people to Despite the lack of specific contacts, LeFort’s
his side, he became the superhero LeFort. reputation is good enough that he should be treated as
LeFort has established himself as the premier having Non-Combat Influence.
superhero of Quebec, and most of Canada holds him Appearance: Gabriel LeFort is a barrel-chested
in high regard. Though he harbors strong nationalistic mountain of a man, 6’6” tall and 265 strapping pounds.
feelings —he remembers how English and Irish-Ca- kilos). His costume is a flannel lumberjack’s shirt
nadians treated Quebeckers back in the old days—his (worn open to reveal a swath of chest hair), faded blue
message has primarily been one of environmental jeans, and bright red toque; he has brown hair, brown
stewardship. People nod their heads when they hear eyes, and a medium-length, well-groomed beard.
him speak, but they never seem to do something. It
depresses him, but he’s found some good people, and
he’s doing some good work, and he’s content.
Personality: Le Fort is a happy individual whose
learned to take life in stride. He’s found the balance
between zeal and indolence, and so he’s managed to
keep his psyche on an even keel. He is very good to
talk with, very friendly when drunk; he has, however,
absolutely no regard for people who bark orders at him
or who don’t treat people with patience and respect.
Le Fort loves to fight. He regrets that since the
pulp era, the spike in magical forces that fueled the
growth of his powers has made it impossible for him
to return to the boxing ring, as that was where he felt
most alive. He loves to pick fights with bricks when
he first meets them. He expects the opponent to bond
with him and figure out that it’s a gesture of masculine
respect; unfortunately, not everyone does and many
people come away from a first meeting with more than
a few bruises.
Quote: “Let’s you and I fight!”
Powers/Tactics: Le Fort is a magically altered
human. With gifts of immortality and superhuman
16 ■ New Heroes Hero System 5th Edition Revised

Chatelaine 200+ Disadvantages


5 Distinctive Features: Glowing Silver Eyes
Val Char Cost Roll Notes (Easily Concealed; Noticed and Recognizable;
15 STR 5 12- Lift 200 kg; 3d6 HTH [1] Detectable By Commonly Used Senses)
23 DEX 39 14- OCV: 8/DCV: 8 10 Hunted: Black Paladin 8- (As Pow, Harshly Pun-
28 CON 36 15- ish)
10 BODY 0 11- 10 Hunted: Roi D’Hiver 8- (As Pow, Harshly Pun-
13 INT 3 12- PER Roll 12- ish)
18 EGO 16 13- ECV: 6 15 Hunted: VIPER 8- (As Pow, NCI, Harshly Pun-
25 PRE 15 14- PRE Attack: 5d6 ish)
14 COM 2 12- 10 Psychological Limitation: Addicted to Reading
15+ PD 12 Total: 15/25 PD (0/10 rPD) New Magic Tomes (Common, Moderate)
15+ ED 9 Total: 15/25 ED (0/10 rED) 10 Psychological Limitation: Disdain for Canadian
5 SPD 17 Phases: 3, 5, 8, 10, 12 Government (Common, Moderate)
10 REC 2 10 Psychological Limitation: Fear of Crows (Com-
56 END 0 mon, Moderate)
32 STUN 0 Total Characteristics Cost: 156 15 Social Limitation: Secret ID (Marie Dubois)
(Frequently, Major)
Movement: Running: 6”/12” NCM 5 Susceptibility: The Touch of Silver 1d6 damage
Leaping: 3”/6” NCM Instant (Uncommon)
5 Vulnerability: 1 1/2 x BODY from Holiness
Cost Powers END Powers (Uncommon)
105 Sorcery Variable Power Pool, 60 base + 45 5 Vulnerability: 1 1/2 x STUN from Holiness Pow-
control cost, all slots Powers Can Be Changed ers (Uncommon)
As A Half-Phase Action (+1/2) (105 Active
Points) Total Disadvantage Points: 364
13 Force Field (10 PD/10 ED) (20 Active Points); 2
Conditional Power Cannot Add to Defenses Background: The evil of the Black Paladin is unfathom-
Pulled From Magic Pool (-1/4), Limited Power able; one of his uncountable misdeeds was to kidnap
Force Field Won’t Stop Attacks If Attacker girls and prepare them for careers as his sorcer-
Makes an EGO roll at a -3 penalty (-1/4) ess “chatelaines.” Marie Dubois was one of them.
16 Missile Deflection (Any Ranged Attack) (20 Snatched from her Quebec home at the age of five,
Active Points); Limited Power Won’t Stop Marie was forced into the life of a sorceress apprentice.
Attacks If Attacker Makes an EGO roll at a A chatelaine-in-training, Sir Giles called her. Black
-3 penalty (-1/4) magic became her meat and drink. She participated in
11 Mental Defense (15 points total) unholy rites, so her essence became allergic to symbols
8 Sight Group Flash Defense (8 points) of holiness (silver, consecrated ground, etc.) However,
the Paladin has enemies, both human and superhuman.
Perks A courageous Jesuit priest discovered the Paladin’s
2 Fringe Benefit: Local Police Powers activities, and gave his life to contact the Mighty Ca-
nadians. The superhero team defeated the archvillain.
Talents Marie was returned to her parents. All was set aright.
5 Eidetic Memory The only problem was, it wasn’t. She had been
4 Speed Reading (x10) in the Paladin’s dubious care for nine years; she no
longer knew her parents. She had been exposed to
Skills dark rituals that haunted her dreams. She couldn’t be
3 +1 with Magic taken to confessional without screaming. Exorcisms
3 High Society 14- followed, but she wasn’t possessed, just scarred. The
3 KS: Literary World 12- one magical effect that consumed her was a geas; the
4 KS: Superhero World 13- Paladin had intended for her to become a living library
4 KS: The Occult World 13- of the occult, so she was ensorcelled to read as many
1 Language: English (basic conversation) occult tomes as possible and commit their contents to
3 Oratory 14- memory.
3 Persuasion 14- Somehow, she graduated from high school, and
2 PS: Bookseller 11- enrolled in college. She turned to politics as a dis-
17 Power: Magic Pool Control Skill 18- traction. After her campus was bombed by a nutcase
associated with the now defunct Canada First! Organi-
Total Powers & Skills Cost: 207 zation, Marie realized that Quebec needed more than
Total Cost: 364 the political will to stand on its own two feet; it needed
protectors. She had done her best to shun magic since
Champions of the North Unofficial Addendum 17
her rescue, only to discover that she was fighting tive (magic is better and cheaper than a good plastic
against her own nature. She decided to stop fighting surgeon). When in heroic identity she has short silver
and embrace her gift. Calling herself the Chatelaine hair and wears a black domino mask and a bright green
—turning the Paladin’s attempt to enslave her into a dress (the same color has her eyes) with silver gloves
symbol of personal triumph—she trained herself to and a silver sash around her waist. In civilian identity
fight the enemies of Quebec and the darkness within she has dark hair and allows her face to look older
herself. It took decades before she felt ready to assume and more care-worn. She’s 5’5” tall and weighs 120
the mantle of the Chatelaine, but in 1994, she became pounds.
Quebec’s newest superheroine, and never looked back. Surcheval
Personality: Though admittedly brash, outspo- Val Char Cost Roll Notes
ken, and hard-driving, the Chatelaine has a reputation 35 STR 25 16- Lift 3200 kg; 7d6 HTH [3]
for moodiness that’s largely undeserved; by her own 26 DEX 48 14- OCV: 9/DCV: 9
admission, she doesn’t handle the media well (particu- 28 CON 36 15-
larly the English-language press, as her English isn’t 13 BODY 6 12-
very good) and her childhood wasn’t conducive to the 18 INT 8 13- PER Roll 13-
development of casual social skills. She’s been a loner 10 EGO 0 11- ECV: 3
for most of her life, and her one romantic relationship 20 PRE 10 13- PRE Attack: 4d6
turned out to be with a warlock who tried to get her 12 COM 1 11-
back into the Black Paladin’s fold —she’s certainly 22 PD 15 Total: 22 PD (15 rPD)
not expecting to find a romantic relationship any time 22 ED 16 Total: 22 ED (15 rED)
soon. 5 SPD 14 Phases: 3, 5, 8, 10, 12
Quote: I hold the key to the castle, and that castle 13 REC 0
is Quebec. And you are not welcome in the castle.” 56 END 0
45 STUN 0 Total Characteristics Cost: 179
Powers/Tactics: The Chatelaine is a sorceress, pure Movement: Running: 14”/28” NCM
and simple. Through magical training, she can perform Leaping: 7”/14” NCM
fantastic spells with almost unlimited effects. Her fa-
vorites involve blinding via flashes, disabling through Cost Powers END
entangles, and (when her teammates are in trouble) 15 Toughness: Damage Resistance (15 PD/15 ED)
ranged healing spells or a teleport to get them out of 60 Teleportation Powers: Multipower, 60-point
the way. reserve
Her defenses have an unusual limitation: a per- 6u 1) Incredible Speed: Teleportation 30” (60 6
son can battle through them by making an appropriate Active Points)
EGO roll (at a -3 penalty). Every time someone suc- 4u 2) Quick Change Other: Cosmetic Transform 4
cessfully attacks, they get a chance to break through. 8d6 (Quickly Dress or Change An Object’s
The Chatelaine is still bound by the geas to Apparel) (40 Active Points)
become a mystical library and there are dark forces 4u 3) Combat Teleport: RKA 2d6, Penetrating 6
tugging at her life, threatening to send her into the (x2; +1) (60 Active Points); OIF (any small
abyss. She tries to get around the curse by reading texts teleportable object) (-1/2)
that emphasize the positive uses of magic, and doing 4u 4) Desolidification (40 Active Points) 4
a lot of meditation to hold herself together. So far it’s 2 Life Support (Safe in Low Pressure/Vacuum)
worked, but it’s a battle. 12 Blink Teleport: +5 with DCV (25 Active 2
Campaign Uses: To adjust the Chatelaine for a Points); Costs Endurance (-1/2), Conditional
low-powered campaign, reduce her Magic Pool to 50 Power Must Follow Teleport or Full Move
points. To increase it for a high-powered campaign, Running (-1/2)
raise it to 70 points, increase her Pool Control Skill to 16 Running +8” (14” total) 2
21-, and raise her SPD to 6.
The Chatelaine considers herself to be the guard- Perks
ian of Quebec’s mystic community, so if you’re a prac- 2 Fringe Benefit: Local Police Powers
ticing mage in Quebec, she may be watching you. If
you’re connected with the Black Paladin, or perceived Skills
as a threat to the sovereigntist movement in Quebec, 16 +2 with All Combat
she’s a natural Hunted. 3 CK: Quebec City 13-
The Chatelaine has NCI, though against some 2 CK: Montreal 11-
threats (particularly the occult), she’s very reluctant to 3 Computer Programming 13-
involve the authorities in any way. 3 Electronics 13-
3 Interrogation 13-
Appearance: The Chatelaine is a woman ap- 3 Language: English (completely fluent)
proaching middle age who remains reasonably attrac- 3 PS: Instructor 13-
18 ■ New Heroes Hero System 5th Edition Revised
5 SS: Physics 15- of a jerk; he makes snide remarks about his teammates
3 Stealth 14- behind their backs, and is sometimes very obnoxious
1 Systems Operation 8- to LeFort (who takes the remarks in stride, though at
1 Teamwork 8- some point Chatelaine and Voyageur expect there’ll be
a blow-up). He has one great passion in his life: phys-
Total Powers & Skills Cost: 171 ics. Nothing shuts him up more quickly than the oppor-
Total Cost: 350 tunity to study odd physical phenomena or supervillain
technology, and he’s beginning to compile a database
200+ Disadvantages of exotic technology that may one day form the basis
20 Hunted: VIPER 8- (Occasionally), More Power- of a first generation Surcheval powered armor suit
ful, NCI, Harshly Punish which will augment his already prodigious abilities.
10 Hunted: Punition 8- (Occasionally) (As Pow, No one’s quite sure why he’s such a jerk to
Harshly Punish) LeFort. Most of the time, the rivalry expresses itself
15 Psychological Limitation: Loves to Mock People in practical jokes (with one nasty joke from LeFort in
Common, Strong response to ten petty ones from Surcheval).
10 Psychological Limitation: Scientific Curiosity
Common, Moderate Quote: Cease your babbling, you pig-faced
10 Rivalry: Professional (Le Fort), Rival is More lunatic. Supervillains are such a relic from the past.
Powerful, Seek to Outdo, Embarrass, or Humili- Surcheval is the future.”
ate Rival, Rival Aware of Rivalry Powers/Tactics: Surcheval is a mutated human;
15 Social Limitation: Secret Identity (Andre Chou- the potential of his family line unleashed. Although
nard) Frequently (11-), Major he’s technically a speedster, Surcheval might be better
10 Vulnerability: 1 1/2 x Effect from Drains (Com- characterized as a “burster.” He doesn’t have a high
mon) SPD and tends to accelerate and decelerate quickly
5 Vulnerability: 1 1/2 x BODY from Sonic Attacks and travel in short bursts, thus teleport is a better fit for
(Uncommon) most of his powers than running.
5 Vulnerability: 1 1/2 x STUN from Sonic Attacks Surcheval is a front line combatant for Les
(Uncommon) Esprits. He likes to annoy his opponents and serve as
a distraction for LeFort, either by verbal quips, or with
Total Disadvantage Points: 350 his Transform power (he’s fond of putting women’s
clothing or insulting T-shirts on his opponents, then
Background: Andre Chounard is actually the second pulling out a camera and taking a picture). When he
superhero by that name; the first was Phillip Chounard, has to get serious, he’ll teleport behind someone and
his uncle, a superhero in the 1960s and 70s, a speedster blind-side them with a move-through, or he’ll move his
herald of the Quiet Revolution. Andre’s grandfather hand through an opponent (his double armor piercing
was Pierre Rhiaume, better known as Maître Cerveau killing attack). The latter is reserved only for psycho-
(Master Brain), a science hero of the pulp era. Andre paths or threats that require immediate neutralization.
developed a “human potential machine” designed to
bring out people’s finest qualities; the machine was no Campaign Use: Surcheval fits the “annoying jerk
quick fix (the process required months to unlock peo- superhero” archetype. One should not go too overboard
ple’s potentials, and many had none worth unlocking, with this; PCs should receive a little more lenient treat-
so there were few volunteers). However, Phillip gained ment than villains (unless they’re being truly obnox-
the power of lightning speed, and when he retired, he ious).
uncovered the machine and asked his relatives to take To raise Surcheval’s power level for a higher-
the treatment. One of them, a young graduate student powered game, increase his SPD to 6, give him a 3d6
in physics, gained powers. Hand Attack, and add some Danger Sense. To lower
Phillip trained his nephew to be a superhero, a his power level for a lower powered game, remove his
career choice that Andre agreed with enthusiasm When Combat Levels and drop his defenses by 3-5 each.
Les Esprits Guardiens was formed, Andre was glad to Surcheval does not watch or hunt people, unless
join. It hasn’t been the most sterling superhero career they’ve humiliated him in the past.
so far. Andre’s “potential” includes a huge potential
to get on people’s nerves with petty insults and quips, Appearance: Surcheval is a good looking young
a quality that serves him well when he needs to goad man in his twenties, with short brown hair, blue eyes,
a supervillain into doing something stupid, but which and a bit of a smirk on his face. He’s 5’11” and weighs
has given him a rather unpleasant reputation. In part, 182 pounds. His costume is an orange and black
it’s because he feels he needs to play things straight bodysuit that more than one person refers to as the
in his secret identity (a freshman high school physics “ugliest superhero costume in Canada.”
teacher), so Surcheval is an emotional release for him.
Personality: Andre has established himself as a bit
Champions of the North Unofficial Addendum 19

Voyageur Office (Contact has access to major institutions,


Contact has significant Contacts of his own,
Val Char Cost Roll Notes Contact has useful Skills or resources) 13-
15 STR 5 12- Lift 200 kg; 3d6 HTH [1]
20 DEX 30 13- OCV: 7/DCV: 7 Skills
23 CON 26 14- 6 +2 with Telekinesis Multipower
10 BODY 0 11- 3 Bureaucratics 12-
10 INT 0 11- PER Roll 11- 2 KS: Montreal 11-
20 EGO 20 13- ECV: 7 2 KS: The Superhuman World 11-
15 PRE 5 12- PRE Attack: 3d6 5 KS: Canadian History 14-
14 COM 2 12- 2 Language: English (fluent conversation)
6+ PD 3 Total: 24 PD (18 rPD) 3 Paramedics 11-
7+ ED 2 Total: 19 ED (12 rED) 4 PS: History Teacher 13-
5 SPD 20 Phases: 3, 5, 8, 10, 12 3 Stealth 13-
8 REC 0 5 Survival 12-
62 END 8 3 Tracking 11-
30 STUN 0 Total Characteristics Cost: 121 2 TF: Rafts, Small Rowed Boats
Movement: Running: 6”/12” NCM
Leaping: 3”/6” Total Powers & Skills Cost: 237
Total Cost: 358
Cost Powers END
63 Telekinesis Powers: Multipower, 63-point 200+ Disadvantages
reserve 5 Distinctive Features: Voyageur’s Outfit (Con-
6u 1) Telekinetic Blades: RKA 3d6+1, Reduced 2 cealable; Always Noticed and Causes Major
Endurance (1/2 END; +1/4) (62 Active Points) Reaction; Detectable Only By Unusual Senses)
6u 2) Mental Manipulation: Telekinesis (35 STR), 6 15 Hunted: VIPER 8- (Occasionally) (As Pow, NCI,
Fine Manipulation (63 Active Points) Harshly Punish)
6u 3) Wave of Permeable Telekinesis: Energy 6 15 Hunted: Punition 8- (As Pow, NCI, Harshly Pun-
Blast 6d6, No Normal Defense (>5 rPD Force ish)
Field or Telekinetic Armor]; +1) (60 Active 5 Physical Limitation: Perceives Past Elements Im-
Points) posed on the Present
35 Astral Form: Multipower, 70-point reserve, 15 Psychological Limitation: Often Confused by
(70 Active Points); all slots Character Is Retrocogntive Visions Common, Strong
Incapacitated And Helpless While Using Power 15 Psychological Limitation: Sworn to Protect the
(-1) Innocent Common, Strong
3u 1) Distant Remote Viewing: Clairsentience 7 15 Psychological Limitation: Overconfident Very
(Sight And Hearing Groups), Megascale (1” = Common, Moderate
1,000 km; +1), Can Be Scaled Down 1” = 1km 15 Social Limitation: Public Identity Frequently
(+1/4) (67 Active Points); Character Is (11-), Major
Incapacitated And Helpless While Using 10 Unluck: +2d6
Power (-1)
3u 2) Local Remote Viewing: Retrocognitive 6 Total Disadvantage Points: 358
Clairsentience (Sight And Hearing Groups), x8
Range (2,000”) (65 Active Points); Character Background: Alain Pelletier traced his roots back to
Is Incapacitated And Helpless While Using the days of the voyageurs. He was a proud Quebecker
Power (-1) from a wealthy family; he never suspected that his
6 Mental Wards: Mental Defense (10 points total) father was actually a mutant psychic supervillain, at
15 Telekinetic Powers: Elemental Control, 30-point least not until he started having psychic flashes as a
powers teenager.
15 1) Telekinetic Shield: Force Field (18 PD/ 3 Alain was taken aback when he approached his
12 ED) (30 Active Points) father and discovered that dad wanted to use him as
15 2) Telekinetic Flight: Flight 15” (30 Active 3 part of his schemes to increase family power and influ-
Points) ence. He ran, only to discover it’s very hard to escape
15 Telekinetic Probe: Spatial Awareness (no 2 a trained psychic. He was forced to fight his father,
Sense Group) (22 Active Points); Costs and in the course of the battle, he accidentally killed
Endurance (-1/2) 2 him. His father’s dying curse was partial possession;
to avoid hiding from the past, Alain would be forced
Perks to psychically feel the history of the area around him,
2 Fringe Benefit: Local Police Powers especially when it involved his family.
7 Contact: Friend in the Mayor of Montreal’s
20 ■ New Heroes Hero System 5th Edition Revised
Alain spent the next five years in a mental institution. enjoy to its forest. How unfortunate that your voyage
Eventually, he did recover, and he faced a critical will take you.
choice. Either he could allow what had happened
to scar his entire life, or he could move onto some- Powers/Tactics: Voyageur is a “psychic voyageur.”
thing better. He knew he had to make amends, but he He can use clairvoyance to travel in his astral form and
decided to do so in a way that turned the curse into a wander around to gather information. The separation
blessing. He became a superhero. of mind and body has also led to the development of
Alain’s perceptions often extended as far back mind over matter techniques that express themselves as
in the pastas the time of the voyageurs and he came telekinesis. The most unusual of his telekinetic abilities
to identify with these hardy souls. He took their garb is the “psychic force wave” (his NND) where he sends
as his own and became Le Voyageur, the adventuring a ripple of telekinetic force through someone, making
hero of New New Canada. them queasy without actually damaging them.
That was 1969. For many years, Voyageur was He has a side effect to his Clairsentience that’s
one of Quebec’s greatest heroes (if also it’s most ec- written as a physical limitation: he sees time periods
centric). He’s been a part of the Northern Guard in overlapping with the present and reacts to them (e.g.
its second incarnation. His mutation has kept him in he’ll see a 1930s car parked in a parking space and
remarkable physical condition for years, though he’s drive around it). He has no control over his “lateral
starting to feel them wear at him over the last decade, vision” and while he usually can separate past from
and on the mornings after a fight, it’s been harder to present, sometimes he’ll forget and try to strike up a
get out of bed. He’s always taken a backseat to other conversation, or rescue someone who doesn’t exist.
heroes in the Quebec press (he’s too federalist for (This is particularly problematic when he’s seeing only
many people’s liking, and not modern enough: “Why?” a few years into the past).
One Montreal news commentator famously moaned. Voyageur serves as a scout and a second rank
“Are so many of Les triomphateurs based on history combatant in Les Esprits Guardiens. He typically stays
and folk legends, and so few on the present day?” about twenty meters back from a fight and attacks at
Even Voyageur had to admit he had a point. His range, usually with his permeable telekinesis power, or
best friend in the superhero world (now retired) was his telekinetic blades against someone who’s particu-
Hivernant, who also had the motif. Having never mar- larly tough.
ried, Voyageur is looking for some continuity, a suc- Campaign Use: To adjust Voyageur’s powers for
cessor to inherit his legacy. He is slowly coming to the a lower powered game, reduce his defenses to 20, his
realization that no one really wants to be part of one, SPD to 4,, his blades to a 3d6 RKA, his Telekinesis to
a realization more terrifying than any supervillain he’s 30 STR, and his NND to 5d6. To increase them for a
ever faced. higher point campaign (or to represent Voyageur in his
Personality: Voyageur is an idealistic, happy-go- prime, during the 1970s and early 1980s), increase his
lucky soul; many view him as a “Quebec hippie.” He defenses to 28, raise his SPD to 6, and add some PSLs
takes pride in being a raconteur, though his stories vs. ranged penalties (his vision has gotten worse over
often take too long to get to the point. the years).
Voyageur believes that life is an adventure, that Voyageur doesn’t hunt or watch people —he’s
one should embrace the adventure and experience it too busy wandering in the astral plane for that sort of
with gusto. Perhaps in reaction to his stultifying family, thing— except as a favor to Le Fort.
Alain espouses the transformation of the world into Appearance: Voyageur appears to be a scraggly
a single large, open, welcoming community, urging man in his late 50s, wearing the fur costume of an
people to embrace an ideal of human brotherhood that eighteenth-century voyageur (explorer) from New
transcends language and ethnic lines. It’s an opinion France. He’s 5’11” tall with a scruffy grey beard, long,
that’s put him at odds with many in Quebec, including scraggly hair, and bright green eyes.
most of his current teammates.
In recent years, Voyageur’s typical cheerfulness
has been tinged with melancholy, as he realizes he’s
well past his shelf life as a superhero and has no idea
how to get out gracefully. It’s a conflict that’s going too
get harder in the future. He’s spending more time in the
astral plane these days, as he doesn’t feel his physical
limitations there.
Voyageur’s archenemy is Punition. They’ve
battled numerous times, and there’s absolutely no bond
of respect between them. Punition would love to be the
man who ends Voyageur’s career, and if Voyageur dies,
so much the better...
Quote: “Life is a voyage that one must free to
Champions of the North Unofficial Addendum 21

Hockey Character Origins


HOCKEY
1. He Shoots Up, He Scores!
Your team’s trainer has hooked up with an evil
Hockey Package Deal organization (such as VIPER) to give your team an
undetectable performance-enhancing drug. You’re
Skills
members of a team that’s being mutated – and you
3 Breakfall 11-
don’t like some of the changes you’re seeing in your
2 PS: Hockey 11-
teammates, some of who are becoming quite psychotic.
You need to use your own burgeoning powers to
Martial Arts: Hockey
stop them. But once you’ve exposed the scandal, your
Maneuver OCV DCV Notes
playing days will be finished. What else will you do
4 Body Check +0 -2 4d6 +v/5 Strike,
with your time?
FMove
5 Strip the Puck -1 -1 Disarm, 20 STR to
2. Power Play
Disarm; FMove
You’re members of the Sudbury Meteors, a
5 Passing Strike +1 +0 2d6 +v/5; FMove
minor league hockey team on a losing streak, crowded
5 Hip Check +0 +0 2d6 +v/5; Target
into a rickety old van when a meteor lands nearby.
Falls; FMove
Investigating, you’re engulfed in a strange radiation.
4 Shove +0 +0 25 STR to Shove
You’re a hockey team who’s become superhuman!
5 Steal the Puck +0 +0 Grab Weapon, 20
How do you handle your powers?
STR to take weapon
away
4 Weapon Bind +1 +0 Bind, 20 STR Hockey Related Champions Scenario Hooks
1 Weapon Element: Polearms and Spears
1 TF: Skates 1. “Nyet, Nyet Soviet, Da Da, Canada!”
Baron Nihil decides to get his revenge on
Cost Powers END Canada where it most hurts – by destroying its greatest
6 Good Skating Legs: Running +3” 1 moment. He goes back in time to the Summit Series,
to make sure Canada loses the final game of the series
Total Powers & Skills Cost: 45 and destroy the nation’s morale.
Total Cost: 45 You need to travel back in time to Russia on
September 28, 1972, when Canada played Game 8, and
Note: “Goons” should probably have some sort of keep people from interfering with the series. Unfortu-
brawling package (“Five for Fighting”). Elite players nately, not only do you need to deal with Baron Nihil,
will have a higher PS, some levels with puck passing, you also discover that Soviet superheroes have been
DCV levels only usable on ice, an extra inch or two of ordered to engineer a USSR victory by any means
running (Only while wearing skates on an ice surface), necessary...
connections with agents, sports reporters and publi-
cists, Reputation, and an extra level of Wealth. 2. Try-Out:
NHL players like to think of themselves as quiet
and self-effacing, but not Julian Roentz, a mouthy star
Hockey and Superheroes forward for the Calgary Flames whose known for his
If you’re running a Champions game, there’s a hard play and mouthy attitude. Now approaching the
number of ways you can integrate hockey into your end of his playing days, Roentz has announced that
superhero game; some as the scenarios that present he wants to change careers – other talented normals
themselves include: have become costumed vigilantes, so why not a prime
athlete like him? This might be amusing, but he wants
to audition for your team. Worse, the media is turning

22 ■ Odds and Ends Hero System 5th Edition Revised

this already ludicrous incident into a real circus. Deal bottom of the case (particularly since there are since
with it. the killer was superhuman).
Note: This might make a good origin for a PC, if Who did it? The coach’s insane ex-wife who
a player wants to pursue such a concept. blamed the team for covering up an affair? An insane
fan or player from the team that lost the Cup? The
3. The Good Ol’ Hockey Game benched player who was ostracized from the team
Cosmos-Prime, a bored galactic entity, has decid- and then suffered a career-ending injury in a Post-Cup
ed to put humanity on trial! He claims that the species celebratory prank?
lacks the necessary spirit to survive as a member of
the galactic brotherhood, and is giving one chance for CANADA IN A NON-CHAMPIONS
you to prove yourselves! Kidnapping your team and
transporting you to an interdimensional arena, where
WORLD
you have to play a game of hockey against a thuggish
team of galactic superbeings. Champions is a great game, but it’s not the only
Hero System game in town. For those interested in
4. Phantom of the Rink playing pulp, western, and other historical games, here
A great old hockey stadium in your town is are suitable package deals.
being demolished to make room for a new, modern
arena filled with luxury boxes and other modern sports FOLK HERO
amenities. Someone doesn’t like this, and mysterious
accidents befall people who are involved in the deal. Folk Hero is an unofficial name for a superpow-
Some even say that the rink is haunted by the ghost of ered game set in the early frontier era of North Amer-
a hockey player who died in a tragic accident. ica where players run characters like Paul Bunyan.
Is it really a ghost? Or is it someone who wants Canada had more than its share of folk tales especially
revenge on the new owners? Or an old player who in the province of Québec, who might be used as NPCs
can’t stand losing the place that’s attached to so many in a Folk Hero game or the basis for characters with a
of his memories? mythic background in a modern Champions game.
Joseph Montferrand: The king of the
5. The Hockey Murders Quebec loggers (1802-1864), Joseph spawned the
There have been a spree of hockey related mur- even more fantastic legends of Big Joe Mufferaw, a
ders; one by one, players of a team that won the Cup Paul Bunyan-like figure. The historical Joe also has
fifteen years ago are being murdered one by one, and an exaggerated history, a strapping 6’4” giant as a
the authorities want a PC private detective to get to the teenager, he knocked out the Canadian heavyweight
Champions of the North Unofficial Addendum 23
boxing champion with one blow when he was 16 and 1 Navigation 8-
was acrobatic enough to put his heel marks in the 7 Survival 13-
ceiling while performing flips. He was a gentle giant, 3 Tracking 11-
except when some haughty Englishman was foolish 1 WF: Polearms and Spears
enough to insult Canadiens within earshot, or when 3 TF: Dog Sleds, Dogs, Sleds
the honor of French-Canadians (or Roman Catholics)
needed to be defended in a boxing ring. He was strong Total Powers & Skills Cost: 26
enough to hold a plow with one arm outstretched, Total Cost: 26
and tough enough to put 150 “shiners” (bullying Irish
immigrants) to flight in a fight on the bridge between Disadvantages
Bytown and Hull. 5 Social Limitation: Aboriginal (Occasionally,
In the Champions Universe, the legends of Jos. Minor)
Montferrand were inspired by the immortal superhero
LeFort. Package Disadvantages: 21
Alexis de Trotteur: Born Alex Lapointe (1860-
1924), this man was a champion runner of the pre- Lumberjack Package Deal
Olympic era. An eccentric who thought he was a horse The Lumberjack is one of the most enduring
trapped in human form, he spent his boyhood years symbols of Canada, from the days of its first colonists
running across large pastures, whipping himself like to the modern day: the lumberjack has always been a
a horse to make him go faster. He became famous by symbol of Canadian manhood from Quebec to British
competing at fairground competitions against actual Columbia.
racehorses (and winning). When he was not racing, he
made his living wandering Quebec and making clay Cost Powers END
ovens, mixing the clay and water by stamping them 5 Perfect Chop: Find Weakness 11- w/axe and
with his feet. He also entertained crowds by playing saws, Conditional Power: Only Against Trees
the harmonica and was renowned for a roguish wit (-2)
(and an eye for beautiful girls). The most fantastic
legends portray Alex racing against trains and early Talents
automobiles (winning, of course). His nicknames were 2 Environmental Movement (no penalties on
Le Centaure (The Centaur) and le Surcheval (The movement in dense forest)
Superhorse); the latter was later adopted by one of
Quebec’s greatest superheroes. Skills
Louis Cyr: The semi-legendary Canadian 3 Log Rolling: Acrobatics 11-
strongman was a showman of the Victorian Age (1863- 9 Climbing 14-
1912). Demonstrating his prowess as a teenager in 3 Hoist 11-
American strongman contests, his documented feats 4 PS: Lumberjack 13-
of strength including restraining four horses (with two 3 Survival 11-
teams pulling in opposite directions), lifting 500 lbs. 3 Teamwork 11-
with one finger, and hoisting over 4,300 pounds on his
back. He traveled with a strongman troupe in his native Total Powers & Skills Cost: 32
Quebec, but often gave exhibitions abroad. Total Cost: 32

WESTERN HERO Disadvantages


5 Distinctive Features: Lumberjack Clothing
Traditional Inuit Package Deal (Easily Concealed; Noticed and Recognizable;
The nomadic hunting culture of the Inuit led a Detectable By Commonly-Used Senses)
harsh life in some of the most formidable terrain on the
planet. This is close to the package deal for a modern Total Disadvantage Points: 5
Inuit; because they’re more settled, they should have Total Package Cost: 29
one less rank in Survival, and TF: Snowmobile.
Plains First Nations Package Deal
Talents Adventurers in the Wild West era would be most
2 Environmental Movement (no penalties on) likely to encounter an “Indian brave” from a buffalo
hunting tribe like the Cree, Blackfoot, Assiniboine or
Skills Blood nations; this is a package of likely skills pos-
3 Animal Handler 11- sessed by a brave.
2 KS: Inuit Lore 11-
2 KS: The Spirit World 11- Skills
0 Language (idiomatic) (4 Active Points) 1 Animal Handler 8-
2 PS: Inuit Warrior 11- 2 KS: Band Lore 11-
24 ■ Odds and Ends Hero System 5th Edition Revised
2 KS: The Spirit World 11- Disadvantages
0 Language (Siouan or Algonquian) (idiomatic) 5 Social Limitation: Prejudice: Rustic
(4 Active Points) (Occasionally, Minor)
2 PS: Band Warrior 11- 10 Social Limitation: Subject to Orders from HBC
1 Navigation 8- or NWC (Occasionally, Major)
3 Riding 11-
3 Survival 11- Total Disadvantage Points: 15
3 Tracking 11- Total Package Cost: 33
2 WF: Common Melee Weapons

Total Powers & Skills Cost: 19


Notable People of the Era
Total Cost: 19
JERRY POTTS
Disadvantages : In the early days of the NWMP, the force was
10 Social Limitation: Status Indian (Frequently, greatly helped by Jerry Potts, the half-breed son of a
Minor) Métis fur-trader and a woman from the Blood tribe.
He was renowned as the best shot in the territory (and
Total Package Cost: 9 equally proficient with knives); he was fluent in seven
languages (though literate in none and notoriously
laconic) and described as “a short bow-legged man
Voyageur Package Deal with piercing black eyes and a long straight nose”.
Voyageurs were the courageous backwoods trad- Potts had declared war on whiskey runners and wolfers
ers who worked for the Hudson’s Nay or Northwest after his mother was murdered by a drunken Blood,
Company during the 18th and 19th century. Adept and was more than happy to help the NWMP stop their
woodsmen who could endure many seasons in Cana- trade. He developed a very strong friendship with the
da’s most formidable wilderness, the voyageur traveled newcomers, and NWMP Commissioner George Arthur
long distances in pursuit of his fortune. French hired him as a guide at the extraordinary rate of
Voyageurs often worked closely with Indians, $90/month.
and would almost certainly be conversant in one of the The Canadians got their money’s worth. Work-
major Indian languages. ing closely with assistant commissioner James Farqu-
Hivernants, those who expect to live in remote harson Macleod, Potts helped set up Fort Macleod in
forts during the coldest winter months, might have a southwest Alberta and smoothed relations between the
better Survival skill. Those stationed in the far north NWMP and the Blackfeet.
might also have Animal Handler (canines), Survival Ironically Potts, the fearless whiskey hunter,
(arctic), and TF: Sled. developed a drinking problem in his later years and
died of throat cancer at the age of 57. Some say that
Talents the Land “smiled” on Potts and his descendents. This
2 Environmental Movement (no penalties on) would be a good origin for a First Nations superhero.

Skills
LOUIS RIEL
2 AK: Canadian Wilderness 11-
Louis Riel’s background is well-documented in
3 Bureaucratics 11-
Champions of the North. His game stats are:
3 Climbing 11-
3 Combat Driving 11-
3 Hoist 11- 13 STR 11 DEX 15 CON 14 BODY 18 NT
3 KS: Native Culture 12- 10 EGO 23 PRE 10 COM 5 PD 5 ED
3 KS: Trapping 12- 3 SPD 6 REC 30 END 29 STUN
2 Language: one First Nations language (fluent
conversation) Abilities: AK: Red River Territory 13-; CuK: Métis 14-;
3 Mechanics 11- KS: Law 13-; KS: Philosophy 13-; KS: Theology 15-;
3 Navigation (land) 11- Language: English (completely fluent); Language:
3 PS: Fur Trader 12- Latin (completely fluent); Language: Siouan (fluent
6 Survival (Temperate/Subtropical) 13- conversation); Oratory 14-; Persuasion 14-; Riding
3 Teamwork 11- 11-; Survival 13-; SS: 19th Century General Science
3 Tracking 11- Knowledge 12-; Tactics 13-; Tracking 8-; Trading 8-
3 Trading 11-
0 TF: Small Rowed Boats 200+ Disadvantages: Psychological Limitation: Messi-
anic Complex (Common, Strong); Psychological Limi-
Total Powers & Skills Cost: 48 tation: Protective of his people (Common, Moderate);
Total Cost: 48 Reputation: Murderous Traitor or Savior of His People,
14- (Extreme); Social Limitation: Wanted Criminal
Champions of the North Unofficial Addendum 25

Agitator (Frequently, Major)

Notes: The most controversial figure in Canadian


history, Louis Riel is a brilliant but taciturn man who
received extensive religious training in the general
knowledge of the day and who worked as a law clerk
for a Quebec firm (though he hated it).

SAM STEELE
The greatest Mountie of them all was not named
Do-right, but Steele — Sam Steele (1849-1919). A
handsome strapping man of boundless energy and
resolve, Steele’s military training prepared him well
for the ordeals of the NWMP. He was the third man
inducted into the force and participated in the Long
March west, establishing himself as one of the force’s
mainstays. As with the other NWMP, he enjoyed good
relations with the First Nations bands of his day.
Steele fought in the Battle of Batoche and
the subsequent battle at Loon Lake to put down Riel’s
First Nations allies, and established Fort Steele in
British Columbia’s Kootenay Valley to control the
Kootenay Gold Rush. After spending a decade wan-
dering the northwest to bring order to trouble spots
(usually without drawing a gun even in the most dire French (fluent conversation); PS: Police Officer (or the
situations), Steele was given the task of command- like) 11-; Navigation 13-; Oratory 14-; Persuasion 14-;
ing the NWMP in the Yukon at the height of the gold Riding 12-; Survival 14-; Tactics 13-; Tracking 13-;
rush. Steele’s term as superintendent was firm and fair Teamwork 12-; WF: Emplaced Weapons, Small Arms
(if not always legal). When he left in 1899 to join the
Boer War, the residents of Dawson threw a parade to 200+ Disadvantages: Distinctive Features: Uniform
cheer him off, and gave him a bag of gold dust as a and/or Badge (Easily Concealed; Noticed and Rec-
parting gift. ognizable; Detectable By Commonly-Used Senses);
Steele served in the Boer War and in the First Hunted: department he works for 8- (Mo Pow, NCI,
World War, where he often clashed with commanding Watching); Psychological Limitation: Prejudiced
officers who wanted to relegate him to recruitment Against Non-Anglo Saxons (Uncommon, Moderate);
efforts. Steele died shortly after the war during the Psychological Limitation: Mild Bouts of Alcohol-
influenza outbreak at the age of 70. His son Harwood’s ism (Common, Moderate); Psychological Limitation:
1923 novel, Spirit-of-Iron drew heavily on his father’s Prefers to Solve Problems Without Guns (Common,
adventures. Moderate); Psychological Limitation: Politically Am-
bitious (Uncommon, Moderate); Rivalry: Professional
20 STR 15 DEX 18 CON 18 BODY 18 INT (Other RCMP officers seeking political favor), Rival
18 EGO 23 PRE 12 COM 9 PD 8 ED is As Powerful, Seek to Outdo, Embarrass, or Humili-
3 SPD 10 REC 36 END 40 STUN ate Rival, Rival Aware of Rivalry; Reputation: Agent
of the Canadian Government, 8-; Social Limitation:
Abilities: Observant: +1 PER with Sight Group; Foot Subject To Orders (Very Frequently, Major)
Pursuit: Running +1” (7” total); Intimidating Pres-
ence: +10 PRE (10 Active Points); Conditional Power
Only For PRE Attacks, Requires Eye Contact (-1/2); PULP HERO
Basic Fisticuffs: Martial Block; Martial Grab; Contacts
(4 points’ worth); Fringe Benefit: Local Police Pow-
Prohibition Rumrunner Package Deal
“Then drink to the Volstead, oh, long may it last,
ers; Fringe Benefit: Police Officer; Fringe Benefit:
And drink to the small boats, oh, may they be fast,
Captain (British Artillery); Reputation: Tough but Fair
To outrun the Coast Guards and land the good liquor,
Negotiator and Lawman (A medium-sized group) 14-,
At beaches where signal is just a lamp’s flicker.
+3/+3d6; Environmental Movement (no penalties on
Temperate Wilderness); +3 Overall; AK: The Yukon
“For some there’s a fortune but others will die,
13-; AK: Alberta/Eastern BC 11-; Bureaucratics 14-;
Come load up the ship, boys, the Yankees are dry.
Conversation 14-; Interrogation 14-; CK: Dawson
-- Rumrunner Drinking Song
City 11-; KS: Criminal Law And Procedure 11-; KS:
The Law Enforcement World 11-; KS: RCMP 11-;
Not the most honorable or safest of professions,
Language: Siouan (fluent conversation); Language:
26 ■ Odds and Ends Hero System 5th Edition Revised
nonetheless, the Rumrunner was an important figure
(and common adventuring profession) in the 1920s and
early 1930s. Many rumrunners were caught and im-
prisoned, but some survived to become quite wealthy.

Perks
2 Contact: Criminal Underworld 11-
2 Contact: Other Rumrunners 11-

Skills
3 Combat Driving 11-
3 Contortionist 11-
2 Navigation (Marine) 11-
2 PS: Rumrunner 11-
1 Language: Smuggler’s Codes (basic
conversation)
1 Mechanics 8-
1 Systems Operation 8-
1 TF: Small Motorized Boats

Total Powers & Skills Cost: 18


Total Cost: 18

Disadvantages
5 Hunted: Revenue Agents 8- (Less Pow, NCI
Limited Geographical Area, Harshly Punish) communist be a very odd choice for a hero, Norman
Bethune embodied many of the virtues of his time. Son
Total Disadvantage Points: 5 of a Presbyterian pastor, Norman was one of the great
Total Package Cost: 13 medical innovators of this time. Galvanized by the
poverty of the Great Depression, Norman fought in the
Notable People of the Era Spanish Civil War on the communist side developing
medical techniques like establishing field hospitals and
new methods for conducting blood transfusions in the
SIR FREDERICK BANTING field.
Nobel Prize winner for his discovery of Insulin Following the Spanish Civil War Norman made
in 1922, Banting also served in the Great War, where his way to China where he fought on the Maoist side in
he won a Military Cross for his bravery. His interest in the second Sino Japanese war, developing new medical
medical discoveries and their practical application in instruments and organizing small armies of doctors.
the military might make him a good Canadian NPC for He became one of the most honored Westerners in
a Pulp Hero game. modern Chinese history. Norman died in 1939 of blood
poisoning caused by a cut he suffered while conducting
10 STR 11 DEX 13 CON 12 BODY 20 INT surgery.
13 EGO 18 PRE 10 COM 4 PD 4 ED
3 SPD 5 REC 26 END 24 STUN
Ten Scenarios for Pulp Hero in Canada
Abilities: Reputation: Medical celebrity (A large group) Here are scenarios that can be run involving
14-, +3/+3d6; Animal Handler 13-; Bureaucratics 13-; Canada (or set in Canada) to give Pulp Hero games a
Deduction 13-; Inventor 13-; KS: Painting 11-; KS: boost.
Theology 11-; Paramedics 13-; PS: Farmer 8-; PS:
Researcher 14-; Scientist; 1) SS: Aeronautics 12-; 2) 1. Bride of Kigatilik!
SS: Anatomy 13-; 3) SS: Medicine 17-; 4) Veterinary The evil Eskimo (Inuit is recent usage) spirit
Medicine 13-; WF: Small Arms Kigatilik seeks the perfect bride! He hopes to breed
a demonic son that will hunt down and kill every
Disadvantages: Social Limitation: Celebrity (Occasion- angakok, and he wants a girlfriend of one of the PCs.
ally, Major); Psychological Limitation: Obsessed with (For a male alternative, Sedna is looking for the “most
achieving new medical discoveries (Common, Moder- masculine and heroic male of humankind” to serve as
ate) his paramour to breed a new species of killer whale! If
there ain’t a big two-fisted lug among your PCs who
NORMAN BETHUNE fits that description, you shouldn’t be playing pulp).
While some people might find it Canadian Soon evil Eskimo cultists are hunting their quarry and
Champions of the North Unofficial Addendum 27
it’s up to you to stop them! the heartland of America’s cities, inciting discontent
on the poor deluded people of the Great Depression.
2. Exorcism: They’re the same mob who have been causing riots
He’s Prime Minister of Canada, and he’s also up in Canada. Someone needs to go up to their hidden
someone who holds seances to talk with his mom. base in the slums of Toronto to stop them, but they’re
What happens if William Lyon Mackenzie King starts being protected by one of the rarest creatures on Earth
using Canada’s influence to persuade foreign powers to -- a corrupt Mountie!
loan valuable occult artifacts to Canada, allegedly for
museum shows, but actually for a terrible occult ritual. 8. Rum Line or Bust
How do you fight a demonically possessed Prime Min- When a friend/respected rival G-man is gunned
ister? down by a gunman sent by Canadian rumrunners,
it’s up to you to even the score. However, the person
3. Exclude This, You Little Weasel! responsible is holed up in a rumrunner’s smuggler’s
Members of Vancouver’s Asian Exclusion den (Cowichan Bay in British Columbia, an island in
League are joining forces with their American coun- Lake Ontario, Smuggler’s Cove (near Lunenberg Nova
terparts to plan a coordinated assault on Asian com- Scotia). Infiltrate it and bring that rat to justice!
munities along the west coast, hoping to strike such a Canadian Version; He may have been a smug-
savage blow that they’ll be driven off the continent! gler, but he wasn’t a bad guy! Now he’s been gunned
Stop them. down by a pack of mad dogs calling themselves G-
men. Your friend deserves better than that. He deserves
4. Nose to Bluenose justice… Canadian justice! And it’s up to you to give it
(Requires an American-based team with a sailing to him.
background).
Seeing that a PCs has an interest in sailing, a 9 The Mighty Canadian
wealthy American millionaire spends a great deal of There’s a new heavyweight boxer in town, and
money and hires the PC for a very special mission: he’s Canadian: Quebec’s Matthieu Deglise. However,
defeat the legendary Nova Scotia fishing schooner he has a secret: he’s an immortal who maintains his
Bluenose and win the Fisherman’s Cup at all costs. immortality by defending the honor of French Canada
However, you get a very bad vibe from the eccentric in the boxing ring. When he wins a championship, his
millionaire, and you wonder if there isn’t a hidden immortality is assured for another generation. How-
agenda in play. ever, should he loses a championship fight, he’ll die.
Canadian version: You’re friends with the crew Furthermore, his victories always have a price: every
of the Bluenose, and they make you an honorary crew champion he’s beaten since 1620 has experienced a
member. Then they fall sick to a virus on the eve of the tragic, fatal accident shortly after their defeat.
Fisherman’s Cup, and you’re the only “crew member”
who’s healthy enough to sail the ship. The judges will 10. Hope of the Future
allow you to compete on their behalf if you can find a It’s 1924. There’s some ten-year-old kid named
crew in fifteen minutes. But what other evil schemes Joe who delivers papers for the Toronto Daily Star who
will your opponents try to win the race? likes to draw. A mystical villain predicts he’ll bring a
vision of great hope to the world. The villain is a really
5 Shame of the Yankees evil sorcerer who wants to dash all hope for mankind,
The first home run that Babe Ruth hit was when so he’s trying to kill the kid before he can achieve it.
he played in Toronto, and allegedly landed in Lake You need to find a way to protect him and defeat the
Ontario. Now you’ve discovered word of a plot to use villain.
that baseball in a magic spell that will prevent the Babe The kid’s last name is Shuster, and the hope he’ll
from ever hitting another home run again. What kind bring is named Superman.
of creep would do a thing like that, a Dodgers fan? Get
the baseball before he does!
MODERN HERO/DARK CHAMPIONS
6. Death Ray of the North Quebec Cirque Performer Package Deal
A mad scientist builds a laboratory atop the Artist, clown, and dancer; the Quebec Cirque
Magnetic North Pole (currently in territory claimed by performer is one of the most impressive performer in
Canada, on an ice sheet over the Arctic Ocean). When the modern world. As the circus did in the 1930s, the
the aurora borealis reaches its peak, he’ll be able to Quebec Cirque lends itself well to a heroic or villain-
harness the earth’s magnetic field and create a death ous origin in a modern pulp game.
ray to attack any target on earth! Someone needs to
stop this madman, now!
Cost Powers END
7. Bolshevik Bombast vs. Yankee Fury 7 Surprising Bounce: Leaping +2” (4” forward, 1
A ring of Bolsheviks is spreading discontent in 2” upward) (Accurate)
28 ■ Odds and Ends Hero System 5th Edition Revised

Skills Resistant, 25% (Real Cost: 15) plus Energy Damage


8 +4 with grab-bys Reduction, Resistant, 25% (15 Active Points); Does
3 Acrobatics 11- Not Work Against Fire Attacks Limited Type of Attack
3 Acting 11- (-1/2) (Real Cost: 10); Lycantrope’s Legs: Running
3 Breakfall 11- +3” (9” total); Wolf’s Legs: Leaping +2” (6” forward,
3 Contortionist 11- 3” upward); Lycanthropic Senses: +2 PER with All
3 Hoist 11- Sense Groups; Lycanthrope’s Eyes: Ultraviolet Percep-
5 PS: Circus Performer 14- tion (Sight Group) (Sight Group); Lycanthropic Nose:
3 PS: Mime 12- Discriminatory Sense with Normal Smell; Lycanthrop-
3 Teamwork 11- ic Nose: Tracking with Normal Smell; Red In Tooth
And Claw (; Avoid Harm; Chomp/Claw Slash; Hold-
Total Powers & Skills Cost: 41 ing Bite; Knockover)+3 with HTH Combat; Animal
Total Cost: 41 Handler (Canines) 13-; Concealment 11-; PS: Human
profession 12-; Shadowing 11-; Stealth 13-; Survival
Disadvantages 11-; Tracking 11-; WF: Common Melee Weapons,
5 Distinctive Features: Costume (Easily Common Missile Weapons
Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses) 75+ Disadvantages: Enraged: Berserk in combat
Total Disadvantage Points: 5 or when injured Very Common, go 11-, recover 11-;
Total Package Cost: 13 Physical Limitation: Human size (up to about 3m tall
and 650 kg); Physical Limitation: Human form is sick-
ly during the curse (Frequently, Greatly Impairing);
Loupe Garou Physical Limitation: Cursed for 101 days (Frequently,
A monster suited to play in Pulp, Western, Folk, Greatly Impairing); Psychological Limitation: Hungers
and Modern Hero campaigns, the Loupe Garou is for blood in were form (Common, Moderate)
a variation on the traditional werewolf legend. The
Loupe Garou transforms into a beast at night (usually
into a wolf, however cows, horses, and other animals COMIC BOOKS
are not unknown). Many of the associations of the Canada has been well-represented in comics
traditional curse do not apply: silver and the moon play since the Golden Age. In 1938, a Canadian named Joe
no part in it. Instead; the curse of the Loupe-Garou Shuster co-created Action Comics #1, featuring a char-
lasts for 101 days; the victim will be sickly during the acter named Superman. Canadians have been involved
day and a ravenous predator at night, and passes on the with the American comic book industry ever since.
curse to someone he knows, which comes into effect
at the end of the 101 days. If someone recognizes him The Golden Age
in were form and draws blood from him in monstrous Canada’s most vibrant period of comic books
form, then the curse will be lifted; they may not, how- was the Golden Age. With American comic book
ever, speak of the incident until the 101 days are up, or shipments to Canada curtailed (along with all “non-es-
both men will become accursed. sential goods”, it gave a chance for a Canadian comic
book industry to blossom. These were the Canadian
20 STR 20 DEX 18 CON 16 BODY 10 INT “whites”, which earned its name because they were in
10 EGO 20 PRE 10 COM 9 PD 6 ED black and white (color dyes being too expensive for
4 SPD 8 REC 36 END 35 STUN wartime entertainment). The big name in publishing
was Cy Bell, a sign painter who saw an opportunity
Abilities: Shapechanging: Multiform (change shape into and founded the Wow comics group.
150-point human or animal; true form is half-animal The headline character of the era was Johnny
form) (150 Character Points in the most expensive Canuck, whose name was taken from a character used
form) (x2 Number Of Forms) (35 Active Points); Extra by old editorial cartoonists to symbolize Canada. The
Time (Extra Phase, -3/4); Fangs/Bite: HKA 1d6+1 (2 historic Johnny Canuck was a lumberjack, but fifteen-
1/2d6 w/STR); Claws: HKA 1d6 (2d6 w/STR) (15 Ac- year-old creator Leo Bachle envisioned him as an ace
tive Points); Reduced Penetration (-1/4); Lycanthrope’s pilot and freelance superhero in the tradition of Alex
Bite: Major Transform 7d6 ((lasts for 101 days, rec- Raymond strips like Flash Gordon. Johnny’s powers
ognizing someone, drawing blood, then not speaking were exceptional strength (bordering on the superhu-
of it)), Reduced Endurance (0 END; +1/2), Persistent man) and the ability to escape from even the most
(+1/2) (210 Active Points); Conditional Power Only to bizarre peril with a jaunty quip. He had no costume
one person (next person in the curse) (-1), Always On (and often no shirts), but usually wore aviator’s gear
(-1/2), Limited Target humans (-1/2), All Or Nothing into action.
(-1/2); Lycanthropic Resilience: Damage Resistance Johnny’s first adventure featured him crash-land-
(2 PD/2 ED); Lycanthropic Resilience: (Total: 30 Ac- ing into “the Lost Jungles of Libya”, where he was
tive Cost, 25 Real Cost) Physical Damage Reduction, captured by an evil Aztec-like tribe. After killing the
Champions of the North Unofficial Addendum 29
chief in a duel. Johnny took over as tribal king, and Quebec
helped lead the tribe against Nazi invaders. In subse- La Belle Province has never really taken to tradi-
quent adventures, Johnny (apparently not taking that tional superhero comics. Quebec had an early tradi-
kingship role too seriously) left Libya to go into Nazi tion of newspaper satirical strips, but its comic books
Germany, where he punched out Hitler, making the were controlled by religious institutions. Early Quebec
Führer so mad that he tried to guillotine our stalwart comics like Sais-tu (“Do you know?”) was dedicated
Canuck. Johnny survived to deliver several more beat- to the adventures of historical figures and religious
ings to Hitler before the war ended. figures like the saints. In the era of Frederick Wertham;
Johnny Canuck was the most popular Canadian American imports were viewed upon with grave dis-
superhero, but he was far from the only one. While taste, and the Catholic church threw its weight behind
Johnny headlined Dime Comics. Triumph Comics was gentler fare like Hérauts (“Heralds”). Quebec did have
the home of Nelvana of the Northern Lights. This su- it stand-outs: comic artist Maurice Petitdidier drew
perheroine was inspired by Inuit legends; was suggest- charming strips like Fanchon et Jean-Lou. In the mid-
ed by Group of Seven artist Frank Johnston. Nelvana 1960s, but a flood of well-produced European comics
was drawn and written by Adrian Dingle. Arguably the like Tintin and Asterix were imported into Quebec, and
best drawn book of the Golden Age, Nelvana fought Quebec’s gentle, domestic fare couldn’t compete. By
the Nazis and went on numerous fantastic sci-fi adven- 1965, the major Quebec books were no more.
tures.. Quebec’s satirical tradition came into play in its
The third major Canadian comic book of the treatment of superheroes. Unable to play them straight,
Golden Age was Canada Jack. Written by George comics like Capitaine Kebec and Angloman used the
Mendenez Rae, Canada Jack fought saboteurs on the superhero genre – in many cases, barely – as a vehicle
home front, often with the help of kids who belonged for social satire.
to the Canada Jack Club. Quebec’s comic creators are probably best
There were, of course, numerous other Canadian known for their work in underground comics. The
golden age heroes: (the original) Iron Man, Freelance, most celebrated author is probably Julie Doucet, whose
the Brain, Dixon of the Mounted, the Penguin, and Dirty Plotte book garnered international attention. In-
many others. The most popular books of the era had fluenced by French artists like Moebius, many Quebec
sales of 100.000 copies. However, the end of the war artists have turned their attention to science fiction.
allowed American four-colour comics to flood into Today, Quebec’s comic books are more influenced by
Canada. Canadian comic book manufacturers switched European fantasy and American alternative culture
to color to compete, only to discover that the news- than mainstream American books.
print they needed to compete with the Americans was
still being rationed. By 1947, the Golden Age comic The 1970s and 80s
book companies were forced to fold up shop or turn to Canada’s comic book industry experienced a
reprints to survive, and by 1948, the growing backlash brief resurgence in the late 1970s and early 1980s,
against “crime comics” would kill what remained of when a boom in black and white comics made it more
that industry. Canada would never again enjoy such a economically feasible The two major comic book
healthy home-grown comics industry again. characters to emerge were Richard Comely’s Captain

RED ENSIGN II and the FLAG DEBATE


In 1963, led by Lester Pearson, the Liberals returned to their accustomed role in power. Facing Canada’s
upcoming centennial celebrations, Pearson pondered questions of nationalism. O Canada had begun to re-
place The Maple Leaf Forever (with its now politically incorrect lyrics lauding Wolfe’s victory at Quebec) as
Canada’s de facto national anthem (it would become official in 1980). However, there was one other symbol
that still had strong British connotations -- the Canadian flag, known as the Red Ensign, which included the
Union Jack in its top left corner.
To Quebeckers, this was an unacceptable symbol for their country. On the other hand, traditionalists
saw it as the flag for which over one hundred thousand Canadians had fought and died in two World Wars.
Pearson chose to side with inclusiveness over tradition (much to former Prime Minister John Diefenbaker’s
fury). The country eventually came over to Pearson’s side and came to love the Maple Leaf.
The superhero Red Ensign, whose costume prominently displayed the old flag, was caught in the center
of the controversy. He wanted no part of politics, but when Diefenbaker tried to strong-arm his support, he
balked. At the unofficial unveiling of Canada’s new flag, the Red Ensign was there to debut a new costume
with a maple leaf on his chest and the old Red Ensign flag and Quebec’s fleur-de-lis flag worn on each
shoulder. A few people referred to him “the Red Traitor”; eventually, however, his choice came to be viewed
as courageous and—thoroughly Canadian—by the entire country.
30 ■ Odds and Ends Hero System 5th Edition Revised
Canuck, and Northguard, created by Mark Shainblum to support a mainstream book. Others pointed to the
and Gabriel Morissette. Northguard’s Quebec ally, quality of the creative teams and the degree to which it
Fleur-de-lis, is arguably the most noteworthy Quebec had strayed from the original characters and concept.
superhero ever created. In 2006, Marvel’s creative staff wiped out all
One other Canadian series deserves mention: but a few members of Alpha Flight in an off-panel
Cerebus the Aardvark, created by Dave Sim, lasted 300 death scene, To old fans, it felt like a slap in the face.
issues. In 2007, Marvel feeling that the Alpha Flight name
“left a bad taste in people’s mouths”, fielded an Omega
Alpha Flight Flight team that included only one Canadian. Aside
In the 1970s and 80s, Marvel Comics was noted from Wolverine and the pages of Alpha Flight, Marvel
for their innovation. One of the most popular charac- has no other Canadian superheroes. DC, despite many
ters was Wolverine, a short, hirsute, raging berserker Canadian comic book creators and a sizable market,
with adamantium claws and regeneration. Created by has only two Canadian superheroes: Flying Fox of the
Len Wein and Herb Trimpe, he debuted, wearing an Young All-Stars, and Centrix, who appeared once in
ugly canary yellow costume, in Incredible Hulk #181. the Global Guardians in 1994.
The character’s first appearance wasn’t particu-
larly notable. However, once Wolverine joined the X- Editorial Cartoonists
Men as an anti-hero among the heroes, the character’s An area where Canada has always excelled is
popularity soared. An ex-Canadian government agent in the art of the editorial cartoon. Known for their no-
with a mysterious past, Wolverine’s backstory demand- holds-barred approach, Canada’s editorial cartoonists
ed to be filled in. Under Chris Claremont and (then-) have contributed to a half-century of cynicism toward
Canadian artist John Byrne, X-Men #109 featured the Canadian politicians. Duncan MacPherson, Terry
appearance of “Major Maple Leaf”. While (thankfully) Mosher, Len Norris, Roy Peterson and Ben Wicks are
the name would not stick, the character would return probably the best known editorial cartoonists of the
along with a whole team of Canadian superheroes: last two generations.
Alpha Flight.
While the concepts of the original AF may have Canadian Creators
been on the cliché side (Sasquatch, Shaman, Snow- Canadians who have contributed to the American
bird), they had an exuberant charm that endeared them comic book industry include names like Hal Foster,
to many readers. Byrne agreed to write and pencil their Darwyn Cooke, Todd McFarlane, Gene Day, Tom
own book, and Alpha Flight #1 was published in 1983. Grummet, Cary Nord, Bernie Mireault, Stuart Im-
Alpha Flight, under Byrne, was an instant hit. monen, Colin Upton, and many others.
Unfortunately after Byrne’s departure, other creative The strongest voice in Canadian comics is prob-
teams were not as successful and the title went into a ably Drawn and Quarterly, a Montreal-based publisher
long downhill skid. Despite the controversial outting of independent comics who published Doucet’s afore-
of Northstar as a gay superhero in issue #106, the book mentioned Dirty Plotte. Another Drawn and Quarterly
ended two years later. Two subsequent attempts to re- publication, Chester Brown’s graphic novel Riel, may
vive the book, the first as a conspiracy theory mystery, be the definitive biography (in any media) of the Métis
the second as a superhero comedy, were both short- leader.
lived failures. Marvel blamed the failures on the fact
that the Canadian comics market wasn’t strong enough

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