Posts tagged sevenchampions
Getting there
May 8th
How does your adventuring party get from Town A to Dungeon B? How about from Earth to Planet X, or from Remote Secret Hideout D to Rampaging Villain K? Whatever your genre (or letter of the alphabet) your heroes will always need a means to get from one location to another.
If your game of choice happens to revolve around pseudo-medieval fantasy then your travel plans tend to be pretty level-dependent; your heroes walk until they can afford horses, then before you know it they’re teleporting hither and yon. In more esoteric campaigns (I’m looking at you, Eberron) we have the awesome Lightning Rail but unless your players enjoy messing about on the high seas or want to crew a Spelljammer the method of travel is scarcely mentioned at all. Most published adventures just assume that you’ve recently arrived at the tavern/town/cave entrance/island and take it from there. How you got there doesn’t matter – what counts is that you’ve arrived and are ready to bash the monsters.
My own group has wised up and prefers to pool resources and buy a wagon and four horses at the earliest opportunity. This gives them a ready-made base of operations when they’re on a delve – just add suitable magical protections (or at least, some fake magic runes painted on the surrounding trees to scare away the natives) and they’re all set.
Over in the realms of science-fiction gaming it’s a different matter entirely. The ship is as much a part of the adventure as any crewmember, and is just as likely to have its own quirks, mannerisms and personality. It’s a poor sci-fi RPG indeed that doesn’t include some form of starship generation (or at least a table of stock builds), and in many cases ship generation is even more complex and time-consuming than character generation. If the ship is large enough entire adventures could be set entirely within its confines. I must have run dozens of Classic Traveller adventures in my time where 90-100% of the action is aboard a Free Trader of one kind or another; it’s like a ready-made dungeon the adventurers bring with them. How cool is that? Just add Tribbles, borg, acid-blooded aliens or invading space pirates (yaaar!) to taste, and you’re ready to play.
Incidentally, Tribbles + Borg = Triblorg, and the biggest threat to known space since William Shatner started releasing albums. I’m banned from using them in my games again. Ever.
Then there’s Superhero gaming where Anything Goes. You can have heroes able to fly three times around the Earth in a single combat round mashing it up with Arcane Teleporters, web-slingers and guys who are basically really, really strong but have to walk everywhere or hitch a lift.
Very often getting the heroes from A to B isn’t the problem – the challenge is getting them there at the same time. There’s always one hero who can get on-site ahead of everyone else, and another who wishes that he’d spent some points to buy a pair of jet boots.
In the case of my own Seven Champions (a British-based NPC superhero group for our ongoing campaign) there’s an Iron Man clone (with a sword!) who can fly up to 500mph, a female Ghost Rider type (with a sword!) who can fly up to 250mph, one Earth-moving guy (no sword) who can fly on a mound of rock up to 500mph, and burrow up to 100mph and a Superhero Necromancer (I never get tired of typing that) who can take on a ghost-form and float at a sedate 10mph. The rest are decidedly stuck on the ground.
My solution is to give them all Jet Bikes that look just like this one (not my render – this is one vehicle firmly on my wishlist!). As we’re using Mutants & Masterminds building a vehicle is much like creating a character or HQ. The cost is in Equipment Points, and vehicles generally only have a Strength stat unless they’re Artificially Intelligent which these bikes ain’t. Taking the standard Motorcycle as a base, replacing Speed with Flight and adding a Communications feature so the riders can chatter whilst travelling at 250mph, we get this:
Jet Bike, 15ep
Str 15
Tough +8, Defense +0, Size MediumFlight 5 (250mph)
Communications
That’s a mere 15ep which translates to a cost of 3 Character Points if a PC wants one too. There’s no armour or weaponry – its sole purpose is to get the superhero team to where they’re needed, more or less at the same time.
Here’s a quick extra bonus – meet Johnny Jet, star of the prime-time Holovid show “Johnny Jet Does Dangerous Things” and occasional low-powered hi-tech superhero investigator.
Johnny Jet, PL4 60pp
Str 13, Dex 16, Con 15, Int 14, Wis 11, Cha 17
Tough +2/+6 (Armoured Jumpsuit), Fort +5, Ref +6, Will +3
Attack +3, Defense +2, Init +3Acrobatics +5, Computers +4, Craft:Electronics +5, Craft:Mechanical +5, Drive +9, Gather Information +5, Investigate +4, KS:Technology +6, Pilot +5, Profession:Performer +4, Sense Motive +2
Defensive Roll 1, Equipment 6
Jet Bike
Blaster Pistol (+3 DC20, 50’)
Anyhow. That’s my superhero travel problems solved.
How do your PCs get around? Enquiring minds want to know.
Seven Champions: The Cathedral
May 2nd
Every superhero group needs a Headquarters. This is their home, their meeting and living space of their super identities and – most important of all – a visible edifice and target for their equally super-powered foes.
A good HQ should say something about the group. The Justice League of America orbit far above us in their satellite, looking down on we lesser men, the Batbuddies hide in their dark and brooding cave; and the X-Men ironically isolate themselves behind locked school gates.
The heroes known as the Seven Champions are no exception, for these incarnations of the Seven Champions of Christendom call The Cathedral their home. This is, quite literally, an ancient cathedral built in a high and nigh-inaccessible part of the Yorkshire Moors. It stands proud and intact, an aged blessing on the stone walls renders it invisible to any but the purest of heart or those granted leave by its occupants.
The whole of The Cathedral and surrounding grounds (a roughly 1 mile radius) are protected by a continual aura of calm. It’s a DC20 Will Save to overcome it for a single round, and even the most angry and dangerous folk would find peace within these hallowed walls.
This is far from a high-tech HQ – you’ll find no cutting-edge computers or holographic danger rooms here – but it is surprisingly well equipped. As well as enough living space for 10 occupants (the Seven Champions, groundkeeper, caretaker and cook) there is a gym, infirmary, extensive laboratory and workshop, all running from The Cathedral’s own power supply. An old stable block has been converted into a garage, complete with maintenance pit.
The outstanding feature of The Cathedral is The Library Tower. It is easily the equal of any large public library. The caretaker regularly takes deliveries of new books, though no one quite knows where they come from. The Library specialises in History, granting a +4 to any KS:History checks if used, but covers a broad range of other topics as well, and includes the last remaining copies of several important Early Christian writings.
Building a HQ in Mutants & Masterminds is fun! Set the size (The Cathedral is a Huge structure, making it roughly the same size as a castle) and overall Toughness (at +15, the walls are thick age-old blessed stone that have suffered much punishment and survived countless centuries) then it’s just a matter of picking the features, paying 1 Equipment Point for each. Buildings can even have Powers of their own (want a Flying Castle? No problem!). For the Singular Citadel (home of the multiverse-spanning Forgotten Heroes, another superhero group of ours) I gave it a multi-dimensional teleportation device, ripe for sending heroes to everywhen and as a convenient plot-device for invading Dog Soldiers.
The Cathedral’s needs are a little more modest. Rather than a laser-guided Defence System, this haven is protected by its aura of calm. Add in the +4 bonus to KS:History checks, and we’re done.
The Cathedral, 25ep (5pp)
Toughness +15, Size: HugeConcealed, Garage, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 1, Workshop
Emotion Control 10 (DC 20, Burst Area 5,000’, Limited: Calm only, Permanent)
Enhanced Trait: +4 KS:History, Affects Others only
In total, The Cathedral costs just 25 Equipment Points. This translates to 5 Power Points which could be shared among the heroes to spread the load. Instead, I’m going to give it to them for free – The Cathedral is their base of operations, but they don’t own it. The cost is instead shared between the caretaker, groundkeeper and cook who are rather more than they appear.
Would you expect anything less?
Seven Champions: Doc Storm
Apr 28th
Doc Storm’s adventuring careers began in World War II when he was one of the original Seven Soldiers. Young Anthony Lisbon was working as a field medic in war-torn Poland in the middle of a thunderstorm, trying to rescue some members of his platoon who had been injured and stranded in the mud. He prayed aloud to any god who cared to listen to aid him, and none other than Sif, wife of Thor, who answered. She granted him the strength of ten men and a healing touch. In return he rescued his men and went on to have an illustrious all-action pulp hero superhero career as Doc Storm, Man of Power.
Time has not been kind to Doc Storm. He is now an old man who knows his adventuring career is behind him. He is wheelchair bound and acts as the central coordinator and information hub for the Seven Champions. He has personal knowledge stretching back over 60 years and access to databases and a vast collection of contacts, allies and friends.
Notes: What do you get when you cross Captain America, Thor, The Oracle and Doc Mid-Nite? This guy. Doc Storm is a Super Soldier past his prime who now serves the Seven Champions as medic-in-chief and the friendly(-ish) face of the team. He’s skilled at neither Diplomacy nor Gather Information and tends to rely on using his high military rank and renown to open necessary doors (ie, burn a Hero Point when needed). Don’t be fooled by that fact he’s confined to a wheelchair – he can pack an impressive punch and if cornered will unleash the Curse of Sif – a 50’ radius burst of intense lightning! He only uses that as a last resort though as the damage it inflicts is incurable; once the Curse of Sif is given, it can never be taken away.
Dirty little secret: With the power to cure all ills and even regrow shattered limbs with a touch, why has Sif seen fit to condemn his legs to wither away? What has he done to earn her displeasure? Or is there another, more malevolent force, testing him?
Risus:
Anthony Lisbon, Doc Storm
Cleric of a Forgotten Goddess (4), Wheelchair-Bound Super Soldier (3), Field Medic (2), Well Connected (1)
Mutants & Masterminds:
Anthony Lisbon, Doc Storm, PL10 150pp
Str 18/30, Dex 12, Con 18/30, Int 16, Wis 14, Cha 16
Tough +10, Fort +10, Ref +5, Will +8
Attack +10, Defense +10, Init +1Enhanced Con 12, Enhanced Str 12, Super-Strength 4 (Heavy Load 12.8 tons), Immunity 2 (Electricity)
’Blessing of Sif’ Healing 6 (Persistent, Regrowth)
- AP: ‘Curse of Sif’ Lightning Blast 10 (DC 25 Area Burst 50’, Tiring, Range Touch, Incurable)KS:Life Sciences +7, KS:Tactics +7, KS:Technology +7, Medicine +8, Notice +6, Prof:Medic +7, Search +7, Sense Motive +7
Benefit 3 (Military Rank), Connected, Contacts, Defensive Attack, Diehard, Endurance 2, Improved Pin, Improved Throw, Power Attack
Drawback: Wheelchair-bound, common, major.
And with that, the Seven Champions are complete.
Coming up next: The Cathedral, home of the Seven Champions!
Seven Champions: Oriflamme
Apr 4th
As the attorney who managed to put Syndicate crime boss Jung Li Bao away, Denise Montmartre knew her days were numbered. What she did not expect was that she would be kidnapped, taken to an abandoned warehouse and beheaded in a dark rite to summon a spirit of vengeance. The spirit possessed her, slaying her captors with the now flaming blade which had taken her life. She collected her head, replaced it on her shoulders and walked out into the night. Denise continues her tireless work against the Syndicate but she now has an unexpected ally – the flame headed spirit within!
Dirty little secret: The spirit of vengeance walks these mean streets once more. Will is stop at your house?
Notes: Here’s a character who removes her own head to become a spirit of vengeance. That’s more than a little creepy, and sure beats changing costume in a telephone booth. What if someone steals Denise’s head while she is Oriflamme so she’s stuck that way until she gets her head back? For that matter – would Oriflamme particularly want it back?
Also known as “Ghost Rider’s girlfriend”. But not to her face. If she had a face.
Bonus trivia fact: Oriflamme is named after the Battle Standard of the King of France, not a cheap perfume brand. They stole the name and I’m takin’ it back!
Risus:
Denise Montmartre, Oriflamme
Fiery Spirit of Vengeance (4), Hard Nosed High-Powered Attorney (3), Marked Woman (2), Lonely Singleton With a Cat (1)
Mutants & Masterminds:
Denise Montmartre, Oriflamme, PL10 150pp
Str 22, Dex 18, Con 24, Int 16, Wis 13, Cha 18
Toughness +12, Fort +7, Ref +5, Will +6
Attack +8, Defense +8, Init +4
Intimidate +6, KS: Business +6, KS: Civics +8, Notice +3
Fearless, Fearsome Presence 5
Flight 5 (250mph)
Hellfire Control 5 (Blast, 120’ DC 27)
- AP: Mental Blast 6 (DC 21)
- AP: Strike 12 (Flaming Sword, DC 27)
Immunity 9 (Life Support)
Protection 5
Super-Senses 2 (Tracking, full speed)
Seven Champions: The Red Knight
Apr 1st
As heir to the Boanerges family fortune, James had it all – the mansions, the cars, the wealth and the playboy lifestyle to match. His life came crashing down when the Syndicate moved in. For reasons he still does not understand they dismantled his business interests through extortion, aggressive take-overs and direct attacks until all that remained was a small R&D tech firm on a remote hillside. It was there that James finally decided to take a stand. With the help of the researchers he created a full set of red power armour and an indestructible (and Artificially Intelligent) blade. What he needs now is experience and the help of some more heroes willing to help him. This is going to take time……
Dirty little secret: Why are the Syndicate so determined to destroy the Boanerges family name? Is there a link to the superhero Oriflamme? And does his artificially intelligent sword know more than it is letting on?
Notes: My Iron Man is better than your Iron Man because my Iron Man’s got a sword. So there.
For M&M, I’ve added the sword here as a Sidekick rather than a Device to make it completely autonomous – just build it with INT 30, no STR, DEX or CON and a Strike Power, Usable by Others, and you’re there. Clever, eh?
Risus:
James Boanerges, The Red Knight
Wealthy Playboy in Power Armour (4), Wielder of an intelligent supersword (3), Inexperienced Hothead (2), Keen Tennis Player (1)
Mutants & Masterminds:
James Boanerges, The Red Knight, PL10 150pp
Str 10/30, Dex 14, Con 12, Int 16, Wis 12, Cha 14
Tough +1/+12, Fort +4, Ref +7, Will +6
Attack +8, Defense +8, Init +2
Computers +6, Craft:Electronics +6, Craft:Mechanical +6, KS:Technology +6, Notice +7, Sense Motive +3
Accurate Attack, Power Attack, Minions 3 (2x 15PP Scientists), Sidekick 10 (50PP Artificially Intelligent Sword)
Battlesuit (Device 18)
- Communication 4 (Radio, 1 mile)
- Flight 6 (500mph)
- Blast 10 (100’, DC 25)
- AP: Enhanced Strength 20
- Immunity 9 (Life support)
- Protection 11 (Impervious)
- Super-Senses 14 (Extended Blindsight, Darkvision, Direction Sense, Distance Sense, Infrared vision, Ultra-Hearing, Time Sense)
- Super-Strength 4
Seven Champions: Serpentine
Mar 29th
Patrick Ultan was born on the rough streets of Ulster, and felt he had little choice but to turn to petty crime simply to survive. His mistake was breaking into the home of an elderly warlock who caught then turned him into a snake with a single word. He remained in that form for several years while the warlock taunted, then talked, and finally befriended him. Convinced that Patrick had only done what he must to survive and there was no malice intended, the warlock released Patrick and took him under his wing as a protégé. Patrick quickly mastered the illusory arts and some degree of telepathy but his real talent is his ability to shape-shift into various snake forms – from a tiny grass snake to a huge snake/human hybrid behemoth. Or perhaps, just perhaps, it’s all illusion……..
Dirty little secret: Patrick is a nasty little street thief who got caught. Now he’s a nasty little street thief who wields a surprising amount of power but has to maintain the facade that he is one of the good guys. The question is: when the crunch comes, will the facade hold, or will the illusion crumble around him and reveal his true nature? Has the illusion finally mastered the illusionist?
Notes: Love this character! The world needs more streetwise gothpunk superheroes who can turn into giant snakes. He’s like a cross between Zatanna & Martian Manhunter but with a snake fetish and a personality styled after The Invisible Man from the League of Extraordinary Gentlemen. While his illusions tend to be snake-themed he’s not limited in any way – that truck hurtling toward you could be all too real. Or not.
His Shape Change ability gives him 40 points worth of powers and abilities with a limit of Power Rank 8. That’s more than enough for his favourite hybrid form, a Huge half-human snake-tailed behemoth (Growth 8, Super-Strength 2, Protection 8 – a mere 36 points). His powers aren’t part of an array (no Alternate Powers here!) meaning he can become a giant hybrid snakebeast and still cast illusions over a 100’ radius. Yowzah. Sometimes, I pity the bad guys.
His hobbies include listening to British ‘80s punk bands and throwing snakes at people for a laugh
Risus:
Patrick Ultan, Serpentine
Master Illusionist and Mind-Reader (4), Snake-themed shape changer (4), Streetwise petty crook (2)
Mutants & Masterminds:
Patrick Ultan, Serpentine, PL10 150pp
Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 12
Tough +1, Fort +5, Ref +9, Will +7
Attack +6, Defense +10, Init +7
Bluff +9, Climb +4, KS:Streetwise +6, Notice +8, Sleight of Hand +5, Stealth +12
Improved Initiative 1, Power Attack, Taunt, Uncanny Dodge (Tremorsense)
Illusions 10 (DC20, Visual & Audio, Phantasms, Area 4: 100’ radius)
Shapeshift 8 (40 points, Limited: Snake & Snake Hybrids only)
Super-Senses 3 (Tremorsense)
Telepathy 2 (100’, Communication & Mind Reading, Flaw: Full Action)
Seven Champions: The Groundsman
Mar 28th
Explorer David Sands always felt a close kinship with the land. Put him in the centre of an untamed wilderness where there’s no other soul for hundreds of miles, and he would tell you he is home. It was on such an expedition in the jungles of South America that he discovered the ruins on an ancient pyramid. He entered and made it into the central chamber where a flawless sapphire talisman rested on an altar. When he removed it the ground shook and he feared the pyramid would collapse around him. Closing his hands around the talisman he prayed that the shaking would stop – and it did! The talisman is tied to the earth itself and the wielder can manipulate not just the earth, but cause plants and rivers to form by his will, and could possibly create whole mountain ranges with but a thought. David is drawn to the talisman yet also fearful of its awful power. Who is to say what it could do in the wrong hands?
Dirty Little Secret: More to the point – what’s going to happen in South America now that the Talisman has been removed? Things tend to be secured in ancient pyramids for a reason. Maybe it was holding back a major ecological disaster, operating as the lynchpin for a powerful binding spell, or…… worse! Uho.
Notes: This is one seriously powerful guy! With his Earth Control power he can move around 200 tons of earth each round without breaking sweat. He can bump that up as high as 200 thousand tons (roughly twice the weight of Mount Everest), but that’s tiring and will doubtless have a permanent environmental impact. Heck, he could Push up to one million tons of earth. That’s more then plenty to create whole mountain ranges. Phew.
If that’s not enough (!!!), he can alter terrain on a more tactical scale, creating terrain which hampers movement and is distracting in some way (tremors, shards of earth, plants, uneven surfaces, mud, quicksand – whatever works) – in a 5,000’ radius. That’s battlefield control on a superheroic scale for you.
Oh, and he can also Burrow up to 100mph, Fly up to 500mph (using a platform of Earth) and cause shards of earth to blast a shapeable area, selectively targeting enemies and ignoring allies.
He also makes a mean chocolate cake.
Risus:
David Sands, The Groundsman
Sapphire Talisman-wearing Terraformer (4), Professional Explorer (3), Hands-on Scientist (2), Keen amateur chef (1)
Mutants & Masterminds:
David Sands, The Groundsman, PL10 150pp
Str 14, Dex 14, Con 18, Int 14, Wis 12, Cha 14
Tough +10, Fort +15, Ref +8, Will +6
Attack +10, Defense +10, Init +2
Handle Animal +4, KS:Earth sciences +5, KS: Life sciences +5, Search +5, Stealth +8, Survival +8
Earth Control (Element Control 14, Continuous)
- AP: Blast 10 (250’, DC 25, Shapeable Area, Selective, Improved Range, Indirect)
- AP: Burrowing 7 (100mph)
- AP: Flight 6 (500mph, Earth Platform)
- AP: Environmental Control 10 (Distraction DC 10, Hamper Move 25%, 100’, 5000’ radius)
Immunity 3 (High Pressure, Extreme Heat, Suffocation)
Protection 6
Super-Strength 9 (+45 STR, Tiring, Side-Effect 2, applies to Earth Control)
Drawback: Power Loss, all powers (when separated from Talisman)
Seven Champions: Relic
Mar 26th
By day, Andrew Fisher is a well-known writer of horror fiction. By night (or when the need arises) he is Relic, superhero necromancer! He gained his powers from discovering The Forbidden Reliquary, an ancient library hidden under a remote Scottish shrine. He turned the tiny ruined church into a home, and the Reliquary became his secret hide-out while he studied the magical tomes within. He wondered why the books were buried rather than destroyed until he found letters from an unnamed monk who believed that even though the books contained great evil, they could still be turned to become a force for good. Andrew hides his secrets carefully, though some of his newer novels reveal a much darker, fractured side to his personality. Unsurprisingly, the books are selling extremely well.
Dirty little secret: Seriously – this guy is reading Evil Demonic Tomes That Will Tear At Your Soul and thinks it’s going to turn out allright in the end. I ask you.
Notes: Repeat after me: Superhero Necromancer. Any questions?
Risus:
Andrew Fisher, Relic
Necromancy (4), Religious Historian (3), Average Horror Writer Suddenly Thrust Into the Limelight by Unexpected Success (2), Losing It Slowly (1)
(Yes, he is a better religious historian that he is horror writer. Unfortunately, that doesn’t pay anywhere near as well)
Mutants & Masterminds:
Andrew Fisher, Relic, PL10 150pp
Str 12, Dex 14, Con 22, Int 18, Wis 14, Cha 16
Tough +6/+12, Fort +11, Ref +5, Will +11
Attack +6, Defense +6, Init +2
Computers +5, Concentration +9, Drive +5, Gather Information +11, Intimidate +13, Investigate +11, KS:Arcane Lore +13, KS:Religion +13, Medicine +5, Notice +6, Profession: Horror Writer +9, Stealth +4, Survival +6
Artificer, Benefit 2 (World famous horror author), Defensive Roll 6, Eidetic Memory, Fearsome Presence 8, Ritualist, Teamwork 2, Equipment 3, Wealth 9
Necromancy (Magic 10)
- Summon Undead (Summon 3, Horde, Fanatical, Sacrifice, Mental Link, Minions 5 (50 zombies)
- AP: Death Touch (Drain 14, Constitution, DC 24 vs Will, Incurable)
- AP: Necromantic Bolt (Blast 10, 100’, DC 25 vs. Fort, Limited: only versus creatures with a soul)
- AP: Ghost Form (Alternate Form 4, (Concealment 2: Visual, Flight 1, Immunity 4, Insubstantial 2))
Super-Senses 3 (Magic Awareness, Darkvision)
Equipment: HQ (Sanctum Sanctorium), Camera, Cell Phone, Desktop Computer, Laptop Computer, Digital Audio Recorder
Seven Champions: Dragowarrior
Mar 26th
Born an army brat, George Lytton’s entire life has revolved around the military. He served several terms in the British Army before setting out on his own as a merc. It was on one of his missions guarding archaeologists in Libya that he encountered an ancient draconic beast-god. It lay slumbering waiting for new worshippers but when the dig awoke it the creature attacked. George defeated it, but the creature’s blood and claws left him badly injured. Where the blood coated his body he slowly healed, his flesh replaced with a dragon-like hide. He is now half-man, half-dragongod, a constant reminder that the beast he slew now sleeps within him.
Dirty little secret: What will happen when the dragongod awakes once more?
Notes: Magog + The Dragon. That’s a combination entirely made of win.
Risus:
George Lytton, Dragowarrior
Super tough half dragongod (4), ex-British Army Mercenary (3), Firebreath (3)
Mutants & Masterminds:
George Lytton, Dragowarrior, PL10 150pp
Str 34, Dex 16, Con 34, Int 13, Wis 16, Cha 18
Tough +12, Fort +15, Ref +7, Will +8
Attack +8, Defense +8, Init +3
Bluff +6, Diplomacy +6, Gather Information +6, KS:Tactics +9, Notice +6, Search +5, Sense Motive +5, Stealth +8
Connected (Military), Equipment 1
Heavy SMG (Blast 6, Autofire, 60’ DC21)
Firebreath (Blast 8, Cone 80’, Full Action, Tiring, DC23)
Equipment: Camo clothing, Commlink, Flashlight, Laser Sight, Stun Ammo
The Seven Champions
Mar 25th
Throughout history, The Seven Champions of Christendom exist, each an incarnation of a saint, together they are fated to band together to form one of the mightiest groups of heroes the world has known. They come from all walks of life, tread many paths and possess powers and abilities far beyond that of mortal man. In the Wild West, they were the Seven Riders. In World War II they were the Seven Soldiers. Now they are the Seven Champions once more, and a worthier band of heroes the world has never seen!
Here’s a superhero group inspired by Christian mythology and the Seven Soldiers comic mini-series. Reading up about the saints is like a primer for superheroes everywhere – from saints who can raise the earth itself, ones who can summon animals to do their bidding and countless super-soldiers, they’re all there. These seven are named for the original Seven Champions of Christendom – St George, St Andrew, St Patrick, St Denis, St James, St Anthony and St David – with powers inspired by something of their tales.
I’ll give the short write-ups here and present full Mutants & Masterminds and RISUS stats for each one over the next few days complete with equipment, vehicles and Base of Operations!
George Lytton, Dragowarrior
Born an army brat, George’s entire life has revolved around the military. He served several terms in the British Army before setting out on his own as a merc. It was on one of his missions guarding archaeologists in Libya that he encountered an ancient draconic beast-god. It lay slumbering waiting for new worshippers but when the dig awoke it the creature attacked. George defeated it, but the creature’s blood and claws left him badly injured. Where the blood coated his body he slowly healed, his flesh replaced with a dragon-like hide. He is now half-man, half-dragongod, a constant reminder that the beast he slew now sleeps within him.
Powers: military-grade weaponry and equipment, super-strength, toughness, firebreath
Andrew Fisher, Relic
By day, Andrew Fisher is a well-known writer of horror fiction. By night (or when the need arises) he is Relic, superhero necromancer! He gained his powers from discovering The Forbidden Reliquary, an ancient library hidden under a remote Scottish shrine. He turned the tiny ruined church into a home, and the Reliquary became his secret hide-out while he studied the magical tomes within. He wondered why the books were buried rather than destroyed until he found letters from an unnamed monk who believed that even though the books contained great evil, they could still be turned to become a force for good. Andrew hides his secrets carefully, though some of his newer novels reveal a much darker, fractured side to his personality. Unsurprisingly, the books are selling extremely well.
Powers: Black magic, raise undead warriors, necromantic bolts
Patrick Ultan, Serpentine
Patrick was born on the rough streets of Ulster, and felt he had little choice but to turn to petty crime simply to survive. His mistake was breaking into the home of an elderly warlock who caught then turned him into a snake with a single word. He remained in that form for several years while the warlock taunted, then talked, and finally befriended him. Convinced that Patrick had only done what he must to survive and there was no malice intended, the warlock released Patrick and took him under his wing as a protégé. Patrick quickly mastered the illusory arts and some degree of telepathy but his real talent is his ability to shape-shift into various snake forms – from a tiny grass snake to a huge snake/human hybrid behemoth. Or perhaps, just perhaps, it’s all illusion……..
Powers: Illusions, telepathy, snake-forms
Denise Montmartre, Oriflamme
As the attorney who managed to put Syndicate crime boss Jung Li Bao away, Denise knew her days were numbered. What she did not expect was that she would be kidnapped, taken to an abandoned warehouse and beheaded in a dark rite to summon a spirit of vengeance. The spirit possessed her, slaying her captors with the now flaming blade which had taken her life. She collected her head, replaced it on her shoulders and walked out into the night. Denise continues her tireless work against the Syndicate but she now has an unexpected ally – the flame headed spirit within!
Powers: Super-agility, flight, fiery sword and blasts, judgement vision
James Boanerges, The Red Knight
As heir to the Boanerges family fortune, James had it all – the mansions, the cars, the wealth and the playboy lifestyle to match. His life came crashing down when the Syndicate moved in. For reasons he still does not understand they dismantled his business interests through extortion, aggressive take-overs and direct attacks until all that remained was a small R&D tech firm on a remote hillside. It was there that James finally decided to take a stand. With the help of the researchers he created a full set of red power armour and an indestructible (and Artificially Intelligent) blade. What he needs now is experience and the help of some more heroes willing to help him. This is going to take time……
Powers: Power armour grants flight, life support, armour and energy blasts. Blade for close combat
Anthony Lisbon, Doc Storm
Doc Storm’s adventuring careers began in World War II when he was one of the original Seven Soldiers. He was working as a field medic in war-torn Poland in the middle of a thunderstorm, trying to rescue some members of his platoon who had been injured and stranded in the mud. He prayed aloud to any god who cared to listen to aid him, and none other than Sif, wife of Thor, who answered. She granted him the strength of ten men and a healing touch. In return he rescued his men and went on to have an illustrious all-action pulp hero superhero career as Doc Storm, Man of Power.
Time has not been kind to Doc Storm. He is now an old man who knows his adventuring career is behind him. He is wheelchair bound and acts as the central coordinator and information hub for the Seven Champions. He has personal knowledge stretching back over 60 years and access to databases and a vast collection of contacts, allies and friends.
Powers: The strength of ten (old) men, healing touch, huge network of contacts
David Sands, The Groundsman
Explorer David Sands always felt a close kinship with the land. Put him in the centre of an untamed wilderness where there’s no other soul for hundreds of miles, and he would tell you he is home. It was on such an expedition in the jungles of South America that he discovered the ruins on an ancient pyramid. He entered and made it into the central chamber where a flawless sapphire talisman rested on an altar. When he removed it the ground shook and he feared the pyramid would collapse around him. Closing his hands around the talisman he prayed that the shaking would stop – and it did! The talisman is tied to the earth itself and the wielder can manipulate not just the earth, but cause plants and rivers to form by his will, and could possibly create whole mountain ranges with but a thought. David is drawn to the talisman yet also fearful of its awful power. Who is to say what it could do in the wrong hands?
Powers: Terraforming









