The Shadow
Hero
Welcome to the world of Shadow-Force, a homebrew superheroes campaign originally created for Champions, now moved to Mutants & Masterminds. Here's some notes on the setting to get you oriented. (The Story Hour chronicling the adventures of Photon, the successor to the vanished Shadow-Force, is here.)
It's pretty much a kitchen-sink supers universe: Psionicists, mutants, mages, altered humans, and super-scientists all rub shoulders. No sign of any aliens, though, nor of "gods". (The GM doesn't care for comic-book style aliens, so they aren't likely to turn up. However, extradimensional beings pick up a fair bit of the slack.)
In terms of the World-Building chapter of the M&M book, this universe is a Modern setting. Its Style drifted somewhat with time; it began fairly Four-Color and Low Lethality, but by the end it had gotten a bit more Grim and Gritty and also a bit more Lethal, at least for NPC's. It's Low Realism with respect to powers, though we have sometimes attempted to give them more of a veneer of respectability.
NPC psychology tends to be more realistic than in most comics universes. (Though genre conventions are still in force - you can maintain a secret identity, despite all the issues it would "realistically" face.)
In terms of Genre it has elements both of the Bronze and Modern Ages. The world historically had both a Golden and Silver Age, and legacy characters dot the landscape.
Time travel is not strictly possible in this universe, though there are other dimensions out there that resemble Earth's past or hypothetical future. (By the way, we have decided that the number of dimensions is NOT infinite. Infinite variety gets boring, paradoxically enough.
There's quite a few, though.)
Supers are quite common in the world; most major North American cities (and presumably cities elsewhere too) boast a superhero team, and really big ones sport several. There's no particular prejudice against supers of any stripe; no "mutant scare" or the like. Any super who treads the straight and narrow will be accepted and welcomed by the bulk of the public and treated as a potential law-enforcement partner by the government. Villains, of course, are quite a different matter; both public opinion and the police frown heavily on supers who use excessive or gratuitous force. (Though it's accepted, just as it is with cops with guns, that sometimes things will get out of hand and people will die. An investigation will be forthcoming in any such incident.) Dark anti-heroes can get away with a few things here and there, but if they stray too far out of hand they will soon be classified as villains.
There is a voluntary federal registration program for crimefighters with several levels; one has to register at least at the lowest level to legally fight crime. The lowest level simply involves sharing one's codename, area of operation, teammates (if one belongs to a group) and powers (if any - normals are permitted to register, though not many do); this grants legal recognition and the ability to openly work with the police, but one cannot testify in court. The second level requires one to allow one's powers to be tested in detail by the government; this generally reveals all one's powers and weaknesses. However, second-degree crimefighters receive full police powers and are permitted to testify in heroic identity. Higher levels require sharing one's secret identity but grant increasing degrees of cooperation with the government.
Mind reading is not allowed as evidence in court without a witness' consent. When such consent is given, three telepaths are used: One for the defense, one for the prosecution, and one as friend of the court. (The three are sworn in not to pry into anything beyond the questions that are asked, and not to speak of anything they find in someone's mind save to verify truth or falsity of testimony in open court.) Anyone testifying in heroic identity must consent to mind reading to confirm that they are, in fact, the hero they claim to be.
Tacoma, Washington had long sported a super team called the Freedom Squad (derived and altered from the Champions supplement 'VOICE of Doom'), led by the famous legacy hero American Eagle II. (The original American Eagle had been a much-loved Golden Age hero during World War II.) But by a vagary of fate, larger nearby Seattle did not have one. Until Shadow-Force.
The original two members, the Phantom (an astral-projecting telepath) and Erebus (a man altered by and wielding darkness-based magic) met by accident while staking out an installation of the infamous villain group P.S.I. (Also derived and somewhat altered from an old Champions supplement, 'Mind Games'.) The Phantom had been one of their kidnap victims, brainwashed to commit crimes for them until he escaped. Erebus, for his part, just plain disliked villains... Soon joined by a gadgeteer named Technoid, the three of them put paid to P.S.I. - travelling around the country to wipe out their entire operation, making contacts and developing a name for themselves.
Returning to Seattle, they announced their intent to form a team, putting out a call for heroes to join them. Soon others came: Bazooka, a potent energy-projector; Brimstone, a teleporter who could produce exploding "grenades" of fiery force; and X-97 Beta, a powerfully-built robot with flight jets and a laser cannon. (His "brother", X-97 Alpha, an AI, eventually became the base computer.) They called themselves "Shadow-Force", based in part on Erebus' powers, but more on their focus on reconnaissance, intel, and general sneakiness. Other heroes occasionally joined forces with them, notably Chameleon (a shapeshifter) and Mystra (a versatile mage).
Shadow-Force engaged in many adventures, too many to recount. They worked closely with the more traditionally-minded Freedom Squad until the Squad was murdered by a powerful foe; Shadow-Force avenged them, pursuing their killer even into other dimensions to see justice done. They enjoyed such success that neophyte heroes began to approach them to become members... among them the light-controller who called himself Photon.
Now the Phantom and Erebus have gone missing, and Technoid is slowly going mad. Shadow-Force has fallen apart, and Photon finds himself having to step up for his city with only Beta at his side.
(The Phantom had been my PC in Shadow-Force, and Photon my PC in a short-lived "second stringer" campaign. He was the only one of the "B Team" to achieve recurring status in the main Shadow-Force game, for whatever reason, and even had a single memorable solo adventure.)
(Shadow-Force had first-level registration, and most of the Freedom Squad had second-level.)
The following posts are data on classic Shadow-Force friends and foes, as well as further information about the world as such.
It's pretty much a kitchen-sink supers universe: Psionicists, mutants, mages, altered humans, and super-scientists all rub shoulders. No sign of any aliens, though, nor of "gods". (The GM doesn't care for comic-book style aliens, so they aren't likely to turn up. However, extradimensional beings pick up a fair bit of the slack.)
In terms of the World-Building chapter of the M&M book, this universe is a Modern setting. Its Style drifted somewhat with time; it began fairly Four-Color and Low Lethality, but by the end it had gotten a bit more Grim and Gritty and also a bit more Lethal, at least for NPC's. It's Low Realism with respect to powers, though we have sometimes attempted to give them more of a veneer of respectability.

In terms of Genre it has elements both of the Bronze and Modern Ages. The world historically had both a Golden and Silver Age, and legacy characters dot the landscape.
Time travel is not strictly possible in this universe, though there are other dimensions out there that resemble Earth's past or hypothetical future. (By the way, we have decided that the number of dimensions is NOT infinite. Infinite variety gets boring, paradoxically enough.

Supers are quite common in the world; most major North American cities (and presumably cities elsewhere too) boast a superhero team, and really big ones sport several. There's no particular prejudice against supers of any stripe; no "mutant scare" or the like. Any super who treads the straight and narrow will be accepted and welcomed by the bulk of the public and treated as a potential law-enforcement partner by the government. Villains, of course, are quite a different matter; both public opinion and the police frown heavily on supers who use excessive or gratuitous force. (Though it's accepted, just as it is with cops with guns, that sometimes things will get out of hand and people will die. An investigation will be forthcoming in any such incident.) Dark anti-heroes can get away with a few things here and there, but if they stray too far out of hand they will soon be classified as villains.
There is a voluntary federal registration program for crimefighters with several levels; one has to register at least at the lowest level to legally fight crime. The lowest level simply involves sharing one's codename, area of operation, teammates (if one belongs to a group) and powers (if any - normals are permitted to register, though not many do); this grants legal recognition and the ability to openly work with the police, but one cannot testify in court. The second level requires one to allow one's powers to be tested in detail by the government; this generally reveals all one's powers and weaknesses. However, second-degree crimefighters receive full police powers and are permitted to testify in heroic identity. Higher levels require sharing one's secret identity but grant increasing degrees of cooperation with the government.
Mind reading is not allowed as evidence in court without a witness' consent. When such consent is given, three telepaths are used: One for the defense, one for the prosecution, and one as friend of the court. (The three are sworn in not to pry into anything beyond the questions that are asked, and not to speak of anything they find in someone's mind save to verify truth or falsity of testimony in open court.) Anyone testifying in heroic identity must consent to mind reading to confirm that they are, in fact, the hero they claim to be.
Tacoma, Washington had long sported a super team called the Freedom Squad (derived and altered from the Champions supplement 'VOICE of Doom'), led by the famous legacy hero American Eagle II. (The original American Eagle had been a much-loved Golden Age hero during World War II.) But by a vagary of fate, larger nearby Seattle did not have one. Until Shadow-Force.
The original two members, the Phantom (an astral-projecting telepath) and Erebus (a man altered by and wielding darkness-based magic) met by accident while staking out an installation of the infamous villain group P.S.I. (Also derived and somewhat altered from an old Champions supplement, 'Mind Games'.) The Phantom had been one of their kidnap victims, brainwashed to commit crimes for them until he escaped. Erebus, for his part, just plain disliked villains... Soon joined by a gadgeteer named Technoid, the three of them put paid to P.S.I. - travelling around the country to wipe out their entire operation, making contacts and developing a name for themselves.
Returning to Seattle, they announced their intent to form a team, putting out a call for heroes to join them. Soon others came: Bazooka, a potent energy-projector; Brimstone, a teleporter who could produce exploding "grenades" of fiery force; and X-97 Beta, a powerfully-built robot with flight jets and a laser cannon. (His "brother", X-97 Alpha, an AI, eventually became the base computer.) They called themselves "Shadow-Force", based in part on Erebus' powers, but more on their focus on reconnaissance, intel, and general sneakiness. Other heroes occasionally joined forces with them, notably Chameleon (a shapeshifter) and Mystra (a versatile mage).
Shadow-Force engaged in many adventures, too many to recount. They worked closely with the more traditionally-minded Freedom Squad until the Squad was murdered by a powerful foe; Shadow-Force avenged them, pursuing their killer even into other dimensions to see justice done. They enjoyed such success that neophyte heroes began to approach them to become members... among them the light-controller who called himself Photon.
Now the Phantom and Erebus have gone missing, and Technoid is slowly going mad. Shadow-Force has fallen apart, and Photon finds himself having to step up for his city with only Beta at his side.
(The Phantom had been my PC in Shadow-Force, and Photon my PC in a short-lived "second stringer" campaign. He was the only one of the "B Team" to achieve recurring status in the main Shadow-Force game, for whatever reason, and even had a single memorable solo adventure.)
(Shadow-Force had first-level registration, and most of the Freedom Squad had second-level.)
The following posts are data on classic Shadow-Force friends and foes, as well as further information about the world as such.
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