CHAMPIONS ONLINE LORE PRIMER

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TABLE OF CONTENTS One: Introduction Official Sources Two: Champions Universe Timeline Three: The Superhuman World Current Events Law and Government PRIMUS and UNTIL PRIMUS UNTIL UNITY Superhuman Media Hot Spots Club Caprice Grand Cienelago Island Sports Corporations Security Agencies Scientific Agencies Mystical Agencies Four: Who's Who, What's What, Where's Where Major Setting NPC Heroes Major Setting Villains Major Setting Villainous Organizations Significant Canon Characters From Around the World Heroes and Villains Through the Ages Five: What's What Materials Mutagens Super Soldier Projects Six: Where's Where Seven: Aliens Eight: Other Dimensions

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3 3 6 15 15 15 16 16 16 16 17 18 18 18 19 19 20 21 22* 23 23 25 28 30 32 34 35 35 35 36 42 48

ONE: INTRODUCTION

This is a quick introduction to the Champions Online universe. It's excerpts on issues of importance to Champions Online role-players and people who want to work with the background of this universe to build characters. If you need, say, a corporate sponsor or an alien race as part of your background, this book will suggest ones that exist in canon that you can use. This is based on existing works in the Champions paper and pencil game line. It only scratches the eagerest surface of the setting, so it's strongly recommended that you pick up these books -- and they are commercial works and not freeware -- to get the full story. But this excerpt will give you a taste, an idea for a cool origin and might even settle an argument or two. In a few cases, I'm adding my interpretation or RP advice; I'll note the places where this occurs: they'll be marked as Opinion Corner. Feel free to ignore it. This document is not meant to shove canon down the throats of unwilling RPers and I hope it doesn't get used for that. However, people who are interested in the setting can use it as an introduction and a way of getting to know the world. It should go without saying that this document contains SPOILERS. I'm saying it here anyways. If you don't want to know, then no further go! AND NOW HERE'S SOMETHING WE HOPE YOU'LL REALLY LIKE.... Champions is based on an intellectual property created for the HERO System, a paper and pencil role-playing game that was first published in 1981. Much of the universe was built on the work created primarily by George MacDonald, but also by Bruce Harlick, Steve Peterson, and Glenn Thain. In 1996, Hero joined forces with R. Talosorian Games and created Champions: The New Millennium, with a revamp of the setting by Eric Burnham. Most of Eric's setting work was excellent, unfortunately the system was not very well-received. When Steve Long and DOJ, Inc. took over Champions in 2002, Steve consolidated a lot of work done by freelancers over the years, threw much of it out (goodbye CLOWN), and added much of his own (mostly excellent) material. When Cryptic bought the IP in 2008, they added their own significant contributions. WARNING: Champions PnP supplements use a much different system than Champions Online, so don't expect to see characters written up as Champions Online builds or with their powers as direct correlations of CO powers. However, they are an invaluable source of lore. If you are interested in the setting, please support HERO Games. Yes, RPG supplements are pricy, which is understandable given the small profit margins of the industry. However, Steve does a terrific job. If you can afford it, please make an investment in some of the lore books. And if you find anything that I've gotten wrong in this document, let me know! Thanks! OFFICIAL SOURCES Recommended commercial products, with links for PDF to the site where they can be purchased,

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If you have to get ONE book, get Champions Universe (6th edition). In fact, this primer is only a taste of that book. If you enjoy this primer and find it useful, please pick up a copy of this book. If you can afford three books, get Champions Universe, Champions Beyond (6th edition), and the Mystic World (5th edition). This gives you a comprehensive overview of major parts of the setting. If you can afford more than three books, get those three and then look over this list and find a book on whatever subject most interests you. Note that a new edition of Millennium City is planned for 2012, BOOK OF THE DESTROYER (by Steven Long) The life (and toy catalog) of Albert Zerstoiten, deadliest man in the history of the human race, better known as Dr. Destroyer. And some jackass calling himself Shadow Destroyer too.

GOT QUESTIONS? If there's a lore question, you're welcome to ask online on the CORP channel, or you can post in the official Champions Online forums. The thread to address lore questions to Steve is: http://forums.championsonline.com/showthread.php?t=117098 Steve and other HERO Gamers also appear at conventions, most notably DunDraCon in Oakland on President's Day weekend (where the year's slate of Champions books are announced) and GENCON in Milwaukee in August, which is probably one of the best places to experience a Champions paper and pencil game.

https://www.herogames.com/viewItem.htm?itemID=232563 BOOK OF THE EMPRESS (by Steven Long) A book on Istvatha V'Han, Empress of a Billion Dimensions, also featuring additional material on Champions cosmology from a non-mystical perspective. https://www.herogames.com/viewItem.htm?itemID=262911 CHAMPIONS BEYOND (by Steve Long) The highly anticipated, definitive sourcebook on aliens in the setting. Currently available in PDF. https://www.herogames.com/viewItem.htm?itemID=255418 CHAMPIONS UNIVERSE (by Steven Long and Darren Watts) An overview of the universe. This is the most complete overview of the Champions Online world, as it has been approved by Cryptic Studios and is the most recently written work on the setting,. Because it is the latest work, this document considers this book to be definitive when contradictions exist with previous works. Highly recommended. https://www.herogames.com/viewItem.htm?itemID=247924 CHAMPIONS VILLAINS Vol1, 2, 3. (by Steven Long) The most current up to date source on major Champions villains. https://www.herogames.com/viewItem.htm?itemID=250189 https://www.herogames.com/viewItem.htm?itemID=252375 https://www.herogames.com/viewItem.htm?itemID=251488 CHAMPIONS OF THE NORTH (by Scott Bennie) The Canada sourcebook, with background on many of the characters found around Force Station Steelhead. https://www.herogames.com/viewItem.htm?itemID=227526 4|P a g e

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DEMON: SERVANTS OF DARKNESS (by Allen Thomas) An excellent guide to the villains of the second Adventure Pack. https://www.herogames.com/viewItem.htm?itemID=201768 HIDDEN LANDS (by Darren Watts and Allen Thomas) A book covering places like Atlantis, Lemuria, Arcadia, and much more. https://www.herogames.com/viewItem.htm?itemID=194632 MILLENNIUM CITY (by Darren Watts) The guide to the most important city in the Champions Universe. This book will be replaced by a new edition later this year. https://www.herogames.com/viewItem.htm?itemID=220731 MONSTER ISLAND (by Steve Long) A sourcebook dedicated to the most monstrous place on Earth (insert Disneyland joke here). https://www.herogames.com/viewItem.htm?itemID=232564 THE MYSTIC WORLD (by Dean Shomshak) The definitive source on the mystical cosmology of the Champions Online universe. https://www.herogames.com/viewItem.htm?itemID=208418 UNTIL: DEFENDERS OF FREEDOM (by Darren Watts and Steve Long) These are the good guys, their history, their people, their toys. A bit dated. https://www.herogames.com/viewItem.htm?itemID=208417 VIBORA BAY (by Darren Watts, Derek Hiemforth, Jason Walters, and Steve Long) Florida's favorite supernatural metropolis. Predates CO by a considerable margin, and thus has gaps, but it still has value as a sourcebook. https://www.herogames.com/viewItem.htm?itemID=220391 VIPER, COILS OF THE SERPENT (by Steve Long and Scott Bennie) They're mean and green and their goals are obscene. Meet VIPER, a ruthless terrorist organization dedicated to ruling the world. https://www.herogames.com/viewItem.htm?itemID=220393 BE A HERO! Support HERO Games!

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TWO: CHAMPIONS TIMELINE (Abridged)

This is a Champions Universe timeline I compiled for a friend, based on the one in Champions Universe (6th edition) but hewing a little closer to the Champions Online timeline, with references to most characters who aren't in the game omitted. For more detail, consult Champions Universe. c. 2,000,000 BC

The Progenitors seed the ancestors of the human race and jumpstart its evolution.

c. 500,000 BC

The Progenitors' experiments result in the creation of the Empyreans, a superhuman race.

267,584 BC

Battle of the Coreward Fields turns the Malvan-Elder Worm war in the favor of the Malvans. Some Elder Worms make their way to Earth.

c. 70,000 BC

Birth of Evil. Kul-Tarak, who later becomes Takofanes, is born.

37,523 BC

Lemuria founded by a scientist-sorcerer.

36,964 BC

The Lemurians attack the Empyreans with the Mandragalore, a powerful magical weapon. It backfires and Lemuria sinks.

c. 35,000 BC

The snake-god Nama is born in West Africa.

c. 32,000 BC

Rise of Atlantis.

c. 30,598 BC

Sharna-Gorak the Destroyer causes the destruction of Atlantis.

c17,698 BC

Lemurian sorcerers create the Bronze King to turn the tide in a Lemurian civil war.

c12,000 BC

In the Lynx's Fold of what's now Northern Canada, the spirit of the Land, aided by human shamans, defeats the spirit of the Ice. The Ice Age ends, bringing in the start of the modern age. The Inuit god Kigatilik, who sided with Ice over Land, is cast out of that pantheon. He becomes an agent of the Ice, seeking vengeance on the shamans who opposed them.

c. 520 AD

Sir Giles de Morphant, a black knight in the days of King Arthur, is slain by Lancelot. He is later revived as the supervillain Black Paladin.

c. 1000 AD

Viperia is born in Africa. At the behest of local tribes, Nama places her in suspended animation to avoid the destruction of the continent.

c. 30 AD

The death of the prophet Yeshua seals the Ban on supernatural intervention.

1459 AD

Vlad Tepes is transformed by magic into Dracula.

1772 AD

The first Black Mask is born.

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1783 AD

The Circle of the Scarlet Moon is founded by decadent French nobles.

1800 AD

The Empyrean Arvad leads a rebellion against King Hazor, but is defeated and exiled.

c. 1800 AD

The Trismegistus Council is founded to serve as guardians of white magic.

1838 AD

An American secret society, the Patriot Lodges, who have vowed to overthrow British influence in North America, launch an invasion in Canada. They're defeated, but not before swearing a mystical oath that their descendents would not abandon the cause of Republicanism.

1864 AD

Arvad uses his mental powers to seize control of Lemuria.

1865 AD

The Unholy Order of the Grand Reptile, the predecessor of VIPER, is founded in London.

1908 AD

The Circle of the Scarlet Moon kills earth's Archmage. The earth goes without a major protector against occult threats for over a century.

1917 AD

Birth of Albert Zerstoiten, the future Doctor Destroyer.

1925 AD

DEMON is founded, committing the "Dog Day Murders" in New York City.

1937 AD

After the murder of her father, Princess Mara becomes rightful queen of Atlantis. Unable to get her throne, she establishes herself as the mystery woman Sea Hawk.

1938 AD

May 1. Birth of Modern Superhumans. A Nazi ritual attempts to endow a German cult with mystical powers. Instead, it unlocks the ambient magical powers of earth, greatly increasing the influence of magic and making superpowers possible. The first superhumans are born: Der Sturmvogel in Germany, Captain Patriot in America. The Sirians, an alien race, invades New Jersey. Four superhumans respond. After their victory, they found the Defenders of Justice, the world's first superteam.

STEVE LONG SAYS: On What the Public Knows of the Origins of Supers "We've never specifically addressed this question in print. However, I'm sure there have to be some people, at least, who've made the connection between the RSvKG/Nazi occultism and the rise of der Sturmvogel. I suspect most of these people are mystics of some stripe, or perhaps people who somehow had a way to learn what the RSvKG was up to (which would be difficult, since it wasn't exactly an open and friendly organization that kept detailed records). "Beyond that, I'm sure there are plenty of theories ranging all across the spectrum of believability. Look at how many theories events like the Kennedy assassination and 9/11 spawn -- and those are events we can study and make pretty definitive determinations about. Regardless of what the evidence says, there'll always be people who favor other evidence or more unusual interpretations... and I'd guess you could increase that an order of magnitude or three in a setting where superhuman powers and magic actually exist!"

1940 AD

Pulp adventurer and scoundrel, Edgar Lancelyn Essec falls under the spell of Nama while exploring a cave in West Africa.

1941 AD

In the wake of the Pearl Harbor attack, American superhumans volunteer for war, The Defenders of Justice are among the first volunteers. The US Army sets up a secret supersoldier project in Haynesville Kansas, where Captain Patriot was created.

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1942 AD

Lemuria joins the Axis side in the war. They attempt to invade California, but are repulsed by a team of heroes called the Justice Squadron.

1943 AD

The Defenders of Justice help Mara recapture the throne of Atlantis.

1944 AD

Albert Zerstoiten betrays the Nazis and flees to South America.

1945 AD

Sturmvogel is killed in the dying days of the war.

1948 AD

The Haynesville Project is closed. The Defenders of Justice disband.

1954 AD

Brought together by Nama, thirty men and women, survivors and sympathizers of the Axis cause and the Unholy Order of the Grand Reptile, found VIPER (Venomous Imperial Party of the Eternal Reptile), swearing an oath on the Serpent Lantern.

1959 AD

First appearance of Vanguard, the world's most powerful superhero.

1962 AD

August 22. "Green Monday". VIPER makes its first public appearance, performing numerous targeted assassinations around the globe. The United Nations sets up a tribunal on international law as a response.

1964 AD

*The supervillain Revenger conquers the Selenites, the Moon people, and uses them as tools in his plan to conquer humanity. Kigatilik, imprisoned centuries ago by the Inuit gods, is freed. The Land empowers four people, the Mighty Canadians, in response (Celestar, Kivioq, Timberline, and Bonne Vivian).

1965 AD

The first Qularr invasion nearly destroys Tokyo. UNTIL is founded. The US refuses to recognize them or let them operate on American soil.

1966 AD

Another Lemurian invasion of the surface world is foiled.

1967 AD

A second Sirian invasion is thwarted by superheroes. *China founds the Tiger Squad as its official hero team.

1968 AD

VIPER's second major scheme of conquest, Operation Coil, is thwarted. DEMON makes its first modern appearance, stealing the Basilisk Orb and performing a ritual on the Carolina Islands. They are stopped by UNTIL. *The Star*Guard, a group of galactic police, build a base on Europa and send a representative to Earth. *The Soviet Union founds the People's Legion as its superhero team. They remain active until 1989. Mega-Terak leaves Monster Island and rampages through Tokyo for the first time.

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1969 AD

First appearance of the All-American, a super-soldier created by the Perseus Project, an offshoot of the research done by the Haynesville Project in WW2.

1970 AD

Superheroes defeat the Revenger and frees the Selenites from his control. Revenger dies in a cave-in.

1971 AD

Lewis Frey, aka Masquerade I, is captured by Black Mask. He spends the next fourteen years in prison.

1973 AD

First visit of the Mandaarians, seemingly benign aliens, to earth.

1975 AD

Destroyer Walks the Earth. First appearance of Dr. Destroyer, as his attempted conquest of California is barely defeated. The Mighty Canadians' final battle. They seal Kigatilik in the Frost Tomb, but all of their members except Celestar are sealed with them.

1977 AD

The first Gadroon invasion is foiled by an alliance of Earth superhumans, including Dr. Destroyer.

1978 AD

Stronghold is built in the American southwest. An accident involving a "delta bomb" transforms White Sands New Mexico into Burning Sands. First appearance of Dark Seraph.

1979 AD

Dr. Destroyer allies with VIPER, but it's a ruse to allow Destroyer to get control of the Serpent Lantern. In the end, both sides lose the Lantern. First appearance of the Slug.

1980 AD

ARGENT is founded. Prompted by the deprivations of Dr. Destroyer, the United States passes the first superhuman registration act.

1982 AD

Death of Captain Patriot. *The Institute for Human Advancement (IHA), an anti-mutant organization is founded.

1983 AD

ARGENT is exposed as a criminal organization. Their lawyers keep them in business, but their leaders flee the country, eventually relocating in the middle eastern nation of Awad. Disaffected Danish politician Danar Nicole quits the European parliament, eventually founding the villain team Eurostar.

1984 AD

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March 30- June 24: Reign of the Destroyer. Using mind control satellites, Dr. Destroyer seizes control of the globe. He is defeated by Vanguard and his island base, Destruga I, is destroyed. C h a m p i on s O nl in e L o re P r im e r

Perhaps inspired by Destroyer, Sebastian Poe founds PSI. A second Gadroon invasion is defeated. 1985 AD

The Machine Starts. First appearance of Mechanon. Dr. Silverback is rescued from the clutches of Moreau. Mega-Terak attacks Osaka.

1986 AD

PRIMUS is founded, with Golden Avenger Robert Kauffman as its first leader. Stronghold institutes "hot sleep". The Demonflame Incident. Luther Black raises a tower in Boston in an attempt to summon and absorb the power of Sharna-Gorak the Destroyer. He is defeated by superheroes, and by VIPER, who are instructed by Nama to defend humanity against Sharna-Gorak. The French government passes a law requiring the registration of superhumans. *Thomas Cassidy founds SNN, the Super News Network. The United States creates the Department of Superhuman and Paranormal Affairs (DOSPA), a cabinet level agency to regulate supers.

1987

Dr. Silverback wins British citizenship rights,. becoming the first known non-human citizen of a terrestrial country. First modern appearance of Takofanes in Oklahoma. He raises an undead army and marches for the east coast, but is stopped by superheroes in Kentucky. Several heroes are killed in the process. Day of the Destroyer. Doctor Destroyer threatens to eliminate 90% of humanity with death-ray satellites, but is eventually defeated by an alliance of superhero teams. UNTIL founds its own official superteam, UNITY. *Eurostar first appears, releasing its Eurostar Manifesto as a statement of intent. Eurostar, Europe's most powerful villain team, is born.

1989

*Binder and Blackstar form the Ultimates, another powerful villain team (who've yet to appear in Cham. *First appearance of the supervillain known as the Monster. Jack Tiptree becomes the latest All-American.

1990

First Human Star*Guard. Star*Guard Brin Rei Tarn is slain by Mordace. He is replaced by the first human Star*Guard, Andre Almena. William Carl Eckhardt succeeds Juan Martinez as Secretary-Marshall of UNTIL.

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1991

Dr. Destroyer raises his second island base, Destruga II, and attempts to gain statehood. He is rebuffed, and Destruga is destroyed by superheroes.

1992

July 23 The “Battle of Detroit”: Dr. Destroyer is killed battling Earth’s superheroes, but activates a device that destroys most of Detroit. Vanguard is killed defending the earth from Destroyer's asteroid weapon. Fourteen other superheroes are killed, fighting various monsters summoned by Destroyer or Destroyer himself. The American government, several major corporations (including ACI and Harmon Enterprises), and numerous charitable foundations form the Millennium Project to rebuild the city. First appearance of Ravenspeaker. Seeing that VIPER needs guidance, Nama wakes Edgar Lancelyn Essec from slumber and christens him as VIPER's Supreme Serpent.

1993

The United States signs the Tribunal treaty, allowing UNTIL to operate on American soil. Eurostar hires Teleios to clone them an army, which they use in an unsuccessful invasion of Poland. Teleios becomes known to the general public. *First modern appearance of Black Paladin. ”My Name is Foxbat and this is my Master Plan!" First appearance of Foxbat, who tries to steal the Empire State building. *The Warlord appears and tries to conquer Vietnam. JTF-2 is founded in Canada. JTF-X (Excalibur) is added as its superhuman branch.

1994

The Gadroon invade northern Canada. Forceknight III founds the third Northern Guard to stop them. He's soon joined by Justiciar, who's rescued from cryosleep in the lab of a cybernetic villain. Project Sunburst takes place. First appearance of Black Mask X.

1995

Project Greenskin inadvertently creates Grond. First appearance of Anklyosaur. Lewis Frey, the retired (and allegedly reformed) villain Masquerade I, opens Club Caprice in Millennium City.

1996

UNTIL completes construction of its Gateway space station. VIPER goes to war with Eurostar to control Europe's criminal networks (and conquer the continent in general).

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1997

Robert Johnson succeeds Robert Kauffman as Golden Avenger of PRIMUS. Kauffman doesn't retire, and eventually takes a position to clean up the mess at Project Greenskin.

1998

The Northern Guard disbands. Mark Derringer, formerly Avenger of SUNDER, becomes leader of the RCMP's superhuman response division, the Steelheads. Force Station Steelhead is constructed to keep an eye on the Lynx's Fold. Istvatha V'Han, so-called Empress of a Billion Dimensions, launches her first invasion of Earth. In her first modern appearance, VIPER unleashes Viperia against Eurostar, forcing that group to withdraw and ending the VIPER-Eurostar war.

1999

Construction on Millennium City is completed. Grand Cienelago Island, a secret resort for superheroes, opens in the Caribbean.

2000

*Russkiye Zashchitniki (“The Russian Defenders”), an informal superhero team, forms in Moscow. *First appearance of the supervillainess Gravitar, fighting Mechanon. UNTIL completes Moonbase Serenity. Celestar and Forceknight III found StarForce, Toronto's official superhero team.

2001

Defender founds the Champions, according to some "the world's most powerful superteam". The original team is Defender, Nighthawk, and Sapphire; Ironclad (who arrives on earth early in the year) and Witchcraft join soon afterwards. *Firewing comes to earth, challenging any worthy superhuman to trial by combat.

2002

*First appearance of the time travelling villain Captain Chromos. First appearance of Shadow Destroyer, widely believed to be Albert Zerstoiten returned from the grave. (He isn't.) *Software billionaire Horatio Goodman founds the Goodman Institute, a privately-funded organization that provides scientific assistance to superheroes.

2003

Justiciar becomes leader of StarForce, joined by Dust Devil, Argosy, and Prism Girl. A faction of Lemurians reject Arvad's authority and revive the cult of the Bleak Ones. They use a magic ritual to transform their shape into something that can survive on the surface and seize control of the ancient Lemurian temple of Andrith on Monster Island. Arvad, who's been a brutal tyrant and a villain for most of his life, experiences a change of heart at seeing his people in danger. He attempts to reconcile with the heroes of the surface world, not an easy process after decades of being "the menace from beneath the waters".

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Descendents of the Hunter-Patriots, perform a magic ritual to gain powers and become active in the modern world. C h a m p i o n s On li ne L o r e P ri me r

2006

Nighthawk leaves the Champions, replaced by Kinetik.

2007

The Constable joins StarForce.

2008

The Gadroon invade Canada and create a beachhead not far from Force Station Steelhead.

2009

The Qularr invade Earth. A plucky hero helps the Champions shut down all of the beacons to prevent Shadow Destroyer's signal from driving the Qularr crazy. Ironclad launches himself at the Qularr mothership, sinking it in the Detroit River. Takofanes causes the Bloodmoon to rise over Millennium City, and brings 13 of the 15 heroes who died in the Battle of Detroit to a mockery of life. Local heroes eventually lay them to rest. Stronghold Breakout. Menton escapes from hot sleep, triggering a breakout in Stronghold. Mordace attacks CONTROL, nearly crippling the Star*Guard. At the behest of Shadow Destroyer, Rakshasa frees Kigatilik from the Frost Tomb.

2010

In a confusing episode involving time travel, the fallen angel Therakiel attempts to conquer heaven and hell, but is thwarted by Juryrig, Robert Caliburn, and a group of superheroes. Caliburn becomes the new Archmage of Earth. The Supreme Serpent attempts to use the Serpent Lantern to unite quarrelling factions in VIPER, but UNTIL, aided by a plucky superhero, destroys the Lantern before he can do so. The Fall of Black. Luther Black imprisons five of the Kings of Edom in an attempt to elevate himself to godhood. He is foiled by Witchcraft, Project Hermes, and a brave superhero, who enters the Qlipthotic to free the Kings.

2011

Takofanes perfects the Bloodmoon ritual, making it appear monthly over Millennium City. Foxbat defaces signs around Millennium City on April Fool's Day. Heroes defeat Shadow Destroyer in Multifaria, though they're forced to free the long missing Albert Zerstoiten to do so. UNTIL forces mysteriously vanish near Camp Lantern in Africa, eventually leading to a showdown with weakened avatars of the Kings of Edom. Working for a mysterious patron, a Roin'esh shìp is shot down by the Star*Guard and crashes in Canada. The Roin'esh attempt to steal an artifact secured in Force Station Steelhead, but are foiled.

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THREE: THE SUPERHUMAN WORLD

Current Events One of the rules of the Champions Universe is... it's exactly like our world. except when the exceptions are noted. There was a 9/11, there is a war in Afghanistan, there is an economic downturn when the economy goes bad, etc. This may be a little hard to swallow, but it gives people common reference points with which to work. Do You Believe In Magic? Despite obvious evidence to the contrary, such as the Bloodmoon, vampire supervillains, etc. most people in the Champions Universe do NOT believe in magic, explaining it away with scientific explanations such as odd mutations. It is the nature of magic that ordinary people will reject it until they have no other choice but to accept. People in places where magic is frequently encountered, like Vibora Bay (and to a lesser extent Millennium City) are probably much less skeptical. LAW AND GOVERNMENT Superhuman Registration Most western countries, including the United States, require registration with a government authority. These databases, built with the help of superhuman geniuses, are some of the most secure computer networks ever assembled. Whether they can continue to hold up against cybervillains like Interface --or Mechanon-- remains to be seen, and their security is a continuing concern to many superhumans who refuse to register with them. America's version, the American Superhuman and Paranormal Registration Act (ASPRA) was passed in 1980. This law requires superhumans to register their abilities with the Bureau of Alcohol, Tobacco, and Firearms. The superhuman registration laws are not heavily enforced. DOSPA In the United States, there is a cabinet level agency that oversees superhuman affairs, DOSPA (the Department of Superhuman Affairs). It is led by Andrew Rochester, formerly a Major with Desert Storm. Rochester is viewed as sympathetic to most superhuman issues, and friend to many of the most prominent superheroes in the country, including the Champions. Secret Identities Secret identities are not protected under the law.

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OPINION CORNER: Undead Rights, 6e vs. 5e This is controversial, as Champions Universe 6th edition repeats much of the 5th edition text, contradicting other 5th edition writing which states that undead and demons have no rights and can be killed with immunity to the law. As 6th edition works supersede previous canon, the reversion back to "Congress has passed limited rights to all sapients" is considered the guiding principle. If you're playing with a heavily horror centered group and you're using the Van Helsing Act and other earlier material as canon, just be aware that everyone may not be playing on the same page as you, lorewise. On the other hand, that material is much more detailed than current canon and may be seen as preferable for that reason. Restraint and negotiation in the event of lore disputes is highly recommended.

Non-Human Rights The issue of non-human rights is an ongoing one, particularly when players take the roles of vampires, demons, extradimensionals, clones, extraterrestrials and robots. At present, the 14th Amendment's guarantees of due process and equal protection apply to humans and individuals whose genetic material (clones, mutates and mutants) are derived from humans. They do not apply to extradimensionals, extraterrestrials, constructs, and creatures who have been pronounced as legally dead (i.e. undead). According to Champions Universe (6e): "Congress has, however, passed laws granting at least limited rights to all “independent, free-willed, sentient entities” in American territory" Presumably, this includes the basic right to not be killed on sight, and probably the right to hold property and seek legitimate employment, but not the right to vote. Stronghold The world's most secure prison system is Stronghold. Using advanced technology, this prison is built with customizable force field enclosures designed to keep the most powerful supervillains from escaping. The first and best known Stronghold is in New Mexico, not far from Burning Sands. It is not a trivial process to get a criminal transferred to Stronghold; you need to be able to demonstrate in court that no other type of incarceration will safely hold the prisoner. For major threats, the most extreme method of containment is Hot Sleep. This is an induced coma designed to keep the most dangerous prisoners unconscious permanently. INTERPRETIVE NOTE: Because everyone goes through the Stronghold scenario at some point, there's a strong tendency on the part of some role-players to see Stronghold as a sieve and use that as a justification for ruthless vigilantism. In canon, however, there have only been two breakouts, one in 1990 and 2009. The security of the institution should be respected, and the continuous stream of player missions to Stronghold should be handwaved. PRIMUS and UNTIL

OPINION CORNER: They're the Good Guys, Folks! PRIMUS and UNTIL are both meant to be "good guy" organizations. They do operate in a political world, and don't always make the most morally correct choice, however, they do try to play things as ethically as they can, are honest with people, support superhumans in good faith, play by the rules and operate in the open. They're not likely to have secret assassination squads or employ black ops units for anything except intelligence gathering. If such tactics were employed, it would be on a case by case basis and only in extreme situations. Now they aren't the boy scouts either. They are paramilitary organizations, and their missions are often employ by "capture if you can, kill if you must" orders. They do employ lethal force when it seems appropriate -- but they do so openly, not in secret, just like cops and the army. There's lots of room for conflict. Both agencies can be overbearing and abusive of their authority. Sometimes corrupt elements will infiltrate them and cause problems. In general, however, the heroes can count on them for support. (If they couldn't, a lot of the mission chains and adventure packs wouldn't make much sense.) The "Evil government black ops conspiracy", a staple of some character backgrounds, probably should originate from other areas of government (especially the ever popular "black box project"). Or UNTIL and PRIMUS have "rogue elements" that can be identified, opposed and eliminated.

PRIMUS (Paranormal Research and Investigation Mission of the United States) is an UNTIL-like agency that works as a branch of the US Department of Justice. They're the response of the United States government to superhuman crime, often assuming a paramilitary role. Their field agents are enhanced by an experimental super soldier serum (effective in only a small number of test subjects but effective with only mild addictive side effects); local leaders are called Silver Avengers, while the top agent is known as the Golden Avenger.

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PRIMUS deals with threats that normal police can't handle. They're also responsible for maintaining and protecting the ASPRA database, and assisting the federal Bureau of Prisons by transporting superhuman prisoners for incarceration. PRIMUS's current Golden Avenge is Daniel ("DJ") Johnson. Note: PRIMUS has had several sourcebooks, but all are at this point obsolete. A PDF book written by Shelley McTyre in the late 1990s is the most current, but even that contains information that's greatly at variance with Champions Online canon (such as former Golden Avenger Kauffman being deceased). UNTIL (United Nations Tribunal on International Law) is a United Nations organization dedicated to protecting humanity from superhuman, global-scale threats, or as a police force in areas with no national jurisdiction like Monster Island. They operate in most nations around the world, except for rogue states like Awad, Chiquador and Lugendu. They have only operated in the United States since 1993, and it took the Detroit tragedy to finally force the US to allow them entry. The Secretary-Marshall is William Eckhardt, who took over for the original UNTIL commander, Juan Martinez. The chief field commander is Field Marshall David Ben-Israel. They have a number of special projects: Project Snakecharmer is their antiVIPER task force, Project Hermes is their mysticism division (largely dedicated to fighting DEMON), and Project Shiva is their long-standing anti-Dr. Destroyer task force. UNTIL generally confines its operations to global or international threats, but has been known to interfere in local jurisdictions from time to time. Naturally, conflicts occur. UNITY is the superhero team that's attached to UNTIL. It is led by Quasar, an energy being who was a technician who once served Dr. Destroyer. Other members include Myrmidon, Dr. White and Dr. Black, Psiclops, and El Picaro. Mentiac is a former member and frequent advisor. In Champions Online, they have a sponsorship program for extremely capable superhumans, sending them out to global hotspots to combat numerous threats like VIPER and the Qularr. SUPERHUMAN MEDIA Entertainment in the Champions Online universe is much the same as ours. Superheroes are a celebrity class and receive a lot of media attention. Television SNN, the Super News Network, is the principle source of

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OPINION CORNER UNTIL vs. PRIMUS The question often arises on why UTIL is allowed to operate on American soil and what they are allowed to do here. UNTIL is essentially SHIELD meets THUNDER. It reflects a much more Silver Age view of the United Nations, a much more positive one, where they are competent, capable, and reasonable. Their existence is justified by the fact in a world which has experienced six significant alien invasions, and sorties from international conquerors like V'Han, as well as supervillains who have the military might of a rogue state with far more aggression mankind faces far more external threats than it does on our world, prompting a more unified defense. Even with this, the United States is a reluctant participant The signatory treaty, as ratified by all participating countries (including the US) defines UNTIL's jurisdiction as the following: crimes committed by superhumans, crimes involving superhuman technology, crimes committed by aliens and extradimensionals, crimes committed by non-human terrestrial species, and crimes committed in international waters or territories. The first two categories often leads to conflict with PEIMUS and the FBI. In practise, UNTIL defers to local authorities and coordinates their action and investigations with the locals, including PRIMUS,. This does not prevent them from butting heads or being friendly rivals. I've found as a good guideline, if a crime is international in scope, defer to UNTIL, and if it's local, defer to PRIMUS, and if it's local and non-superhuman, defer to local law enforcement.

superhero news. Shows such as Behind the Mask (in-depth interviews with superhumans whose identities are publicly known), Super History (a historical analysis of superhuman events) and Gadgets! (a show on superhuman tech) are particularly popular.

Superheroes make appearances on regular TV shows and one popular soap opera, To Save Tomorrow, focuses on the struggles of the fictitious Justice Force Omega team, where battles with superhumans are often sidelined for paternity tests, evil twins, and amnesia, and no one is a child superhero for very long. Print Media Super-World Magazine is the most prominent print magazine dedicated to supers. Running since 1972, it also periodically publishes Uncaped, which features naked or half-naked superheroines posing Playboy style. Behind the celebrity, however. is fear. Many superheroes are targeted by the media (in many cases, justly so) for their excesses. Tabloid stories are filled with wild allegations; in the mainstream media, the Adair Publishing group (which owns the Millennium City Free Press) goes out of its way to criticize the Champions and other superhumans. Adair columnist and news personality (who hosts a show on Millennium City's right wing TV station WTFL) Curt Curruthers has a particularly strong hatred for the Champions (especially Witchcraft, whom he believes is corrupting children by presenting the occult in a positive light). It's known that VIPER has an ongoing campaign to infiltrate the media and smear superheroes. Comic Books Comic books are popular in the Champions Universe. The market is divided into: (a) fictional (and embellished nonfiction) titles about real life superheroes; (b) fictional titles about fictional superheroes; and (c) titles about nonsuperheroes. (Superhero comics are less predominant than in our world, but still have a heavy presence in the campaign world.) HOT SPOTS Club Caprice The premiere social hotspot in the superhuman world is Millennium City's Club Caprice. Founded in 1995 by retired supervillain Lewis (Masquerade I) Frey, who was a superhuman thief active in the 50s and 60s, this club has several floors designated "for superhumans only". Despite a slightly sleazy, "anything goes" reputation, the club is extremely well-protected; the bouncers are mostly superhuman 17 | P a g e C h a m p i o n s O n l i n e L o r e P r i m e r

OPINION CORNER: Marvel and DC. Players often make references to heroes from DC and Marvel, using them as reference points. This begs the question: are those companies canon in the Champions Universe, and are their characters as well known there as they are here? Because players need common frames of reference and characters like Superman provide them, and because the source material mentions that fictional heroes exist, I'd say it's fair game to assume they do (if perhaps less popular or well-known than on our world) and players shouldn't get upset when they're used as a point of comparison. It may be fair game to assume copycat characters might get served with a lawsuit. However, a land of fiction does exist in the cosmology, so one might be able to justify a Saiyan or a Jedi character as having come from one of those worlds. (This would not, however, prevent such a lawsuit and probably won't satisfy the player who's transporting another IP wholesale.) Champions Online role-play.) OPINION CORNER: Don't Play in an Environment If You Can't Respect It! See those bouncers in Caprice? Do you think they're there for show? Players should not trivially start fights, especially those involving lethal force, in Caprice and NOT expect consequences. The staff are NOT incompetents, the cameras are NOT easily disabled (they were designed by one of the best technicians on the planet) , and Lewis Frey will send incriminating file footage to the police and have troublemakers banned from his club UNLESS he's given a damn good reason that he shouldn't.

and its security system was designed by Dr. Silverback himself. Criminals have infiltrated the club on occasion, and though Frey enjoys the notoriety, he doesn't like it when the police and vigilantes like Nighthawk put pressure on him. Grand Cienelago Island Victor Putnam, the retired 60s superhero Silver Shield, built a secret Caribbean resort for superheroes to relax. Its true nature concealed by advanced technology, only proven superheroes are invited to vacation here. This does not yet exist in Champions Online, though parts of Monster Island might substitute for it. SPORTS People with superhuman abilities are barred from most sports. Though naturally gifted athletes have become superheroes, it's considered unethical for people with powers to exploit them over normals. Superhumans, of course, engage in friendly competition with each other, and (of course) there are charity boxing and wrestling matches. The Arena One area that flourishes is fighting. There's an underground fighting circuit called the Arena that operates in many major American cities; duels to the death are rare, but not unknown. (The Arena is not mentioned by name (yet) in Champions Online, however they are the ones behind the Fight Club scenario in Millennium City: Black Mace is a well-known Arena combatant. The Hero Games In Millennium, City, the tamer (but still brutal) Hero Games allows superhumans to safely compete with each other in various simulated arenas. The Tournament of the Dragon For those seeking the ultimate superhuman sporting prize, there's the Tournament of the Dragon. This is a martial arts tournament held every sixty years to decide which superhuman fighter will protect the world from the evil of the Death Dragon. This does not yet exist in game. CORPORATIONS One area where Champions Online deviates heavily from the real world is in its corporate environment. Real world companies like Microsoft and Google exist alongside companies like: ACI. (Advanced Concepts Industries): Founded in 1973 by the extremely formidable Franklin Stone, this industrial conglomerate owns everything from oil firms to NarcCola and Ace Burgers. Stone is proud of his "take no prisoners" attitude and dismissal of business ethics. While he's often been suspected of criminal wrongdoing, no one has ever managed to make a charge stick against Stone.

OPINION CORNER: ACI ACI doesn't have a lot of presence in Champions Online (yet). However, they do own the blimp in the Ren Center -and probably spy on PCs holding private conversations there. This might make a good plot hook.

ACI are major rivals of ARGENT, but while their methods are similar, ACI is capable of extraordinary subtlety and knows when not to push its luck -- and has its criminal interests hidden behind several layers of dummy corporations.

So what's the difference between ACI and ARGENT? ACI is considered a normal, if aggressive, corporate conglomerate. ARGENT is a discredited company of borderline criminals that has to use every legal tactic they can to operate openly in the United States and Canada.

ARGENT (Advanced Research Group ENTerprises) is a corporation/criminal group. Founded in 1980, they were exposed

My personal comparison? ARGENT is Marvel's Roxxon. ACI is DC's LexCorp.

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in 1983 for selling military secrets to the Soviets, Chinese, VIPER and Dr. Destroyer. Their board of directors fled the country and settled in Awad, however good lawyers kept the company in business. In 2003, the Champions captured the supervillain Interface, who implicated ARGENT in numerous crimes. Again, good lawyers kept them from being shut down, and only now has ARGENT recovered from commercial losses caused by the scandal. ARGENT is known for their brutally effective agents, and their utter disdain for local laws and the environment. Argent is also expanding into space. They're behind Roger Corwin's SkyProspect project to mine the asteroid belt. Binary Corporation: A conglomerate whose primary interests are in computers and biotechnology, genetic engineering, and plasma weapon systems. In 2001, it was rocked by scandal when the Champions revealed one of its top executives was a DEMON Morbane. The board of directors was eventually cleared of suspicion -- the corporation is legitimate. Binary Corporation fields an official superhero, Binary Man. Does not yet appear in Champions Online. Cambridge Biotechnical: A leading biochemical research firm, and (more famously) the company that employs Doctor Silverback. Drake-Victoria is a defense contracting firm responsible for many of the systems used in Stronghold. Arthur Drake IV is the CEO. Based in Ames-Iowa, its second largest office is in Millennium City. Drake-Victoria has not yet appeared in Champions Online. Duchess Industries is a powerful German corporation headed by the beautiful, charming (and possibly immortal) Duchess Henrietta Van Drotte. Seemingly an old money corporation involved mostly in heavy industry and manufacturing, what the general public don't realize is that Duchess Industries is the industrial arm of VIPER, and the Duchess is a member of the Council of Thirty, perhaps the member who's most loyal to the Supreme Serpent. They have not appeared in Champions Online. Dynamic Technologies Research Group is a front company for ARGENT in Millennium City. It is run by Dr. Victor Hopewell, with the assistance of his gifted administrator, Lucinda Sadler. FutureScope: A computer company responsible for the creation of SOCRATES. Harmon Industries is a defense and aerospace company with a heavy presence in Millennium City. It's wellknown for its philanthropy and the playboy ways of its ne'er do well CEO, James Harmon IV. (Harmon is, of course, secretly Defender of the Champions). Ironwood Industrial Technologies: A rival of Harmon Industries, this aerospace firm built UNTIL's Gateway space station and helped design the V-Jet. Its CEO, James J. Roswell, is a rival of Harmon's for the title of Millennium City's most eligible bachelor. This has yet to appear in Champions Online. Pharos Industries ranks behind ACI as one of the world's great corporations, though infrastructure and medical cybernetics are its two big areas of expertise. Its CEO is the very outgoing philanthropist, Linda McCormack. This has not yet appeared in game. SECURITY AGENCIES There are a number of private security firms that can form part of the background of characters (or serve as part-time or full-time employers). The two most famous ones are: 19 | P a g e

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Bastion Alpha A freelance security firm founded by the retired superhero Anderson "Titan" Powell, Bastion Alpha mutates its employees into low level superhumans via the highly secret "Bastion process". There have been numerous (unproven) allegations that the firm hires its employees out to work as thugs for supervillains, and several employees have mysteriously vanished in the last few years, leading to some dark speculations about the safety of the Bastion process. This agency has been mentioned in game, but has not made an appearance.

"Where are those additional MARS Units?" MARS (Metahuman Activities Response Squad) are the heavily equipped and highly trained SWAT units that are used by many major American cities, to battle supervillains when heroes and PRIMUS aren't available.

Executive Control Sanctions Founded in 1993 by three ex-UNTIL agents, this security agency is well known for its bounty hunter teams, who use state of the art gear to pursue superhumans. This agency has not appeared in game. SCIENTIFIC AGENCIES Angelstone Laboratories Founded in 1938 at the start of the superhuman age, this company specializes in the study of superhumans and superhuman technologies. It has (arguably) the most extensive database of superhumans in the world. They're extremely helpful, but they are a "for profit" organization and their services can be expensive. They have not appeared (yet) in Champions Online. The Goodman Institute Do you need a team of scientists to accompany you on a mission? Do you need to send a mysterious artifact somewhere for analysis? These are the guys you want. Founded by Horatio Goodman and led by retired hero Peter (Amazing Man II) Renton, this agency actively seeks to assist superheroes. It does not charge for services, however, if there's money to be made from something found on a mission, the Institute takes the profits (and converts it into operating capital). L'Institut Thoth A European based offshoot of UNTIL, who resented being used by "right wing militarists", this research lab specializes in the study of superhumans, in helping supers understand the nature of their superpowers, and providing medical treatment when they become dangerous or get out of control. They will work with villains -- healing people and helping folks master dangerous superpowers is humanitarian work -- but not actively help them commit crimes. They also take in a limited number of students to teach them the science of "paraphysics", as they refer to it. SPACE Earth's space programs are far more advanced in the Champions Universe, thanks to idealistic superscience, superhumans capable of travelling in space and contact with alien species. Mankind has made a number of remarkable advances, including: GATEWAY. UNTIL's space station is the nerve center of mankind's presence in space. Established in 1996 and commanded by Commander Rodney Currie of Canada, over 200 people man the most impressive of Earth's orbital structures. GATEWAY is the heart of Earth's early warning system against potential alien attack and the vanguard of its space defense. Moonbase Serenity. Constructed by UNTIL in 2000, this lunar facility is man's foothold on earth's satellite. Over forty scientists and military personnel are stationed here. 20 | P a g e

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The VSO (Venus Scientific Outpost). Launched in 2004, the VSO is an eight man permanent space station in orbit around Venus, whose mission is primarily scientific examination of Earth's hothouse sister planet. It is commanded by Lt. Colonel Aaron Vee. Marsbase. Established in 2008, humanity established the first man settlement on Mars, Ares I. Commanded by Colonel John Schad, a dozen scientists live at permanent domes stationed on Utopia Planitia . The research performed by the scientists has uncovered remnants of a civilization that once lived on the planet over a billion years ago. There is also an abandoned Sirian base on Mars, but (prompted by the warnings of various superheroes and Captain Chronos) it remains untouched by any systematic examination. Man's most concerted efforts stop at Mars (for now). There are some companies, including Germany's SkyProspect (an ARGENT front) making the first tentative steps at surveying and mining the asteroid belt, and Dr. Destroyer has a base on one of the asteroids (Zertorenstern). NASA has one superhero on its payroll -- Victory. This air force officer performs many duties for the US air force (most recently in Afghanistan), but prefers her NASA duties. She's explored most of the worlds of the outer solar system , being the first human to step foot on many of the moons of Saturn, Uranus, and Neptune. MYSTICAL AGENCIES There are several player-friendly magical agencies in the Champions Universe. Trismegistus Council Headquartered in Scotland's Mackenzie House, the Council is the preeminent known order of white magic on Earth, this was founded in the early 19th century to counter the Circle of the Scarlet Moon. Generally known only to those who deal with the mystic side of Champions. Mostly working in a support role for adventurers, the group's primary goals are to encourage mages to responsibly use magic and safeguard the world from threats from other dimensions. They are enemies of DEMON and the Circle of the Scarlet Moon. The Archmage The preeminent magical protector of Earth is the Archmage. The current Archmage is Robert Caliburn, who ascended to that role in the battle against Therakiel after a century of vacancy.

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FOUR: WHO'S WHO

There are a lot of names in Champions Online, most of which are explained (at best) in passing. Here`s a quick overview of some of the heroes and villains in the game. More information of some of these may be found at CO-wiki. MAJOR SETTING NPC HEROES Amphibian Geoff Lamb was a mutant who was taken under the wing of the superhero Sea King. For while, he served as the hero's sidekick, but eventually became dissatisfied with that lifestyle; believing the seas needed more aggressive protection, he joined various environmental groups, gradually drifting toward ecoterrorism. When his activities led to the exposure of his (and Sea King's) identity, it led to a bout of alcoholism, He eventually broke out of the addiction, only to suffer two blows: the death of his mentor, and betrayal by the woman he loved, the Atlantean princess Stingray.

OPINION CORNER: Defender A lot of folks interpret Defender as a jerk. He's not, but the meme's become pretty entrenched -- also because the game's AI is lacking, Defender has a reputation among the player base for incompetence. It's fairer and more respectful to the character to ignore it, but gamers are not always fair, especially to authority figures . Also, don't pretend it's common knowledge --- wink, wink -- that James Harmon and Defender are one and the same, when he goes to the some lengths to protect his secret ID. That's another symptom of player godmoding to laud themselves over prominent NPCs to make themselves look good.

Arvad Long one of earth's most hated supervillains, this rogue Empyrean seized control of Lemuria two hundred years ago and used it as a war machine in numerous attempts to conquer the surface world. In recent years, the rebellion of the Bleak Ones priesthood has led to two startling conclusions: first, that he loves his people and wants to do right by them, and second, that he needed the surface world's help if he was to protect them. In recent years, he's won acceptance as a changed man, though not everyone believes that he's sincere in his desire for redemption. Black Mask Tenth in the line of crimefighters dating back to the American Revolution, Jennifer Ward is the protectorix of Vibora Bay. Capable with a gun and a good martial artist, Black Mask has spent fifteen years in the role of heiress to the world's longest lived crimefighting family. Celestar Lonnie Lawrence was given vast cosmic powers by the great Land Spirit of North America, which he used as a member of the Mighty Canadians superhero team. In 1975, all but Celestar were trapped in the Frost Tomb while engaged in a final battle with Kigatilik. Lonnie tried repeatedly to free them, but failed. He abandoned earth for several years, and on his return, tried to fight crime in the Windsor/Detroit crime region, but was denied by American officials after a scandal. Because of this, he was not able to intervene in the Battle of Detroit, a failure which resulted in a complete nervous breakdown. Lonnie eventually overcame his psychological conditions and co-founded StarForce, along with Forceknight III. Having handed the team over to Justiciar, he spends his time assisting in Force Station Steelhead.

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Defender Leader of the Champions, James Harmon is considered a ne`er do well playboy, but he comes from a family of heroes and the destruction of Detroit in 1992 steeled his resolve to make a difference in the world. Clad in sturdy power armor, Defender leads the Champions, considered by some to be the most powerful superhero team in the world. Doctor Ka A mystical hero whose family was chosen by the Egyptian god Osiris to oppose his enemy Set, Dr. Ka became a superhero after studying at the feet of his famous uncle, Dr. Scarab. The death of Dr. Scarab led Ka to repudiate his service to Osiris, and now opposes the meddling of any deity who circumvents the Pact to bring misery to humanity. Doctor Silverback A Millennium City based hero and superscientist. Originally an ordinary Rwandan mountain gorilla, Silverback was captured by Moreau and brought to his Ukrainian base, Beast Mountain, where he was mutated into a superintelligent creature. Escaping Moreau's clutches, he eventually emigrated to Britain and then to America, where he serves as advisor and reserve member of the Champions. Gadget Boy Sasuki Katsoru is a child prodigy who first came to prominence when he helped Japan's greatest superhero, Tetsuronin, defeat the giant monster Draja. Now stationed on Monster Island, young Sasuki assists UNTIL in dealing with assorted threats, from Mega-Terak to the Qularr. Ironclad Alien gladiator, born on Dorvala, and kidnapped to fight in the arenas of the decadent planet Malva. Followed the example of the Malvan champion Firewing and came to earth, but sought comradeship instead of battle. Member of the Champions. Juryrig Damon Armstrong. aka Juryrig, is a brilliant if highly eccentric engineer from Vibora Bay. He developed his costumed persona to combat VIPER, whose thefts of his inventions deeply irritated him. Based from an unassuming garage in downtown Vibora Bay, Juryrig lends his expertise to any hero stalwart enough to combat the occult threats of that city. Justiciar David Burrell, you athlete and CEO of Burrell Industries, who was badly injured in a mountaineering accident. Against his wishes, he was kept alive and given cybernetic limbs by the supervillain Cyberlord. Burrell was placed in suspended animation to serve as Cyberlord's puppet, but was freed by the Northern Guard, a Canadian superhero team. Dubbing himself Justiciar, Burrell joined the Guard; he's currently leader of Canada's most prominent superhero team, StarForce. Kinetik Superhero speedster who obtained his powers in a lab accident. Member of the Champions, who joined the team after the departure of Nighthawk. Kodiak John Cowens, Minnesota-born mutant FBI agent assigned to fight the gangs on the west side. Ally of the Champions.

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Mark Derringer Head of the RCMP Steelhead division, a century old mutant who was active as a pulp adventurer in the 1920s and 1930s, and was a member of Vancouver's SUNDER team in the 1980s. Mark comes across as a nononsense army commander type. Nighthawk A vigilante named Mark Whittaker, whose disfigurement by VIPER served as a wakeup call. An early member of the Champions, Nighthawk came to blows with Defender over the use of force against criminals and left the team. He serves as a patron to vigilantes active in the West Side of Millennium City and occasionally aids the Champions in investigations. He has no powers, but is close to maximum human levels in strength, toughness and agility, and is bolstered by numerous gadgets. Nighthawk has yet to appear in game, though he has appeared on splash screens. Ravenspeaker Billy Edenshaw, descendent of Haida spirit elders and an Anglican missionary who was determined to save the Haida from the deprivations of European settlers, was a resident of the Haida village of Niikwan, which had been hidden centuries ago by Raven. Edenshaw broke a village taboo when he accidentally killed a white raven, and was punished -- or rewarded - by the Haida god by being given the tongue and eyes of Raven. He became involved in the battle to protect Niikwan from Raven's archenemy, the Haida death god Tax'et. After defeating the death god, Ravenspeaker, as Billy was now dubbed, became the mystic protector of Canada and a true superhero. Robert Caliburn The so-called "Magnum Mage" (for his habit of mixing pistols with sorcery), recently revealed as the new Archmage of Earth, Robert Caliburn was originally Robert Cole, an American soldier in Vietnam. Stumbling into an ancient Vietnamese temple, he came into possession of the Flame Gem, which grante d him great magical power -- and which was destined to be used in the final battle against Therakiel. Sapphire Mutant pop sensation who uses her energy control powers as a member of the Champions. Witchcraft Bethany Dusquene was a young sorceress who rejected the evil ways of her parents, who belonged to the Circle of the Scarlet Moon. Unlike her twin sister, Talisman, Bethany chose to use her knowledge to protect people. Bethany is the girlfriend of James Harmon, current member of the Champions and ally of the Trismegistus Council. Witchcraft was once believed to be a prime candidate for Archmage. MAJOR SETTING VILLAINS Black Harlequin Psychotic who hides his love of killing by calling them "Escapades" and using murderous attack toys to carry out his wishes. Crowns of Krim A group of villains who wear mystic crowns of power crafted tens of millennia ago by the demon-god Krim. Active since 1993, this team is led by Dark Seraph, a bored English aristocrat who was transformed into a mockery of angels and whose Iron Crown, in addition to a command of vast mystic power, guarantees the team's loyalty to him. Other members include: Bloodstone (who wears the Blood Crown), Eclipse (who wears the Shadow Crown), Force (who wears the Golden Crown), Phoenix (who wears the Shining Crown), and Temblor (who wears the Earth Crown).The crowns are subordinate to the dragon crown of Takofanes, though the archlich is their deadly enemy. They are allies of Black Paladin, and Dark Seraph was a mentor of Talisman. 24 | P a g e

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The Death Dragon An evil entity, possibly the embodiment of all human evil (or one of its prime servants) who escapes from imprisonment once every sixty years, requiring a human champion (winner of the Tournament of the Dragon) to beat him back. The Cult of the Red Banner, active in China and in Chinatowns throughout North America, are his servants. Doctor Destroyer Born Albert Zerstoiten, son of a dollmaker, Albert was a renegade Nazi weapons engineer who also aided in experiments on superheroes. He escaped the fall of the Nazis and, inspired by the superheroes and villains of the 1960s, became a master villain in March 1975, making a major impact in an attempted conquest of California that was barely stopped by a coalition of heroes. He became the world's preeminent supervillain for the next seventeen years: his foiled plots include: using Menton and Mentalla to mind control an army of villains in an attempt to conquer Washington in 1980; attempting to freeze the planet in 1981, conquering the world with a mind control satellite to conquer the world for three months in 1984; nearly wiping out nine-tenths of the world's population in 1988, and finally, in 1992, destroying Detroit after students from the Ravenswood Academy discovered his Detroit base. Destroyer also aided the earth against the Gadroon in 1977 and was responsible for VIPER losing the Serpent Lantern in 1979, Eurostar Widely considered to be the most powerful supervillain group in the world, Eurostar desires to unite all of Europe under its iron fist and bring it to world prominence, doing things that the political compromises of the EU cannot achieve. The team was founded in 1988 and has waged numerous acts of terror and assassination. They also waged a well publicized war against VIPER in the 1990s, Its members are Fiacho, Durak, Feuermacher, Mentalla (the sister of Menton), Pantera, Scorpia, Ultrasonique, and der Westgote. It has not yet appeared in Champions Online. Firewing Born Ariax Thone, this Malvan supergladiator with immense fire control abilities arrived on Earth in 2001 to seek battle against Earth's greatest heroes. most famously in a 2002 battle against the British hero Hyperion that devastated much of London. Foxbat Insane but crafty villain who uses gadgets, martial arts and a "ping pong ball" gun, Foxbat is secretly Frederick Foswell, playboy from a once prominent family who used its fortune to amass himself resources for a series of "master plans". Foxbat first appeared in 1993, when he attempted to steal the Empire State Building, and his plans have only gotten sillier since then. Istvatha V'Han "Empress of a billion dimensions", this interdimensional conqueror rules an unimaginably vast empire and has her sights set on this one. She's attacked earth several times, using her D-soldiers, but her schemes have always been thwarted by earth's superheroes. Most recently, she appeared to the Gadroon fleet and offered an ultimatum: become her subjects, or face genocide. Choosing to make her their sovereign, the Gadroon are now her vanguard in the conquest of this dimension. She is mentioned, but has yet to appear in game. Kigatilik "The slayer of shamans", an outcast member of the Inuit pantheon who's an enemy of all of the northern gods (The Norse know him as Aeskaldr, the "Cold Lord", the god to whom no one prayed) and those who 25 | P a g e

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serve them. Imprisoned long ago in a basalt prison, Kigatilik was released in 1964, prompting the powers of the north to create the Mighty Canadians in 1964 to battle him. Sealed in the Frost Tomb in 1975, Kigatilik was released by Rakshasa in 2009 at Shadow Destroyer's behest. He now plots against all the heroes of Canada, especially Ravenspeaker and Celestar. Mechanon Robotic entity from the distant future who was sent back in time to save humanity, but whose programming went awry. Mechanon now seeks the extermination of all life on Earth. He has many bases, including factories which reproduce a new, upgraded Mechanon model after every defeat. He has yet to appear in game, but is rumored to be making an appearance at some point in the near future. Menton Born Alejandro Medina, this Spanish telepath was raised to serve Dr. Destroyer alongside his sister Isabella, first aiding Destroyer in 1980 when, aged 10, he took mental control of an army of supervillains. After Destroyer's seeming death in 1992, Medina, calling himself Menton, became a master villain in his own right and soon established himself as the world's most dangerous telepath. Captured and placed in Stronghold, he was responsible for the Stronghold breakout of 2009 (that's the basis for the Stronghold scenario in game). Necrull A centuries old Egyptian scientist whose grisly experiments have turned him into a quasi-undead state, Necrull uses science as a bizarre form of necromancy as he seeks the secret of eternal life -- in a parasitic form that few would want. Necrull is responsible for the deaths of many Canadian superheroes. Shadow Destroyer James Harmon IV from the dimension of Multifaria, who combined science and sorcery to gain power, only to fall prey to Qlipothic influences. Inspired by our world's Dr. Destroyer, he crossed into our world and claimed to be Destroyer-reborn after his death. Possessing vast powers of magic and science, in 2011, Shadow Destroyer was cast into the Qlipothic realm by Dr. Destroyer and some easy allies, the heroes of our earth. Stingray Princess Thalassa of Atlantis, who was often neglected by her parents in favor of her brother, Prince Marus. Turning to the study of forbidden magicks to occupy her time, her activities were discovered by a court advisor, whom she murdered to protect her secret. This act seemed to break her sanity, and she fled Atlantis and quickly established herself as one of the aquatic world's most dangerous villains. Takofanes Known as the Undying, Takofanes was originally a Turakian necromancer named Kul-Turak who ruled much of the world seventy thousand years ago. After his death, he returned as a lich, and the world joined forces to seal him in a tomb, hopefully for eternity. Oil drilling released him from slumber in Oklahoma in 1987; his attempted advance to the populated centers of the eastern United States was halted, but six superheroes were killed in the process. In 2009, Takofanes caused a Bloodmoon to rise over Millennium City, summoning the ghosts of thirteen of the fifteen heroes who died fighting Dr. Destroyer in 1992. The Bloodmoon has reappeared with greater frequency, becoming a major thorn in the sides of the cities' heroes. Takofanes's master of sorcery is incredible, aided by two artifacts: the Dragon Crown of Krim, and the Sceptre of the Undying. Teleios Born Jakob Stroessen, this master scientist is the world's foremost criminal geneticist. A consummate planner, he's always been one step of his enemies, which includes most of the greatest superheroes on the planet. Obsessed with his belief that he's the embodiment of perfection in human form, Stroessen has taken 26 | P a g e

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the name "Teleios" (Greek for Perfection). Among his credible feats of science are the recreation of dinosaurs, which he's named "teliosaurs” and the creation of an army of clones. Therakiel Vibora Bay-based villain, leader of the High Apostolic Church. A fallen angel who was also barred from Hell, Therakiel plans to use humanity as an apocalyptic army to wage war on both mystic enemies. MAJOR SETTING VILLAINOUS ORGANIZATIONS ARGENT Also known as the Advanced Research Group, ARGENT was a corporation known for its technological advances and ruthless attitudes toward business (and indeed, anything that got in its path). Exposed for its shady dealings in 1983, its board of directors fled to Awad, but its operations continued. In 2003, the Champions captured the supervillain Interface, and discovered copious notes on ARGENT's involvement with them that almost resulted in its dissolution. It took until 2010 to recover. Dynamic Technologies Research Group is their major front in Millennium City: the local head is Dr. Victor Hopewell, and his assistant is Lucinda Sadler. DEMON A mystical brotherhood designed to give its founder, Luther Black, the power of the Kings of Edom, powerful Qliphothic entities. Founded in the 1920s, DEMON uses summoned creatures and sorcerers called Morbanes in an attempt to enforce Black's will. In 2010, Black created the Gateway Between Worlds, a habitable zone in the Qliphothic, and managed to surprise the Kings of Edom and take them prisoner. His attempt to wrest their power was thwarted by UNTI's Operation Hermes, Witchcraft, and an allied superhero. The Kings imprisoned Black, but later Demoiselle Nocturne destroyed Black's body to free him from that prison, placing his mind within her nightmares. DEMON's current status is unknown. The Hunter-Patriots A Canadian separatist group, descended from American Patriot lodge members whose invasion of Canada was defeated in 1838. Members of this secret society swore a sacred oath to continue their struggle until all traces of the British crown were thrown out of North America. To ensure their oath would not falter, they performed a magical ritual to bind them -- and their descendents -- to keep to their purpose until it was achieved. In the 1980s, descendents of the original Hunter-Patriots founded an organization that fostered Western Canadian separatism in the 1980s, but was defeated by the superhero team SUNDER. SUNDER didn't completely destroy the organization; traces -- including the Frontiersman supersoldier project -- lay hidden in various enclaves across Canada. In the early 2000s, an unknown individual reactivated the ancient mystic pact of the 1838 Hunter-Patriots, binding the descendents of the original H-Ps to the Cause. They used a combination of experimental technology (some of which was developed by their 1980s predecessors), stolen UNTIL tech, Frontiersman Project mutants, and a telepathic link triggered by the pact, to advance their agenda, pushing for the overthrow of the Canadian government. The Hunter-Patriot's leader is Clyde Von Schoutz.

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The Institute for Human Advancement (IHA) Anti-paranormal group, focusing on mutants, with a legitimate political arm (Senator Phillip Glassman of Wyoming is their most highly-placed mouthpiece) and a terrorist wing. Some IHA members are decent folks with legitimate concerns about superhumans: many however, are not. The most extreme elements of the IHA would like to either exterminate mutants or consign them to work camps; they're considered a fringe movement, but they gain support after major paranormal-caused disasters. VIPER A modern terrorist group dedicated to world domination. Its roots are descended from the amoral African snake god Nama and the pulp era secret society "The Unholy Order of the Grand Reptile", After WW2, a group of 30 industrialists and politicians met to develop a plan for post-war world domination, developing an army to seize control of the world. Christening themselves VIPER ("Venomous Imperial Party of the Eternal Reptile": most modern nests prefer the less anachronistic "Victory In Perpetuity through Eternal Resolve"), they struck suddenly in 1962 with a concerted campaign of world conquest that almost succeeded. VIPER was originally led by the shadowy Council of Thirty. In the early 1990s, after a string of defeats, Nama appointed the mysterious Supreme Serpent to lead the group. The Supreme Serpent is actually pulp era British adventurer Edgar Lancelyn Essec, who's been described (rather aptly), as "Cecil Rhodes as supervillain". VIPER continuously develops new strategies and plans. Fielding an army of well trained agents with advanced weapons, VIPER is active over most of the planet. They also have numerous supervillains in their employ ("Dragon Branch"), of which Viperia and Ripper are probably the most powerful, and VIPER-X (an ex-PRIMUS Silver Avenger) is the most capable agent commander. VIPER is primarily a technologybased organization, however will employ whatever methods gains them power; in Africa and parts of Asia, VIPER deploys Serpent-Mages to assist their cause, however they are rarely (if ever) seen Stateside. VIPER has a "survival of the fittest" ethos. In their literature, they describe themselves as "predators" who combat the scavengers of the human race that would drag it down to mediocrity. The Serpent Lantern is an artifact created by Nama, containing the essence of one of his children, the Serpent of the Lantern. The Lantern was used to enforce a pact between the Founders: they would receive immortality, but the holder of the Lantern would have the power of life and death over the individual who swore the oath. Because it could bestow immortality, it was coveted by Dr. Destroyer, who tried to seize control of it. In the ensuing battle, the Lantern was lost. It resurfaced in 2010, when Essec attempted to seize it and use it quell conflicts within the Council of Thirty, however a superhero seemingly killed the Serpent in the Lantern, negating its power. Nama is not VIPER's leader and plays no roles in its day-to-day affairs or strategic plans; he's merely the patron of the group. Nama has intervened on only four occasions since the founding of VIPER, and two of those interventions were to use VIPER to help mankind against DEMON (firstly in the 1986 Demonflame incident, and secondly in the Aftershock comic series, where he provided protection for Essec and the Serpent Mages against the Kings of Edom in an attempt to deny them access to new avatars). The Serpent's identity is unknown, even to Nest Leaders. VIPER's main base is hidden deep within Mbang Mountain in Cameroon, this (of course) is a carefully guarded secret. SIGNIFICANT CANON CHARACTERS FROM AROUND THE WORLD Sometimes it's useful to know the names of major heroes who reside outside Millennium City, if only as references for characters who come from those places. The United States In Champions Online, Defender refers to the Champions as the "world's most powerful superteam." PnP lore, however, begs to disagree. Even in the United States, the Justice Squadron and Sentinels are older and 28 | P a g e

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probably more powerful than the Champions, and there are plenty of others who take a run at the title. Major American heroes include: Atlanta Team: None. Solo Heroes: Surge. Baltimore Team: None. Solo Heroes: Straight Arrow. Boston Team: The New Paladins (Dr. Eclipse, Bodyguard, Lux, Python, Tandem). Solo Heroes: None. Chicago Team: The Peacekeepers (Dwarfstar, Arc, Inframan, Jack Flash, Zenith). Solo Heroes: None. Cincinnati Team: None. Solo Heroes: Thunderhead. Denver Team: The Alliance (Captain Glory, Contact, Crossbow, Impetus, Mandala, Silver Scorpion), Solo Heroes: None. Houston Team: The Hero Corps (La Bruma, Green Knight, Paradox, Sparrowhawk, White Lynx). Solo Heroes: The Messenger. Kansas City Team: None. Solo Heroes: Roundhouse Los Angeles/Southern California Team: The California Patrol (Downshift , Firewall, Faultline, MeteorMan III, Sequoia, the Silicon Kid, and the Zodiac Man. Solo Heroes: White Shroud (San Diego) Miami Team: The Watch (Arsenic, Corsair, Jetstream, Mage, Voltage). Solo Heroes: None. New York City Team: The Justice Squadron (Brawler, Blink, Drift, Flashover, Superstar, Tomahawk), the Sentinels (Black Rose, Diamond, Bravo, Diadem, Dr. Vox, Proteus), Nova (Decibelle, Arcane). Solo Heroes: Electrotitan, the Brooklyn Avenger, Shadowman, Magneton.

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Philadelphia Team: The Liberty League (The Mechanic, Atlas, Blue Flame, Oak, Streamline, Vortex). Solo Heroes: None. Phoenix Team: None. Solo Heroes: Fallout

San Francisco Team: Bay Guardians (Eldritch, Blacklight, Druid, Hannibal Grey, Stigma, Totem); the Freedom Patrol (Condor, Windshear, Retrograde,). Solo Heroes: None. Seattle Team: Sea-Tac Sentinels. Solo Heroes: Cascade. Washington DC Team: Capital Patrol (American Avenger, FalconMan, Pentagram, Monument, the Insider). Solo Heroes: The All-American. THE WORLD Australia Major Solo Heroes: Walkabout, Harrier, Brigade. Major Hero Teams: None Agencies: None. Villains: Taipan. Canada Major Solo Heroes: Ravenspeaker, Celestar, Forceknight. Major Hero Teams: Starforce (Toronto-based team founded in 2000 by Celestar and Forceknight: the current team is: Justiciar (leader), The Constable, Argosy, Prism Girl, Dust Devil); L'esprits Guardiens (Montreal-based team. it's led by Le Fort, other members include: Surcheval, Voyageur, the Chatelaine); COMET. Agencies: RCMP Steelhead Division. Villains: Borealis, Augury, the Landsman, Teleios, Baron Nihil, Necrull, Kigatilik, Tilingkoot, Mechaniste, Chain Gang. China Major Solo Heroes: Jín Lóng Quán (“Golden Dragon Fist”), Bai Hou (“White Monkey”), Dīshēng Long (“Whispering Dragon”). Major Hero Teams: The Tiger Squad (Boxer, Daughter of the Moon, Dragonfly, Earthquake Fist , Eight-Ways Lightning, Gossamer Storm, GraniteMan Heart of the People. Immensely Strong One, Immortal Philosopher, Iron Horse, Lady of a Thousand Fires, Leafmaster, Mighty Hammer, Peach Blossom Spirit, Phantom Soldier, Phoenix, Quicksilver , Red Bullet, Shaolin Five, Shining Dawn, Soothing Touch, Steel-Shattering Fist, Summer Cloud, Swarmlord , Technocrat, Winter Dragon.) Agencies: None Villains: Dr, Yin Wu, Li Chun the Destroyer, Lam Kuei (“Blue-Faced Demon”),Ying, the Overlord”.

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Egypt Major Solo Heroes: Maat, Pharos. Major Hero Teams: None. Agencies: None Villains: Anubis, The Living Sphinx. England/Wales Major Solo Heroes: Hyperion, Albion, Major Hero Teams: New Knights of the Round Table, The London Watch (Blazon, Yeoman, Swift Swallow, Repulse), the Night Watch (Shade, Drune, Rhiannon, Talisen). Agencies: Ministry of Superhuman Affairs (between 1953 and 1966 it was "Bureau S"). Villains: Crusher, the Cat, Samhain, Thrash, Clockwork. France Major Solo Heroes: Seine, Autour, Bastille. Major Hero Teams: The Sixteenth Bureau (Tricolor, Volt, the Musketeer, Valere Noyer, Siffleur) Agencies: None. Villains: Venin Vert, Obeliske, Bonc. Germany Major Solo Heroes: Mondfeuer, Geschwindigkeit, der Bogenschutze, Zeitgeist. Major Hero Teams: No major teams. Agencies: None. Villains: Panzer, Der Scwarz Tode, Neutron. India Major Solo Heroes: The Mongoose, Pantheon, Spark. Major Hero Teams: The Superhero Division (military team of 18 heroes, including Rashindar, Ushas, Teja Vayu (“Swift Wind”), Chakram), Suryabala (“Sunchild”), Daktara Upaya (“Dr. Gadget"), Lohe Sainika (“Iron Warrior”), Saba Devatao, Anvil ); Mumbai Santari ("the Bombay Sentinels", which includes: Chamakana Dhala (“Shining Shield"), Bhutatodana (“Demonbreaker,”), Tapalahara (“Heatwave”), Surkha Khamba (“the Ruby Monolith”), Badhana (“Stretch”). Agencies: Ministry of Superhuman Affairs. Villains: Dr. Destroyer, Black Tiger, Monsoon, the Lord of Rats, Survalesh. Iran Major Solo Heroes: The Fist of Allah Major Hero Teams: None. Agencies: None. Villains: None. Ireland Major Solo Heroes: Cuchullain, Dweomer., Major Hero Teams: None. Agencies: None. Villains: Redcap. Israel Major Solo Heroes: The Liberator (Palestinian) Major Hero Teams: Sayeret-19 (Ballistic the Adept, Ha’Pele (“the Wonder"), Ambush). Agencies: None. Villains: None. 31 | P a g e

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Japan Major Solo Heroes: Tetsuronin, Akumashibaru, Charm Girl, Shōnen no Kufū (Gadget Boy). Major Hero Teams: Tokyo Super Squad Tō (“Tower,”), Kiku (“Chrysanthemum,”, Fidobakku (“Feedback"), Kōdōtai (“Zodiac”). Agencies: None. Villains: Kagamishoki, Kazeronin, Kazan (“Volcano”), Teikei (“Trapezoid”), Tetsuryu (“Iron Dragon”). Russia Major Solo Heroes: Vulnapyezdka (“Waverider”), Gyeroy Vedun ("Hero Wizard") Major Hero Teams: Russkiye Zashchitniki (“The Russian Defenders”): Stalnoy Volk ("Steel Wolf"), Zempletpyasenee ("Quake"), Syeryebro (“Silver”), Mamont (“Mammoth”), Kapitan Ukrayina (“Captain Ukraine”), Agencies: None. Villains: Slun (“the Bishop”), Molnya (“Lightning"), Technyik (“the Technician” Beek (“the Ox”). Saudi Arabia Major Solo Heroes: Caracal (“Desert Cat”), A’asifa Rumlia (“the Sandstorm”)., Major Hero Teams: None. Agencies: None. Villains: The Ifrit. Scandinavia Major Solo Heroes: Potenstorm (Sweden), Beowulf (Denmark), Major Hero Teams: None. Agencies: None. Villains: None. South Africa Major Solo Heroes: The Boer (retired), Blaze, the Gazelle. Major Hero Teams: None, Agencies: None. Villains: Ironhorn. Turkey Major Solo Heroes: None. Major Hero Teams: The Children of Ataturk (Gunetalev (“Sunfire”, Cekic (“Hammer” Gizli (“Occult”), Yorunge (“Orbit”) Agencies: None. Villains: None. HEROS AND VILLAINS THROUGH THE AGES

Get Off Our Lawn... Ur, Axis!

Thanks to the sorcery of Totenkopf and Golden Age Heroes: Irion Father, Allied superhumans in the (US): Captain Patriot, Golden Age could not enter Axis The Defenders of Justice (Optimus, Dr. Twilight, Seahawk, territory without losing their powers Cowboy; they were soon joined by MeteorMan and Captain and eventually falling prey to a wasting Patriot, and later morphed into two teams: sickness. Costumed normals were (Defenders [Homeguard]) : MeteorMan, Dr. Twilight, Streak, unaffecred, American Eagle, Sergeant Battle); Lady Mystery. (Freedom Battalion [Europe]): Optimus, Scarlet Archer, Nightengale, Bulletproof, Liberator (originally Cowboy), 32 | P a g e

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(Canada): Princess Aureole, Red Ensign I, Rex Sterling (Honnd of Tomorrow), The Human Pistol, Deuce LaRoche, Tommy Canada, Ace Hellion, Ace Helena and the Hellcat Squadron, Dr. Cerebro. (UK): Lady Lightning. Scarlet Archer I. (Russia): General Winter. Golden Age Villains (US): The Liquidator, Sub-Zero, The Mink, the Black Legion (fifth columnist spies and saboteurs). The Society of Evil (villain team). (Canada}: King Vultok. (Germany) Der Totenkopf, Sturmvogel, Arlequin, Loge, Moorbrand, and Nordwind (Japan): Iron Father. (Attlantis) Dargon, Steel Shark. (Lemuria) Arvad. Silver Age Heroes (1950s-70s) US: Vanguard, Hornet, Dr. Scarab, Mountain, Dreamsinger, Black Power, Black Mask IX, Scarlet Archer II, Sea King, Masquerade II. The Fabulous Five (Amazing Man, Siren, Streak II, Diamond, and Kid Chameleon) The Justice Squadron: (Vanguard, Ocelot, Drifter, Skygirl, Brawler II, Tomahawk, Rowan, Starburst.) The Sentinels (MeteorMan, Rocketman, Microman, Dr. Phantom, and Beowulf), Mexico: El Spectro Canada: Red Ensign II, Forceknight I, Le Fort. The Mighty Canadians (Celestar, Timberline, Bonne Vivian, and Kivioq). Silver Age Villains US: (50s): The Gargoyle, Dr. Macabre, Rockslide, Bookworm, Humbug, and Cyrax the Conqueror, (60s): Revenger, Ultivac, VIPER-X (original), Masquerade I, Fatalla, Serpentine, the Guru, Plague I, The Mocker, Jack Flash, Typhoon. (70s): Professor Morlak Canada: Kigatilik, Atomica, Claire De Lune. Canadoom. Bronze Age (mid to late 70s) Heroes US (later 70s): Draco, Dart, Streak II, Diamond. Canada: Loupe Garou, Canadian Ghost, Laurentian, Beacon, and Mariner. Bronze Age (mid-70s to late 70s) Villains US (later 70s): Archimago, Leviathan, the Slug, Buzzsaw, Rictus, Dark Seraph, Scirocco, and the Griffin. In Memorium (Prominent Superhero Deaths) Killed by Dr. Destroyer (1975): Kid Chameleon, Ocelot. Killed by Takofanes (1987): Archangel, Hardball, Delphi, the Hyperkinetic Man, Tightwire, Flechette I, and Goldfire. Killed by Borealis (1991): Forceknight II. Killed in the Battle of Detroit (1992): Vanguard, Amazing Grace, Crusher, Eclipse, Firefight, Flechette II, Goblin, Icestar, Johnny Hercules, Nimbus, Radion, Shadowboxer, Swashbuckler II, Tiger, Vigil. Killed by Baron Nihil (2007): Red Ensign II. Killed by Necrull (2007): Vanguard, Forceknight IV. 33 | P a g e

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FIVE: WHAT'S WHAT

SUPER-MATERIALS Some of the most unique materials in the Champions Universe are: Destreum: A powerful metal created by Dr. Destroyer and used in the construction of his destroids and his incredible battle armor. Fordite: A very powerful concentrated explosive. Kelvarite: Extraterrestrial-based mineral, often described as a glowing green rock. This rock is unstable; when it explodes, it imbues people with superpowers., usually superstrength, speed and toughness, and a frequent set of weaknesses (to electricity, drain attacks and further exposures to Kelvarite.) Kendrium: A form of steel invented by Professor Kendrick, substantially stronger than steel, and not much heavier. Neutronium: The strongest known metal, allegedly the remnants of a neutron star (though some scientists dispute this). Extremely heavy. Orichalcum: Mystical metal, originally from Atlantis, this metal holds magical charges extremely well and is used by Atlanteans in their technology. Orichalcum is brown-orange in color and closely resembles copper. Questionite: Amazingly durable (and rare) metal known for being able to keep an extremely sharp edge indefinitely. Found in only a few places around the globe. DRUGS Cyberline: Mutagen developed by PRIMUS. All Silver Avengers as well as the Golden Avenger experience this treatment. Cyberline augments human strength, resiliency, and dexterity to near human levels without side effects, however it only works on a small percentage of the population. Draysha: Mutagen developed by VIPER. The Draysha process greatly augments the physical characteristics of the agent, making them considerably stronger, quicker, and more resilient than a normal human, and the process is only fatal in 7% of its cases! However, even successful candidates have a good chance of developing terminal leukemia within a year and even in a best case scenario, are unlikely to survive more than five years. It also causes the user to shed all of his/her body hair. SUPER SOLDIER PROJECTS So you're playing a super-soldier? And you're wondering what super-soldier projects are in canon, rather than reinventing the wheel for the thousandth time? Well, there have been many super-soldier programs over the years, most of which were spectacular failures (suitable for PC backgrounds). World War 2 The Haynesville Project: An examination of superhumans in their American birthplace, Haynesville Kansas, Its data was a cornerstone of many later projects. Project Achilles: Produced two successful superhumans, Achilles and the Comet. Project Ascension: Considered a failure. 34 | P a g e C h a m p i o n s O n l i n e L o r e P r i m e r

There were numerous Axis projects, some of which involved Dr. Albert Zerstoiten. The 1960s Project Perseus, Produced the original All-American in 1969. The 1970s Project Yeoman. Produced the original Ameriforce superteam. (Low level superstrength, toughness, and speed). Several Unnamed Projects. It's mentioned that Project Perseus had other offshoots , names, subjects, and successes unknown. The 1990s Project Sunburst. The most infamous superhuman soldier project saw the US army expose 200 soldiers to a radioactive burst in an attempt to see what superpowers emerged. Most died, and the few who didn't: Sunburst, Gigaton, and Armadillo. Several of the individuals responsible for Sunburst remain in the US military. Project Onslaught. This late 90s genetic modification project produced the military superhero Janissary and the supervillain Onslaught.

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SIX: WHERE'S WHERE

Arcadia Not yet in game); Also known as the City of Gold, home to the Empyreans, this hidden land is located in a hidden Antarctic valley, concealed by advanced technology from the world. The Empyreans were the world's first superhumans, the descendents of the twelve Empyreans who were mutated by the Progenitors 500,000 years ago. Within the climate controlled comfort of their hidden valley, the Empyreans live in seclusion, interrupted only by periodic wars with Lemuria (the Lemurians built the Mandragalore as a weapon against the Empyreans) and the occasional evil rebel leader like Ogurn, When humanity ascended to modern civilization, some Empyreans decided to leave Arcadia and interact with these new, interesting creatures. Their king, King Hazor, has given them leave to do so, provided they kept their powers a secret, and never reveal Arcadia's existence to the outside world. Arcadia was discovered by the Fabulous Five in 1966, and while the Empyreans have managed to keep a lid on their secret, Hazor knows it's only a matter of time before it becomes known to the rest of the world. Arcadia is sustained by Progenitor super-technology as well as the psionic powers of the inhabitants. Atlantis: A great undersea kingdom, Atlantis was a continent that sunk in a cataclysm 32,000 years ago, when, during a terrible civil war, a mage sacrificed his soul to the Kings of Edom to become Sharna-Gorak the Destroyer. The god Poseidon preserved a few of the Atlanteans, and gave them the ability to breathe water. Over the course of millennia, they rebuilt their civilization beneath the waves.

Hidden Lands: What You Know Arcadia General Public: Unknown Supers: Known to expatriates and a few veteran heroes. Atlantis General Public: Well known Beast Mountain General Public: Unknown Supers: Known to manimals and a handful of veteran heroes. Lemuria General Public: Well known. Monster Island General Public: Known Niikwan General Public: Subject of scholarly debate. Supers: Known to Canadians. Shamballah/Agharti General Public: Unknown Supers: Known to superhumans familiar with the Martial Arts World. Thaar General Public: Known but shrouded in mystery. Supers: Known.

In 1937, a villain usurped control of the kingdom and the rightful ruler, Queen Mara, fled to the surface world. She made friends among the Defenders of Justice superhero team, and helped fight Hitler in World War 2. In 1943, with the help of the DOJ, she regained control of the throne and has ruled Atlantis ever since (with the exception of a brief period in 1968 when the supervillain Steel Shark usurped the throne. Mara is very friendly to the surface world: her son Marus attended Ravenswood Academy and serves as a part time member of the New York-based Sentinels team as well as Atlantis's unofficial representative at the United Nations, Her daughter Thalassa, however, has embarked on a darker path -- she's the supervillainess Stingray. Atlantis is a walled city on the ocean floor (at a depth of about 800 feet) located about eight hundred miles west of Cape Verde, 100 miles north of the Equator, in the middle of the Atlantic. The city itself is a ring of concentric walls, the largest of which is three miles in radius. The city has a population of over 100,000. There are also several outlying barbarian tribes, most of whom are friendly to Queen Mara (with the notable 36 | P a g e

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exception of the Krosk, a barbarian tribe located several hundred miles northeast of Atlantis, ruled by the fierce chieftain Gundhar. Atlanteans are green skinned humanoids with fins on the wrists, elbows, ankles and upper back and webbed fingers and toes. They have a lifespan of about two hundred years. Atlantean civilization generally uses magic instead of technology and alchemy in place of industry. The key to their civilization is the red-orange metal Orichalcum, which the Atlanteans jealously guard; because of its ability to store magical charges. Atlanteans venerate the god Poseidon, and a Greco-theme is found in a lot of their buildings and art. Atlanteans love their queen, but are less welcoming to "Landers" than their sovereign. Beast Mountain Prior to his move to Monster Island, Dr. Phillipe Moreau's base was here, a mountain stronghold in the Ukraine. It was here that Dr. Silverback was created in 1984, along with many other manimals. Moreau was driven out of Beast Mountain by a team of British superheroes and the manimals have lived a peaceful existence there ever since (though their leader, Father Elk, left to help the manimals of Monster Island in 2008. Force Station Steelhead and the Lynx's Fold: In North America, four great spirits once dominated the world, four great spirits who abide (with one exception) in extradimensional realms: the Land, spirit of the earth and the natural world, in the Happy Hunting Grounds; the Sea, spirit of the vast oceans, in the Great Water; the Ice, spirit of the pitiless northern winter, in the Frost Tomb, and the Sky, which dwells in our realm. In ancient times, at the end of the Ice Age, mankind gave its allegiance to the Land instead of the Ice, and that was the tipping point. The Great Winter ended, and the Ice lost its dominant grip over the world. In this struggle, there was a place where the Spirits met with Man. That place, in Northern Canada, came to be known as the Lynx's Fold, or Cat's Cradle.

OPINION CORNER: Brrr! Canada is not permanently cold, not even in the northernmost parts. It frequently gets up to 70 degrees F/21 degrees C at the North Pole in July and August. My explanation for the cold around Force Station Steelhead is the tear that let Kigatilik into our world also created a slight dimensional tear that lets in a continuous supply of supernatural cold from the Frost Tomb. This isn't canon, however, and you're welcome to use it or ignore it as you see fit.

There's no canon information on when or why Force Station Steelhead was constructed. It was probably built after the dissolution of the second Northern Guard in 1998, when the RCMP and Mark Derringer became aware of the strategic importance of the area in the fight against superhumans, and the discovery of questionite deposits in the region drew a lot of attention there: Argent, the Hunter-Patriots, and VIPER would probably not be in the area without the presence of Questionite. It does seem that for a variety of reasons, a lot of individual groups (from sasquatch tribes to Gadroon to Necrull) have converged on the area, making it one of the most strategically important control points in North America. Hudson City: A large, gritty city in New Jersey, noted for corruption, vigilantism, and a hostile attitude toward traditional costumed superheroes. Hudson City, the Urban Abyss, is the setting for the Dark Champions RPG of vigilante justice. It is however, part of the Champions IP and Cryptic does have the right to use it in Champions Online if they so choose. . Lemuria: The older of the two undersea kingdoms, Lemuria was founded by a race of reptile men about 40,000 years ago. They originally worshipped Qliphothic entities called the Bleak Ones. The magic of the sorcerer-king Faltrah Lem stripped them of their shape-changing powers and transformed them into a human-like appearance. A war against the Empyreans led to the creation of a great engine of destruction, 37 | P a g e

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the Mandragalore, but it backfired, sinking Lemuria beneath the waves of the Indian Ocean. The surviving Lemurians dwelt in undersea communities and became ruled by a construct called the Bronze King. In 1800, King Hazor's brother Arvad fled from Arcadia after attempting to usurp the throne and took control of Lemuria. After consolidating control over Lemuria, he began to plot the conquest of the surface world. He was a key Nazi subterranean ally during World War 2, and launched numerous attacks during subsequent decades. However, the decades wore away at Arvad's defiance and he found himself with unexpected feelings for his subjects. Arvad's villainous nature softened enough that UNTIL even sent a diplomatic mission to Lemuria: unfortunately, neither they nor Arvad counted on the return of the Bleak Ones: rebels who reverted back to the Lemurians' original form. Now Arvad, the man who made the Bronze King kneel, the man who has been the surface world's most persistent enemy for seven decades, finds himself in common cause with the surface-dwellers. Lemuria itself is located in four domes, located about two miles beneath the surface about seven hundred miles south of the Maldives, The main dome is a mile high and ten miles in diameter. Lemurians employ magic and slave-power in place of technology and shun the mechanisms of the surface world, which they view as crude and inferior. Lemurians are divided into noble and Mole Men (slave) castes. Lemurian nobles typically belong to one of twelve noble house., and are sub-divided into warrior, sorcerer and decadent castes. They have dark hair and extremely pale skin, and have a lifespan of about three hundred years. Millennium City: Formerly Detroit, this "city of the future" was rebuilt after Dr. Destroyer destroyed it in 1992 (see Sidebar). The city became a high tech Mecca: many companies flocked here, and many others have major branch offices here. Since the 2009 Qularr invasion, many superheroes have descended on this city, the greatest of whom (at least according to the media) are the Champions. Millennium City was rebuilt with advanced technology, including moving walkways and a fully automated transit system. In Millennium City, you don't drive cars -- cars drive you.

The Destruction of Detroit On July 23, 1992, Dr. Destroyer, angered by a defeat which had cost him his island base Destruga, put into motion a plan to use tractor beams to draw asteroids to earth, hoping to cause a catastrophe that would destroy civilization and give him a chance to rebuild it according to his designs. Students from the Ravenswood Academy accidentally stumbled onto his base, forcing Zerstoiten to set his plans into motion. Realizing what Destroyer was about to do, a small army of superheroes divided into two teams to stop him: one team would go into space and stop the asteroids directly, the second would remain in Detroit to confront Destroyer directly. The first wave of asteroids was stopped by Vanguard, who gave him life by plowing full speed into the largest meteor. The heroine Electron managed to reverse the meteor-tractor beam and repelled the asteroids, while the remaining heroes fought Destroyer to the death. Zerstoiten killed several of the heroes, but on the verge of defeat, he bowed and triggered an orbital weapons platform. The area around Destroyer for several blocks was immediately disintegrated, and the beam cut a swath of destruction across the city. Destroyer was believed dead, but the only thing found was his cracked helmet. It turned out he actually teleported away, He was later captured by his impersonator, Shadow Destroyer, and imprisoned n Multifaria until his escape in 2011. 60,000 people and fifteen superheroes lost their lives in the holocaust.

North of Millennium City is the city of Windsor, in Canada. Although spared most of the damage, those rebuilt sections of the city are dubbed "Memorial City".

Ravenswood Academy: Located in the suburb of Orchardsville, this prestigious private school has been the premier (if secret) institutions for young supers since the early 1980s. Run by the Headmistress Headmaster 38 | P a g e

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Kristina Pelvanen (secretly the retired superheroine Rowan), numerous young superheroes have graduated from its ranks. The West Side Gangs: There are five gangs in Westside that have periodically caused trouble. The New Purple Gang is a resurgence of an infamous Prohibition Gang of the 1920s. The Cobra Lords are a biker gang noted for the drug trade and involvement in an underground metahuman fighting circuit, the Arena, that has chapters across Mayor Biselle Sucks! the United States. The Maniacs is a gang of anarchists who Another victim of "NPCs in positions of proudly display sociopathic tendencies, The Black Aces is a gang authority suck" syndrome is Calvin with a playing card motif. These four battle for control of the Biselle. Westside with the Red Banners. While it's okay for PCs to have political Officials: Millennium City's mayor is Calvin Biselle, a charismatic views, and Biselle has his faults (he is African-American who relishes his celebrity status: its police egotistical and a spotlight hog) in chief is James Surhoff. Biselle's biggest political rival is Leonard canon, Calvin is also conscientious and Berman, a conservative The city's chief prosecutor is George works hard and holding the unrealistic Krugar. environment of an MMO against the character is probably unfair. Biselle's mayoral tenure ends in 2012, however it wouldn't Videogames and comics tend to throw a surprise me if Cryptic ignores his term limit or ignores the spotlight on when a mayor is election (a lot of in-game art, voice work and missions would incompetent and corrupt, typically in need to be redone.) Biselle is politically ambitious and does have NPC dialogue. The lack of such dialogue plans to run fot office at both the state (probably as governor) is telling in this case. and federal level. He is strongly pro-traditional costumed superhero, though less thrilled by those of a more vigilante nature. Undercutting his reputation as an adroit political thinker is his long list of malapropisms. Biselle is honest, but not everyone at City Hall shares this quality. One member of the city council, Phillip McCaullife, is a VIPER stooge who's also being worked by Medusa. Another member, Vincent Dooley, is firmly entrenched in the pocket of Franklin Stone. The Media: Millennium City's major newspapers are the Adair owned Millennium City Free Press and the more conservative Millennium City News. The former carries a relatively balanced of views that is often offset by Adair Syndicate anti-metahuman columnists. The latter includes a superhuman news/gossip Christine Hewitt, who can often be seen hobnobbing in Club Caprice's VIP lounge. Millennium's major television stations include WCOC, home of some of Millennium City's most beloved broadcast team. More controversial is the Adair owned WTFL, whose "news personalities" include the previously mentioned anti-metahuman columnist Curt Curruthers. Monster Island In 1965, the Qularr landed on a large volcanic island located one hundred miles off the east coast of Japan and used it as a breeding ground for giant monsters. The Qularr were defeated, but the giant monsters were not quite as easy to beat. and so Kaiju Island (as it's known in Japan) is a natural preserve of the most terrifying creatures on Earth. Niikwan Near the turn of the 19th Century, European explorers made contact with the local First Nations tribes on the Canadian West Coast. To protect the Haida people, the god Raven removed one village from the world, perfectly preserved, except for one small Anglican church, built by the missionary who warned Niikwan against the ravages of the Europeans and who convinced them to accept Raven's offer of protection. 39 | P a g e

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Niikwan has been visited occasionally by heroes and pulp adventurers. It is coveted by Tax'et, God of Violent Death, who was denied the pleasure of ravaging it with the smallpox epidemics of the 19th Century. Project Greenskin A huge army base in the New Mexico desert, built near the site of the Delta Bomb incident which irradiated much of the area in 1978. Greenskin was built in 1995 as a forward base for the United States' program to contain Grond. It is headed by General Robert Kauffman, the original Golden Avenger of PRIMUS. Its mission is to study the effects of radiation on the area and its peoples. but it's primary mission is to hunt down and contain the superhumanly radioactive monster Grond and keep him from doing damage. The base's head of research, Dr. Nelson Dupree, was crippled in Grond's initial attack, and has developed an obsession about helping the creature, using advanced science and neurology to calm him down. The presence of so many monstrosities has attracted a number of interested parties to the area, particular the Qularr and VIPER. It is also uncomfortably close to the site of Stronghold. There is a giant statue of Grond stationed at the base; this is (presumably) the same statue that was, originally built by the Irradiates so they could worship him. No one's quite sure why the army keeps it, perhaps Kauffman needs a reminder of why Greenskin exists in the first place. Or perhaps disposing of it would involve too much paperwork. Shamballah/Agharti In a cavern under the Himalayas, not far from Mount Everest, lies the hidden city of Shamballah. Led by nine immortal monks, white magic martial arts techniques are taught to those who manage to navigate the shadowy maze that guards the city and prove themselves worthy. Every fighting technique on the planet is taught here: except for those exclusive to the Yengtao Temple and Agharti, Shamballah's evil opposite number, also located under the Himalayas, is the city off Agharti. The two cities are locked in a continuous war. Sunday Pond, Maine Located in the woods of central Maine is the sleepy town of Sunday Pond, center of much strangeness and occult activity. Sunday Pond is a nexus, where the connections between the worlds is at its weakest, and monsters from other dimensions enter our world. One man stands as a vanguard against these horrors: the Witness, who helps unwary travellers find their way home, and who puts monsters in their place (usually the ground). Thaar Twelve thousand years ago, aliens mutated a birds (probably a species of falcons) into a species of winged humanoids, who settled on a mountain peak in the southern Indian Ocean. This island, Thaar, became a sanctum for the bird-people. It is ruled by Queen Kea, and is an official protectorate of the United Nations. Few bird-people have ever visited the outside world, except for Klee (the captain of the Queen's Guard) and the now deceased supervillain Gyrfalcon. (Note: There are hints that Thaar will be used in an upcoming mini-series in Champions Online, but may have its location changed to a more Arctic location. We'll update this document at the appropriate time.) Vibora Bay A city in the Florida panhandle known as the Queen City, Vibora Bay is the center of the mystic world in America. It is a stronghold for mystical heroes like Dr. Ka, as well as the magnum mage Robert Caliburn and a large chapter of the Trismegistus Council.

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The city is currently plagued by a number of predatory occult-oriented gangs: the Dogz (a gang of werewolves led by Black Fang), the Sovereign Sons (a voodoo oriented gang), the New Shadows (a coven of vampires led by Vladic Dracul, father of the legendary Dracula; and the Trey Kings, a group of twisted abominations. Another plague on the city is the gangster Guy Sweetland, a rival of Black Fang. Vibora Bay is the center of the High Apostolic Church, a religion that is a front for the fallen angel Therakiel. 11% of the city's three million residents are devotees of this faith, which is a voodoo religion with Christian trappings. The mayor of the city is: Richenda Barker. Outside of the city is San Sebastien swamp, home of the legendary Skunk-Ape. To some, the Skunk-Ape is a myth, to others, a rampaging monster, and to still others, the protector of the swamp and its mysteries (the Skunk-Ape has yet to make it into Champions Online). Yengtao Temple In a hidden valley in China lies the Yengtao Temple, where for generations, those who achieved unity of mind and body could study the exclusive martial arts of the Temple. Many of the world's greatest fighters studied here, however very recently, it seems that the Temple was destroyed, probably by the supervillain Jade Phoenix at the behest of the Death Dragon, who sought to prevent their techniques from being disseminated to those who would fight in the Tournament of the Dragon,

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SEVEN: ALIENS

There are numerous intelligent species in the galaxy, as well as cosmic entities that predate even them. The ones best known to earth include: DENDRIANS Location: Milky Way Galaxy, close to earth. Intentions Toward Humanity: Neutral. Propulsion Tech Level: Slightly Advanced (low level FTL) Military Tech Level: Slightly Advanced Medical Tech Level: Advanced Computer Tech Level: Advanced Physical Description: Average (1.6 - 1.9 meters tall) purple skinned humanoids with blue to black hair and five fingers and toes. Homeworld: Dendris Government Type: Planetary congress. Located a mere 58 Light Years from Earth, Dendris is a peaceful if conservative planet that keeps to itself and does not wage war on its neighbors nor seek to build galactic empires. Nonetheless, Dendrians are renowned as engineers, and those who seek adventure or altruistic service often join the Star*Guard. Andre Almena's predecessor in the Star*Guard, Brin Rei Tarn, was a Dendrian, as is Almena's assistant Kala Tah Breval. ELDER WORMS Location: Extra-galactic. Intentions Toward Humanity: Hostile. Propulsion Tech Level: Advanced. Military Tech Level: Advanced Medical Tech Level: Advanced Computer Tech Level: Advanced Physical Description: Average (1.6 - 1.9 meters tall), ochre colored annelidoids Homeworld: Shug’hla-Wthelg Government Type: Supreme Monarchy Once the terror of the galaxy, the Elder Worms ruled half the galaxy in the name of their Qlipothic gods, for whom they were prepared to sacrifice the galaxy. A half million years ago, the Malvans and the Star*Guard went to war against them and won, destroying their homeworld. For many millennia, the Elder Worms wandered the universe looking for bases to rebuild their species -- they found one on Earth. Now, aided by their foul telepathic powers, they seek to corrupt and transform humanity into becoming the seeds of a new elder worm race. ERGONS/THORGONS Location: Relatively close to earth. Intentions Toward Humanity: Neutral. Propulsion Tech Level: Advanced. Military Tech Level: Slightly Advanced Medical Tech Level: Advanced Computer Tech Level: Advanced 42 | P a g e

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Physical Description: Short (probably 1.2 - 1.5 meters tall) humanoids with pale skin (with red stripes), and translucent, pupilless red eyes. Thorgons ae taller (probably 1.6-1.8 m. tall) with darker skin. Homeworld: Ergath Government Type: Unknown One of the most contentious species in known space are the Ergons, the bad tempered natives of Ergath, have created clones called the Thorgons to do their dirty workfor them. Dirty work includes space exploration, which brings them in contact with other species. Bred to be cold and pitiless brutes,, the Thorgons do not usually make a good impression on those they encounter. FASSAI Location: Milky Way Galaxy, other side of the galaxy from earth Intentions Toward Humanity: Neutral. Propulsion Tech Level: Slightly Advanced (low level FTL) Military Tech Level: Slightly Advanced (blaster weapons) Medical Tech Level: Slightly Advanced Computer Tech Level: Slightly Advanced Physical Description: Average (1.6 - 1.9 meters tall) dark-skinned (grey to black) humanoids with ridges instead of hair and five fingers and toes. Homeworld: Kadrigar Government Type: Council of representatives. from the Hundred Houses, the ruling families of the planet. A member species of the Veldarian Confederacy, a trade federation from the other side of the galaxy, the Fassai would be completely unknown to Earth except for the presence of the superhuman Herculan. The Fassai are an oddly feudal race, divided into a hundred major families that control most of their planet. They are currently embroiled in a great civil war against other states of the Confederacy. GADROON Location: Milky Way Galaxy, close to earth. Intentions Toward Humanity: Hostile Propulsion Tech Level: Slightly advanced (low level FTL) Military Tech Level: Advanced (gravitic weapons and force fields) Medical Tech Level: Slightly Advanced Computer Tech Level: Slightly Advanced Physical Description: Short (1.2 - 1.4 meters tall green skinned brachiad humanoid with four fingers and toes. Homeworld: None. Government Type: Absolute monarchy in the service of Istvatha V'Han. Perhaps the greatest current extraterrestrial threat to Earth are the Gadroon, The Gadroon have launched three major invasions of Earth, with the ultimate goal of transforming it into a new homeworld following the destruction of their homeworld Gadro. The Gadroon are a nomadic species, however recently the extradimensional conqueror Istvatha V'Han forced the Gadroon fleet to bow to her rule, giving V'Han a foothold in our universe. The Gadroon are currently at war with the Qularr. Humanity has numerous samples of their technology, but to this day it's defied analysis, even from the most brilliant human minds. HZEEL Location: Milky Way Galaxy, close to earth. Intentions Toward Humanity: Hostile Propulsion Tech Level: Slightly advanced (low level FTL) 43 | P a g e

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Military Tech Level: Advanced (beam weapons and force fields) Medical Tech Level: Slightly Advanced Computer Tech Level: Slightly Advanced Physical Description: Short (1.2 meter tall) blue-grey skinned humanoid with red eyes and four fingers and toes. Homeworld: Zeel. Government Type: Corrupt plutocracy. The nearest hostile empire to Earth is the Hzeel (or Blue Boys). Currently at war with the Dorvalans, they're looking at acquiring earth as a beachhead to stage a major offensive, and are studying Qularr and Gadroon attempts to conquer the planet. The Hzeel are clever and adaptable, but their unified government encourages corruption and its leaders would be considered crime bosses on Earth. (Think of them as a cross between the Ferengi and Classic Trek's Ioatians (the gangster planet) and you'd probably not be too far off.) MALVANS Location: Milky Way Galaxy, close to earth. Intentions Toward Humanity: Neutral, with some exceptions. Propulsion Tech Level: Highly Advanced (able to cross the Milky Way in a week) Military Tech Level: Highly Advanced (able to shift planets out of orbit) Medical Tech Level: Highly Advanced (extended lifespans into millennia) Computer Tech Level: Highly Advanced Physical Description: Tall (1.9 meter tall) dark bronze to light gold skinned humanoid with large eyes, red or violet eyes, and large feathery eyebrows. Homeworld: Malva. Government Type: Monarchy. The most advanced civilization known to man, Malva is infamous for two reasons: its gladiatorial circuit kidnaps terrestrial superhumans and forces them to compete in their games, and the supervillain Firewing, one of the most brutal and powerful villains ever seen. In reality, Malva is a great galactic power, who once saved the universe from the Elder Worms, but who have now declined into decadence and indolence. Slaves to endless fashion fads, the Malvan aristocracy has one constant -- they enjoy gladiatorial games, and while they have the technology to produce superhumans on demand, they prefer naturally bred and trained competitors. Malva wasn't always decadent, and there was a time that their Golden Hunters worked hand in hand with the Star*Guard to protect the galaxy, but those days, it seems, are long past. MANDAARIANS Location: Milky Way Galaxy, location unknown. Intentions Toward Humanity: Friendly. Propulsion Tech Level: Highly Advanced (able to cross the Milky Way in a week) Military Tech Level: Unknown. Medical Tech Level: Highly Advanced (extended lifespans into millennia) Computer Tech Level: Highly Advanced Physical Description: Average (1.6 - 1.9 meters tall) light-skinned humanoids (almost identical to Caucasian humans with gold and silver cat-like eyes, slightly pointed ears, and five fingers and toes. Homeworld: Mandaar Government Type: Meritocracy council of the 144 finest intellects. Perhaps the friendliest species to encounter humanity are the Mandaarians, a very human-like race of telepaths. Living in a near-utopia, the Mandaarians live lives of peace tranquility, pursuing intellectual and 44 | P a g e

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aesthetic pleasures. Their social scientists have visited earth several times and expressed an appreciation of human culture and have shared some of their art (though none of their technology) with humanity. MON'DABI Location: Milky Way Galaxy, location unknown. Intentions Toward Humanity: Neutral. Propulsion Tech Level: Slightly Advanced (FTL capable). Military Tech Level: Equal to Earth technology. Medical Tech Level: Unknown, probably equal to earth technology Computer Tech Level: Unknown, probably equal to earth technology. Physical Description: Tall (1.9 meters tall) reptilian humanoids with scaly skin, a long thick tail, a face resembling a gila monster, and four fingers and toes. Homeworld: Mon'da Government Type: Unknown. A race of aggressive reptiloid men whose path has not yet crossed Earth. PERSEIDS Location: Milky Way Galaxy, 2300 LY from earth. Intentions Toward Humanity: Friendly Propulsion Tech Level: Slightly advanced (low level FTL) Military Tech Level: Slightly Advanced (beam weapons and force fields) Medical Tech Level: Slightly Advanced Computer Tech Level: Slightly Advanced Physical Description: Tall (2 meter tall) black skinned humanoid with bony forehead and shoulder ridges. Homeworld: Dorvala. Government Type: Unified, type unspecified. Dorvalans, or Perseids, are Ironclad's race, a tall rigidly structured society that lives on a hostile planet. It's a society where the strong are expected to dominate the weak -- the infirm are routinely forced to commit ritual suicide by their teen years QULAAR Location: Milky Way Galaxy, 2300 LY from earth. Intentions Toward Humanity: Friendly Propulsion Tech Level: Slightly advanced (low level FTL) Military Tech Level: Slightly Advanced (beam weapons and large scale force fields) Medical Tech Level: Slightly Advanced Computer Tech Level: Slightly Advanced Physical Description: Man-sized (1.8 m tall) insect/crustacean hybrids with two fingers and a thumb. Homeworld: Reqaat Government Type: Caste-driven oligarchic Republic. The most recent significant alien invasion was launched by the Qularr, an insectoid-crustacean species that occupies a small empire beyond Perseid space. Seeing on earth numerous specimens of Giant Monsters and superhumans, the Qularr invaded the planet hoping to unlock the secret of paranormal abilities, and collect giant monsters to fight against their enemies. Their initial 1965 invasion was centered on Monster Island and was rebuffed, but the sting of the defeat lingered, and when Shadow Destroyer triggered a special beacon (an okay signal from their scouts to invade), the Qularr launched a second invasion worldwide. This invasion was also defeated, however the Qularr maintained a presence on Monster Island. 45 | P a g e

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The Qularr are currently at war with the Gadroon, which has accelerated the need for biological weapons (i.e. monsters) and their study of superhumans. ROIN'ESH Location: Milky Way Galaxy, distant from Earth. Intentions Toward Humanity: Unknown. Propulsion Tech Level: Advanced (capable of interstellar travel) Military Tech Level: Unknown. Medical Tech Level: Unknown. Computer Tech Level: Unknown. Physical Description: Average sized (1.6 meter tall) humanoid with brownish-grey skin, and vertical furrows on their foreheads -- but are capable of shape-changing. Homeworld: Taroindar. Government Type: Unknown The Roin'esh are a slave species of the Malvans, who find their shape changing abilities amusing. The Roin'esh chafe at their bondage, and scheme to break free of their masters and become a galactic power. SELENITES Location: Selenus, Earth's Moon. Intentions Toward Humanity: Neutral, with hostile factions. Propulsion Tech Level: None Military Tech Level: Slightly Advanced (stolen supervillain tech). Medical Tech Level: Advanced, but lacking the technical expertise to fully employ it Computer Tech Level: Advanced, but lacking the technical expertise to fully employ it Physical Description: Short (0.9 meter tall) insect-like siliconoid creature with a long narrow face, a beetlelike purple-grey shell, and ten limbs, two forelimbs and eight hind limbs. Homeworld: The moon (city of Selenus) Government Type: Ruling council. The natives of the moon, the Selenites awoke from millennia of slumber in 1938. They were used as slave labor by the supervillain Revenger. In the 1980s, the dictator Grishl attempted to use stockpiles of Revenger's weapons to launch an attack on the earth, but was foiled by MeteorMan. Since then, the Selenites have pursued an isolationist policy, though some factions still dream of attacking the earth again. SIRIANS Location: Near to Earth. Intentions Toward Humanity: Hostile. Propulsion Tech Level: Unknown. Military Tech Level: Slightly Advanced (stolen supervillain tech). Medical Tech Level: Unknown. Computer Tech Level: Unknown. Physical Description: Short (1.2 to 1.5 meter tall) humanoids with a broad upper skull and a pointed chin. Grey-skinned Sirians are shorter than Green-skinned. They have almond shaped eyes, that are pitch black in color. Homeworld: Siria. Government Type: Dictatorship. The first race encountered by mankind, the Sirian invasion of earth in 1938 were foiled by the military and the world's first superhumans. Desperate to save their world from imminent destruction, the Sirians recklessly launched an attack on Malva in 1985. The attack was effortlessly rebuffed and their counterattack 46 | P a g e

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nearly completely destroyed the Sirian species. Today a few hundred Sirian survivors in a small flotilla of ships attempt to keep their race from extinction by any means possible. VAYATHURANS Location: 3500 LY from Earth. Intentions Toward Humanity: Neutral. Propulsion Tech Level: Equivalent to Earth. Military Tech Level: Equivalent to Earth. Medical Tech Level: Equivalent to Earth. Computer Tech Level: Equivalent to Earth. Physical Description: Average (1.6 to 1.6 meter tall) humanoids with gold skin and large blue or green eyes. Homeworld: The moon of Mogar. Government Type: Clan/guild hybrid. Because of the 1999 arrival of a teleporting explorer, Far-Strider, humanity knows a great deal about the Vayathuran civilization, Located many light years away, the Vayathurans are also beginning to emerge and explore outer space. They are a hedonistic, polyandrous species, famed for their culture (Far-Strider brought with him histories, novels, and other cultural artifacts to trade with humans), pleasures and lack of clothing. THE STAR*GUARD A discussion of the Champions Online cosmos has to include its greatest force for justice. Founded about a million years ago by Gloran the Great of Ostrugar. Based on Ostrugar, governed by CONTROL, the most powerful AI in the known universe, the Star*Guard serve as a police force on lawless planets and diplomats who help bring emergent civilizations into the galactic community. They've had their eye on earth for decades, which they watch on a hidden base on Europa, Jupiter's moon, The Star*Guard assigned to earth is Andre Almena, a former Spanish policeman. His Marshals (assistants) are Kala Tah Breyel, a Dendrian woman; Pete Langford, an expert human mechanic, and Tor'Tagla, one of the few survivors of the Anthari race (which was destroyed by Valak). Star*Guard wield Star*Staffs, a weapon whose telekinetic fields give a Star*Guard many options in a fight. They ride in StarJets (an interstellar vehicle capable of seating 11 people and flying at 1 LY/minute. There are specialty divisions within the Guard: StarAvengers (the heavy weapons squad of the Star*Guard), StarKnights (who specialize in defense and protection, especially of innocent bystanders), StarScouts (for missions that require speed, diplomacy, and reconnaissance), and Anodynes (who engage in disaster relief and medical missions), The Star*Guard have enemies, of course. Chief among them is the rogue Star*Guard Mordace, a man who would become a brutal galactic tyrant. Mordace's 2009 attack on CONTROL, employing an army of galactic mercenaries, greatly weakened the Star*Guard. Another noteworthy tyrant, Valak, was defeated on earth by a platoon of Star*Guard and New York's Sentinels superteam in 2006 and imprisoned. Unfortunately, Valak escaped in Menton's 2009 Stronghold breakout and has vowed revenge on the Star*Guard. Perhaps the most threatening of them all is the insane mutant scientist Xarriel, "prince of the cosmic fires" whose power to reshape reality rivals even the Galaxars themselves. The Galaxars Among the most powerful beings in the known universe are the Galaxars, cosmic entities who have an obsession with a theme. They travel from world to world, in search of things -- or events , or individuals -that interest them, rarely hesitating to impose their will on the peoples they encounter. Known Galaxars include: the Examiner, the Lawbringer, the Shaper, Geon, the Recorder and the Warmonger. 47 | P a g e

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The Progenitors No alien race has had more impact on humanity than the Progenitors. Two million years ago, they visited Earth and tampered with the genetic code of a species of great ape, allowing for its evolution into humanity. 500,000 years ago, they empowered twelve proto-humans and gave birth to the Empyrean race. No one knows why they seeded Earth (and other worlds), and they have long disappeared from known space to become creatures of cosmic legend. Chrono In our dimension, the orderly flow of time is governed by one incredibly powerful being: Chrono. Very little is known about him, except that he's intervened twice in known history, once during the Secret Crisis of 1985 (which brought together most of the superheroes who have ever had or ever will live, though most have forgotten it) and the Reality Storm of 2004, which involved a version of Dr. Destroyer and a similar conqueror from another dimension joining forces). Chrono does not intervene directly in conflict, but sends his servant Lord Entropus as a proxy. Chrono doesn't seem to guard against alterations of the timestream, only those that would have a destructive effect on time. The Progenitors Perhaps the most important aliens of all are the Progenitors. They're certainly the most mysterious. Two million years ago, the Progenitors discovered earth and began to play with human biology, aiding in its development and giving the species the ability to develop superhuman traits. 500,000 years ago they returned, and elevated twelve members of the human race into the Empyreans, the world's first superhumans, who went on to found Arcadia. The earth is not the only world where the Progenitors interacted. The interacted on a world known as Phytia, an earth-like planet in the asteroid belt that was the home of botanical life, but which destroyed itself when it developed civilized life. The destruction of Phytia has seeded Progenitor technology in the asteroid belt for those who are willing to look.

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EIGHT: OTHER DIMENSIONS

The Champions Universe uses a quasi-Kaballistic hierarchy to describe its cosmology. The scheme is known to mystics, but relatively unknown to most superhumans and not really known or accepted to the general public. These are known to mystics as the Four Worlds. They are commonly envisioned as tiers or branches on the Great Tree of Life, the Sephirot. Though the Champions cosmology is based on the Sephirot, it is advisable not to draw too heavily from the Kabballah, as Champions downplays and omits some of the spiritual elements (such as the placement of angelic hierarchy). The Assiah. The Material Plane, the plane of substances. This includes our universe, and its many parallel universe. Natural law rules the planes of the Assiah, though magical forces from the higher worlds may leak into some of these universes, allowing for small pockets where magic and natural laws coexist (such as on the earth of the Champions Universe). Parallel Worlds The Assiah is home to an infinite number of parallel universes. Notable ones include: Cabotia A world where Britain suppressed the American Revolution, and a united America/Canada went on to aggressively conquer North and Central America and dominate the world. Laurentia World where the worship of Cybele superseded Christianity, and a Quebec Catholic nun discovered an alien artifact that allowed French Canada to convert the world to their religion and dominate it politically. The Left Handed World A "mirror" universe world where 90% of the people on Earth are left-handed and heroes on that world are villains, and villains heroes. Multifaria A world where time and place are mingled. which gives us scenarios where William Shakespeare is now opening his new play in London's theater district, to be critiqued by Churchill, Boadicea, and Charles II in the royal box, The Yetzirah Above the Material world is the Yetzirah, the Formative or Astral worlds. These are the realms where magical laws hold sway. They include "The Land of Legends" (also known as Faerie; this includes the various realms of mythic creatures, such as Avalon, that do not involve heaven or hell), Elysium, (the various mythological heavens), the Netherworld (various mythological Hells), and Babylon, the City of Man, a city built and dominated by man's spirit of ingenuity and greed and where outside forces (such as magic and gods) play little to no part. These realms are connected by the Astral Plane. A barrier called the Veil separates the Yetzirah from the higher realms. Other notable worlds in the Yetzirah include: 49 | P a g e

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The Blood Tide: The imaginal realm of animals, a realm that's alien -- and hostile -- to human thought. The Dream Time: The astral dimension of dreams. The Frost Tomb: A realm of elemental supernatural cold ruled by the Ice, one of the ancient spirits of North America (where three of the Mighty Canadians are imprisoned). The Even Wilder West: This is the Old West of movies, legends, and tall campfire stories, wrapped into one package. There are other types of imaginary realms, listed ones include the Spooky, Empty House, the High School Where You’re Naked, and the Sky Where You Fly. More specific places, like Gothic Metroplex and Windyburg, resemble stylized versions of actual places on Earth. The Briah The realm of Thought is where all traces of the material fade, and the realms are pure states of consciousness. It's the home of Prime Avatars, whose characteristics are drawn on by the gods of the Lands of Legends. It is also the home of the four Zoas, elemental beings who are prime archetypes. Urizen, Prince of Light and Prime Avatar of Order. Luvah: Avatar of Chaos and Emotion. Urthona, Prime Avatar of Art and Artifice. Tharmas: Prime Avatar of Nature. The Atziluth The highest realm, where everything breaks down into abstractions. Here we have fundamental forces of Creation, Form, and the Abyss, a realm of irrevocable destruction which is the end of all things. Qliphoth The realm of anti-life, anti-creation. This dimension is the shadow of the Sephirothic Tree of Life, i.e. Creation's shadow. "The Shining Darkness" is a place that absolutely corrupts all living things it touches. Many of the most vile mages throughout human history have drawn on it as a power source, at great cost to the world and to themselves.

OPINION CORNER: Using and Overusing the Qliphothic aka YOU DO NOT HAVE A SUMMER VACATION COTTAGE IN THE Q! The original concept for "the Q" is that it's pretty much a no-go for people on this plane: mages like Kul-Turak can draw on its power, but characters can enter it and survive in it only under the most special circumstances. Demonflame and Aftershock took place in "the Gateway Between Worlds". It's strongly implied this was a safe zone of coexistence that took Luther Black, one of the greatest sorcerous minds in history, decades to construct, and at best, bordered on the unfathomable realm. Cryptic, however, has had other ideas, and many mystical player characters have followed suit, to the extent where the risks of Q-exposure have become trivialized. The genie can't be put back into the bottle, however if you're considering a power source for your character and origins for your villains/occult anti-hero, please consider alternate planar sources to the Q. There's sources like the darker parts of Faerie, the Netherworld, the Briah, and the Atziluth.

The true Qliphoth is beyond the ability of anything from creation to survive., however some creatures within Qlipthoth, such as the Kings of Edom, have attempted to extend their influence into our world. Recently Luther Black, after decades In short of work, created a realm within the Qliphothic where Creation and anti-Creation could co-exist. The Gateway Between Worlds was destroyed when Black's body was absorbed into dreams by Demoiselle Nocturne. There are countless denizens of the Qliphotic and many kings of Edom , including Vulshoth, the Eye of the Void, who's been trapped for billions of years in a pocket dimension called the Black Maze, and Deizzhorath the Dissolver, whose body has been divided into countless fragments scattered through time and space. 50 | P a g e

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THE BAN Since the development of "ethical" religions, such as Buddhism and Christianity, which places as much of an importance of proper behavior as worship, access to earth has become more difficult for deities and mythic powers of every pantheon, including demon lords (sorry Club Caprice occult RP godmodders). The advent of the age of superpowers in 1938 softened it slightly, however deities and powers cannot come to our plane at full strength. They need to employ the following methods Avatars: Avatars of a deity are weakened versions of the god, capable of existing for long periods of time on the Assiah. These are generally comparable in strength to some of the most powerful terrestrial superhumans. Demigods: A deity can impregnate a mortal (or be impregnated by a mortal): the offspring are a natural part of our world and may dwell here without penalty. Of course, these demi-gods are also comparable in strength to superhumans. Mystical Objects/Relics: Some mystical artifacts were crafted before the Ban, and remain in our world as conduits for divine power at its most puissant. Nexus Points: There are natural nexus points between our plane and the realms of gods and demons, Within immediate proximity of these nexus points, deities can function at their full power. Sacrificial Ceremonies: Magical rituals can, for a short time, allow access by a deity to this plane at his full power. This requires the destruction of powerful magical artifacts, the deaths of many humans, or a superhuman. Note Some gods, such as Nama, are native to the world and exist here because of that reason. Of course, anyone can call themselves a god, but that doesn't put them on par with actual deities in their home dimension.

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