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[1n] Speedster: You move fast. No really fast. You don't understand, you move *really* *really* *fast*! At the upper extreme you can "fly", vibrate through walls, time travel, and all in all really wreck a campaign.

Examples:
(DC) The Flash, Johnny Quick
(Marvel) Quicksilver, Northstar
(Other) Sonic the Hedgehog

[1o] Weapon Master: see 1c.

Additional Archetypes:

[1p] Matter Master: You can transform matter from one type to another. "BAM! You're an apple!" In the DCH game this does not include living matter.

Examples:
(DC) Firestorm
(Marvel) Molecule Man
(Other)

[1q] Miscellaneous: There are way too many heroes that don't fit the easy molds given above.
Examples:
(DC)
(Marvel) Kitty Pryde/Shadowcat, Spiderman
(Other)

Magic Wielders

Wizards and sorcerers in the DC Universe tend to be grayer than most heroes. Magic and the magical realms have their own basis of right and wrong that sometimes is at odds with the morals of normal society and the super-hero community. There are two types of magic wielders:

[1r] Sorcerers: you have one primary power, Sorcery. It's insanely expensive (in terms of character generation), it can do nigh on everything, and it takes a heavy toll on the user. The DCH rules say "screw sorcerers or they *will* take over the campaign".

[1s] Occultists: you have one primary skill, Occultist. It's fairly expensive, it can also do nigh on everything, but it's rather inflexible (compared to Sorcery that is). Once you have Occultist you still need to buy (pay Hero Points for) spells. These spells have Verbal, Somatic, and Material components as well as casting time and restrictions. Think AD&D wizards without spell books and the need to memorize spells. Occultists also tend to get screwed in the DC Universe. It comes with the territory.
Copyright (c) 2003 Kevin C. Wong
Page Created: December 2, 2003 Page Last Updated: December 2, 2003