[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.
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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.
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