After I discovered Dungeons & Dragons in my mid-teens, I decided I wanted to create a roleplaying game, and I chose to do one about super-heroes. Initially (let’s call it Phase 1) I started a world in which the players could play any superheroes they wanted. They could make up their own characters or play Spider-Man or Firestorm or whoever was their favourite superhero, and they would go up against existing Marvel & DC villains as well as my own creations.
I called it “Super Powers” and decided the drawings would have giant heads and 3 fingers. This was 1985.
Do click here for more images from 1985’s Super-Powers World.
Phase 2: Original Content
I slowly phased out the IP not owned by me. It was a lot of stopping bank robberies and so forth. There were primarily 6 characters, known collectively as The Troubleshooters, created by my closest friends, shown here in their original versions and some later drawings
Phase 3: The Federation of Earth Protection (F.E.P.)
With help from my friend Kenny I added a backdrop of an invasion of Earth by the pitiless Mouvetrans, which prompted a United-Nations like organization called the Federation of Earth Protection to enlist many metahumans. Some heroes had their own costumes of course, but many simply wore a F.E.P. uniform/battle armor, like Vortex, Manic, Blade and Black Raven. Also shown are the F.E.P. terminators – non-powered humans with powered armor, and the F.E.P. armored emergency response vehicle.
An alliance of conquering aliens from many different worlds, under the power of The Emperor. Ironically it was a Mouvetran experiment on Earth that caused many of the “mutations” resulting in the very heroes that would resist their more conventional attacks in later years.
The Mouvetrans had a hierarchy. The Minijens were low powered and rigid-thinking mooks, or ground soldiers, while Tenejens were the higher powered officers. Super-powered villains who joined the Mouvetran cause were given all their cool alien toys – space-age armor, weapons, and the ability to teleport back to the mother ship if situations got dire.
Phase 4: The Villain Years
Being angsty teens my players pitched playing as supervillains instead of heroes. So begun the saga of B.R.U.T.E. Force! Led by Sledgehammer, everyone got overpowered very quickly – especially when they made a deal with the Mouvetrans to destroy their mutual foes – and it became a real challenge to pit them against worthy adversaries, but it was a lot of fun times!
Phase 5: The Caution Horses
I was in grade 11 and 12 in 1986 through 1988, and with a new school came new friends. The next generation if you will! As the
Here’s some highlights:
Phase 6: Gods and Monsters
Just like DC adapted the Greek mythology and Marvel adapted the Norse for their universes, I created my own pantheon of ultra-powerful entities from another dimension that I called The Godrealms.
As I got into the Cthulhu mythos around 1990, cosmic entities from beyond space and time also seeped into the adventures we played. I called them the Deathless Beyonders.
Phase 7: The Vancouver Chapter
After I moved out of Chilliwack I posted a ‘players wanted for Call of Cthulhu’ ad in the local comic and game stores. Nathan, Johnstone, Devon and others became my first gamer friends in the city and I soon got them involved in the continuing Power Enterprise saga. At this point I wasn’t drawing with big heads anymore
[more images to come]
Here’s a gallery of assorted characters, some good, some evil, some old, some new(ish).