Legendary (5)

November 19, 2009

Do you have one or more of those missions with the (5) at the end of the title? You know the ones I mean, “You Will Never Solo This (5)”.

Tired of that mission mocking you with its unsoloability by always being on your active mission list? Want to give it a good ol’ fashioned Legendary Plan A right in its coded keester?

Well your opportunity to do just that may be at hand!

Go HERE to learn more!

Legendary Roll Call

November 12, 2009

I know schedules are conflicting and I know interest waxes and wanes.  All that being said, we would like to hear a sound off from all Legendaries.  If you’re still playing, awesome.  If you’ve decided that Champions Online is just not your game, well, not awesome.  But we still want to hear from you!

In the Millenium City Legendaries section of the forums, under the General Champions Discussion heading I have added a “Legendary Roll Call” thread.  Please go there and let us know your status.

This is not a “house cleaning” mission.  We just want to see who we have right now.  Things are in the works that will require certain minimum numbers of players to get going.  Fun things, we hope, that will not only get us all feeling “Legendary” again but may prove to help us expand our numbers with new Legendaries.

So get over to the forums and drop a post please.  And keep checking the forums from time to time for news regarding upcoming events and general tomfoolery!

Brick

November 7, 2009

SUPERHUMAN REGISTRY FILE: MPP-0912199
Subject Name:    Marko “Brick” Petrovich
 
Pripyat, Ukraine was not a good place to be in 1986.
 
BrickThe small city had been established in the 1970s to house workers at the Chernobyl nuclear power plant. On April 26, 1986 a major failure at the plant caused the worst nuclear disaster in the history of humanity. The people of Pripyat were evacuated, but not quickly enough. Most were heavily effected by radiation sickness. Many died. One of those who died in the aftermath of the disaster was Maria Petrovich and her husband Stefan. However, they did leave behind a legacy; Maria was pregnant at the time of the disaster, far into her third trimester. After evacuating Pripyat, it was thought she would lose her children, but that was not to be. Whether because of the radiation sickness, or in spite of it, Maria gave birth on May 3, 1986 to two exceptional children, twins. Marko Petrovich was not your typical baby. Born just 8″ long, but weighing nearly 80lbs, Marco was considered a medical marvel. With bone and muscle tissue one hundred times more dense than a typical human, he was dubbed the “Brick” baby. Through some quirk of nature, his sister, Zofia, was born with the exact opposite problem, osteogenesis imperfecta – brittle bone syndrome.
 
The twins’ mother died in childbirth, with their father following shortly after and Marko and Zofia were made wards of the state. Due to his unique gifts, Marko was not placed in an orphanage, as would have been standard practice. Instead, on the orders of the Kremlin, he was placed at the Russian Academy of Sciences where the first fifteen years of his life were spent being studied, poked, prodded and subject to every medical test imaginable. Because they could not bear to be separated, and because it was thought that Zofia’s condition might somehow be tied to Marko’s gifts, Zofia was housed with Marko and subject to many of the same tests. In the years Marko and Zofia spent at the Academy they were treated as test subjects first and children second. They grew up alone, isolated and trusting only each other.
 
At fifteen Marko had taken enough. In the winter of 2001, Marko and Zofia made their choice. Using his already considerable strength, Marko escaped from the Academy, with Zofia in tow. With only meager resources and little understanding of what they were doing, Marko and Zofia somehow managed to stow away aboard a cargo ship bound for the United States. Scared, alone and unable to speak a word of English, they arrived in Millennium City. Unwilling to trust anyone, Zofia and Marko kept to the shadows and alleyways, stealing what food they could and taking what they needed when the opportunity presented itself. Although determined not to hurt anyone, they did what they had to do to survive.
 
And then they discovered VIPER.
 
It was innocent at first. In December of 2003, a VIPER agent approached Marko and Zofia, offering them money to run packages to various locations in the city. The money was good and steady, enough to get them off the street and into a small apartment. For a year, Zofia and Marko ran small jobs for VIPER, always working for a man they knew only as Snake.
 
It wasn’t until the following Christmas that Marko realized what a mistake he had made. During a regular package run to the docks area, Marko and Zofia were ambushed by the police. Honestly unaware of what they were transporting and believing the police to have made a mistake, Marko turned over the packages. It turned out that Marko and his sister had been transporting weapons and explosives between VIPER operatives.
 
Brick in ActionBoth Marko and Zofia were arrested. Because of their age and their status as illegal immigrants, they were considered for deportation. However, thanks to a lenient judge and the sponsorship of one Mr. Brock Manstrong, Marko and Zofia were released, under the condition that Manstrong would be responsible for their well being and good behavior.
 
With Manstrong’s tutelage, both Marko and Zofia blossomed. Marko’s inherent powers continued to grow as he approached adulthood. Not only did the density of his bone and tissue continue to increase, but so did his strength. Five years later, at the age of 22, although only having reached a height of 4″5″, he weighed nearly 600 pounds and had muscle and bone that were nearly impervious to damage. Even more astonishing, however, was Zofia’s growth. As she approached her 20s, Zofia manifested a growing gift for cybernetics. Enrolling at Millennium City University, she developed an almost unnatural ability to manipulate technology. The crowning achievement of her design was a cybernetic suit that compensated for her brittle bones and finally allowed her to live a near normal life. Eventually, Manstrong revealed himself to Marko and Zofia as Mighty, one of Millennium Cities greatest superheroes. With Mighty as their mentor, Marko and Zofia became a part of the Legendaries and began to use their not-inconsiderable powers to combat crime around Millennium City.
 
In the fall of 2009, everything changed. Dr. Sergei Polyniov, one of the head researchers who had been responsible for Marko at the Russian Academy of Sciences, had somehow discovered Marko’s whereabouts and was determined to capture him and return him to Russia. In the battle that ensued, Polyniov injected himself with a serum developed using Marko’s unique DNA, transforming himself into a nearly unstoppable and unthinking behemoth. Although Marko did escape, it was not without loss. Zofia was killed.
 
Pledging to protect the innocent and keep his sister’s memory alive, Marko continues to work as part of the Legendaries to help those in need. Even as he fights to protect others though, he is haunted by the memory of those he couldn’t protect – his mother, his father, and ultimately, his beloved sister.

Loba

September 28, 2009

SUPERHUMAN REGISTRY FILE: JNY-8675309

SUBJECT NAME: Loba

NARRATIVE:  The only daughter of Mario and Adela Luna, her mother died shortly after giving birth.  She and her father did whatever they could to get by and support his growing drug habit.  At the age of 13, her father encouraged her to take the job “working” for a pimp by the name of Papo Lopez, but Arcelia declined. Lopez found Arcelia, then beat and attempted to rape her.  She claims she doesn’t remember what followed, but she awoke covered in blood, and he lay dead with his throat, stomach and groin torn open.  This incident earned her the nickname Loba, or “she-wolf.”  His son has vowed to make her pay. 

Loba1Shortly after the incident, Mr. Luna died of an overdose.  Orphaned, she dropped out of school and found work as an exotic dancer.  It was at work she met a Cobra Lord gang member named Mike Schenck. Though he was ten years her senior, the two would fall in love as she came into womanhood. They planned to marry and leave Millennium City.  Mike would open a garage, and they would raise a family.  Instead, he was gunned down while returning home one evening. 

Broken and alone again, Arcelia quit her job dancing and sought out a spiritual mentor out west.  Her training in mysticism has enhanced her innate abilities, and she is better able to control her “demons.”  She never found the answer to her calling while out west, but her mentor advised her to exercise patience.  After five years away, Loba returned to Millennium City to find it under attack by the Qularr.  She immediately answered her calling.

Despite her dark past, she has a love of life and is often in a celebratory mood.  When she isn’t banding with strangers and friends to help those in need, she can be found dancing at Club Caprice.

Dreamstate

September 19, 2009

SUPERHUMAN REGISTRY FILE: LV-426DreamstatePic

SUBJECT NAME: Dreamstate

NARRATIVE: Annyka Harden’s latent psychic abilities became active in 1992 when she, her parents and several other people in their apartment building were trapped beneath rubble after Dr. Destroyer unleashed his orbital cannon on the city of Detroit. Annyka’s body was badly injured and she had sustained a blow to the head which knocked her unconscious. Shortly after being knocked out, a silvery, ghost-like copy of Annyka with shimmering features and white hair appeared in the cramped area she and the other were trapped in. Stating that she didn’t like the way the dream was happening, the ghost-Annyka passed effortlessly through the rubble. She return less than an hour later with a team of rescuerers in tow.

After being rescued, Annyka and her ghost version were taken to a hospital. Annyka’s injuries were treated and a battery of tests and examinations were conducted on her unconscious body as well as the ghost version that never seemed to go far from Annyka.

Several days later it was concluded that Annyka was a telepath of no small means and the ghost version of her was nothing less than a psychic simulacrum. In fact, while Annyka was determined to be in a coma, her brain showed considerable activity. The activity was that of a person in the middle of a REM cycle. Annyka was dreaming and while she remained unconscious, the psychic simulacrum, for all intents and purposes WAS Annyka.

Annyka has remained unconscious since then. For seventeen years, her body has shown no signs of aging or deterioration. Though her autonomic functions continue without the need for outside support, her metabolic rate has slowing to a tiny percentage of normal allowing her to survive with IV nutrient solutions. Her brain has been in a constant REM state the entire time she has been comatose. In her place the psychic simulacrum has aged and matured instead. After much research and testing, it was determined the simulacrum was living Annyka’s life for her as a sort of substitute body.

Annyka’s parents, though distraught at first came to recognize the simulacrum as another version of their sleeping daughter. Once replacement housing was available, they were able to acquire the necessary equipment to provide for the unconscious Annyka’s needs and had her brought home. The psychic simulacrum then took Annyka’s place, doing all the things Annyka would have normally been doing, including receiving an education. She graduated from college last year with a degree in biochemistry.

In the seventeen years since the manifestation of her pschic powers, Annyka has come to see the way she interacts with the rest of the world as perfectly normal. It is doubtful if the real Annyka will ever wake up due to the fact that she is completely aware of the her condition and has done nothing to change it. She likes the way she is as a simulacrum and has even decided to use her powers to help others and fight evil. She has recently registered as a superhero under the name Dreamstate and joined the superhero team known as the Legendaries.

Prison Riot Thwarted by Determined Guards and One Brave Hero

At 5:45a.m. yesterday morning, a crisis arose at the Stronghold Maximum Security Prison. A system failure in the facility’s “Cold Sleep” system allowed the super-villain Menton to awaken. Regarded as the most powerful psychic in the world, Menton had turned the prison into a war zone within hours, releasing its dangerous prisoners and controlling the minds of the guard staff to aid the revolt.
 
“Some of us were able to escape,” Stonghold Warden Wildman explained,” but the majority of the staff fell under that fiend’s control and we were quickly pinned down.”
 
A large number of heroes were contacted and arrived on the scene to help restore order and recapture the convicts, however none were able to enter the main building due to a psychic barrier that caused enormous pain if one tried to enter. It looked as though Menton had the upper hand until one hero, The Crimson Dragon who has been associated with the upstart group, The Legendaries, arrived on the scene.
 
According to PRIMUS, Crimson Dragon possesses a unique dual soul that makes him extremely resistant to mental attacks. As the only hero able to enter, the fate of Stronghold rested on his shoulders. Once inside, Dragon joined forces with a small band of unaffected guards led by a Lt. Mitchellson.
 
“We didn’t know what we were going to do,” Mitchellson told reporters later. “We couldn’t get out because of the barrier and there were too many rioters for us to regain control. We’re just thankful Crimson Dragon showed up. Trust me when I say you do not want to get on that guy‘s bad side.” 

Under the hero’s leadership, the small band was able to retake the entry hall and minor security wing and eventually secure the main control room. The problem at that point was they needed high security pass cards to enter the “Cold Sleep” chamber. The guards were left to keep the control room under control while Dragon ventured into the maximum security blocks alone to retrieve the keys and rescue any trapped guards.

We have obtained captures from the security cameras within that in taking up this task, Dragon faced off against such convicted super-villains as Talisman, Medusa, and Mindslayer.

CDPrison1

Prison video footage of Crimson Dragon in battle.

“He pulled me out of there,” Capt. Miller told us as his wounds were being treated, “as he did, that Witch Talisman attacked. I’ve never seen a fight like that. I wouldn’t want to get on that guy’s bad side.”
 
He was able to retrieve the cards and access “Cold Sleep,” but there Menton proved a powerful adversary. Fellow Legendary, Army Man, who was helping outside at the time, told reporters that he had received several distress calls from Crimson Dragon, but himself and others were still unable to access the building. Hours later, when the battered hero emerged, leaning on the shoulder of a guard, he was asked how he managed to finally subdue the villain.
 
“I didn’t,” Dragon explained, “every time I attacked, Menton was able to drive me back. His direct attacks don’t affect me much, but he is able to make ego projections of himself and still had an army in there with him. It was too much for me. The only reason I made it out was that I stumbled across a broken power suppressor and was able to find some working control chips.”
 
Using those chips, Crimson Dragon was able to free the minds of a number of Stronghold personnel who were able to help the hero take down the villain. In a show of respect, Dragon not only gave thanks to the rescued guards, but gave them full credit for the capture of the dangerous Menton and restoring order to the prison. When asked why he risked himself fighting all those dangerous super criminals if not for the glory, he replied, “They got on my bad side.”

State of the Game: September 15

September 16, 2009

From the Champions On-Line site, Chronomancer tells us about things in the works!  Legendaries can discuss the changes here: LINK.

There’s a lot to cover this week, so let’s just dive right in like Armadillo tunneling his way into a bank vault.

More Content!

Monster Island has three new repeatable mission chains to help bridge our content gap there. These are unlike any of our other missions in that they’re designed as destinations you’ll revisit and will change over the course of several missions. Here’s a sneak peek!

The Hidden Base

Heroes discover the entrance to a secret base in Well’s Pass. None of their contacts know anything about the entrance so it’s up to the hero to check things out. What secret project lies deep within the VIPER base?

The Lost Caves

A series of lost caves has been discovered by the intrepid Paleontologist and television personality, Professor Plummet. His early reports have come back, stating that Elderworms have also found a way into the labyrinth of caves, and are using them as hunting grounds. Contact has been lost with the professor, and help is needed in finding him.

The Manimal Lab

A group of Manimals are behaving strangely and are guarding a nearby cave complex. Further investigation reveals a hidden laboratory that also acts as the prison for a highly intelligent rat Manimal named Professor Ratso.

We anticipate these mission chains will make their way to the Public Test Shard next week and we’ll need your help making sure they’re ready for release to the live servers.

Adding Some Meat to Team

We’re working on several new additions to the teaming system. We’re currently testing new UI that allows players to see the state of team missions even if they don’t have them. Upcoming additions (in development) include showing your team members’ current objectives on active missions and adding rewards for heroes that assist on missions, even if they don’t have the mission themselves.

Do You See What I See?

Graphics performance should be better overall for players. Some high-end users have experienced what appears to be a reduction in performance. But this is actually due to us fixing a bug where sliders that were set all the way up in certain categories weren’t actually providing that level of increase. Players with top-end graphic cards should retune their settings for maximum performance.

The Mail That Ate Sheboygan

Many fixes to our mail woes have already been pushed to the live servers, but one big one is currently on the Public Test Shard and will be pushed to the live servers ASAP. We also currently don’t have a way for players to send resources to other heroes. This is a known issue, and requires a tech solution to implement. I don’t have an ETA, but it’s on the list. We’re sorry for any inconvenience this has caused.

The Balance of Power

We’re currently making passes on all the powers in the game and will be making changes designed to not just bring aberrant powers into line, but increase the effectiveness of those that need it. We’re also examining the best ways to inject more resources into the economy. Our top concerns are what are concerning you as players. We’re working as fast as we can to address issues, work on the overall balance of the game, and be as responsive to possible. Keep hitting the forums with solid, constructive comments and we’ll keep working to make the game better and more balanced in both the PvE and PvP arenas.

Powers Aren’t Black / White – Yet…

We’re big fans of being able to shift the hue of powers into the realms of black and white. The issue is that these aren’t hues, but tints. This means that with the current way our color system works, you would see pure black or pure white colors as opposed to the grayscale subtleties required to give you the look you actually want. Basically, it requires some new engine technology, but we’re looking into how to make this happen.

Celestial Power Set

Along with some incredible events and rewards, there’s a new power set coming out with the Blood Moon event. The Celestial set is designed to provide assistance to allies and destruction to enemies. The power effects are amazing and the versatility of the set makes it both compelling as a single-focus set and also as supplementary powers to other builds. We’re going to be doing a special feature on the website in the upcoming weeks showing off the powers, so stay tuned for a detailed look.

Tutorial? We Don’t Need No Stinking Tutorial!

While it sounds simple, there are few things we had to design out to allow players to be able to skip past the tutorial if they’ve already done it once. It’s next up on the list for our content lead, and we’re hoping to have this onto the Public Test Shard as soon as next week.

Where the Duels Are(n’t)

We’ve heard your requests for our more social areas like Club Caprice and The Powerhouse to be duel-free zones. Both our content and programming teams are combining efforts to get this in as soon as possible.

A Room of Danger in the House of Power

We’re designing a new room for the Powerhouse where you can try out your powers against automated enemies. We’ll be sure to inform you when this moves to the Public Test Shard so you can help us test it out!

See you online, Champions!

Grim

September 15, 2009

SUPERHUMAN REGISTRY FILE: TK-421-IV

SUBJECT NAME: GrimGrimPic 

NARRATIVE: Grim is the heroic identity of one Jonathan Luke Archer a.k.a. Jack Archer. Born on June 22, 1892, Jonathan was apparently a gifted child with a talent for picking up skills and knowledge with quickness and ease. While not necessarily an over-achiever, young Jack nonetheless excelled at most activities both physical and academic. Perhaps because of this, Jack showed a distinct overconfidence that carried over into every aspect of his life. This manifested mostly in Jack being a daredevil with a well-known reputation for never backing down from a dare. It is suspected that his parents, who were of only the most modest of means, used this to Jack’s advantage by “daring” him to get a full scholarship to Boston University, which, consequently, he did at the age of sixteen.

College both suited and chafed Jack. While he was an excellent student and received the highest marks, his penchant for thrill-seeking found him in trouble quite often. On more than one occasion Jack found himself in the Dean’s office being threatened with revocation of his scholarship and expulsion. Fortunately for Jack, he seemed to be able to discipline himself for long enough each time to eventually graduate with a degree in archeology. That and several letters of recommendation got Jack an invitation to do post-graduate studies in the Middle East with an expedition from the British Museum.

In Syria Jack was introduced to Professors D. G. Hogarth and R. Campbell-Thompson as well as a fellow post-graduate, T.E Lawrence. In Lawrence, Jack felt an immediate bond and the two quickly became fast friends. Thus it was no surprise to anyone that when Ned joined the British military at the outbreak of World War I, Jack followed. But whereas Ned went to work with British Intelligence, Jack made a beeline straight for the newly formed Royal Flying Corps.

Jack was a skilled pilot to say the least. Though he never racked up a reputation like the aces of the day, he was known on all sides as quite possibly the best reconnaissance pilot of the war. Jack seemed to thrive on danger and pushed his plane through heavy fire time and time again to get critical photos and intelligence. Consequently, Jack also had the dubious honor of destroying more of his own planes than any other pilot in the war.

Upon discharge from British service, Jack took all the money he had and purchased a barely serviceable Armstrong Whitworth F.K.8. With his own plane and a collection of old maps he had been acquiring since before the war, Jack planned his new career, that of the relic hunter.

His journey took him back to his old haunts of Syria and Mesopotamia at first. But the war was not quite through in that region and although he did not fear the conflict, Jack decided he had had enough of war for the time being. Jack revised his plans and after studying his maps and journals for a few days began his odyssey into the Far East.

To pay for food and fuel, Jack would pick up courier jobs at various stops along his route. His “no questions asked” policy meant that he occasionally made drops for people he figured were dirty. But, as long as they paid half up front, he didn’t mind. Unfortunately for Jack, his beat up old plane was not up to the trip he had in mind. Several breakdowns and limited cash meant Jack often found himself grounded in some less than glamorous locales. It was during one of these groundings in Akyab, Burma that Jack took his first “dirty” job. That one job opened the gates for many more to follow.

For the approximately six years, Jack Archer was tied to the easy money of smuggling opium for one or more of the syndicates in Indochina. On occasion Jack was called upon to perform even less savory jobs.  He would likely have continued that work indefinitely had it not been for a life-altering experience in the fall of 1925. It was then that Jack was caught in a sudden storm of unprecedented fury somewhere over the Shan Plateau of Burma.

Rescued from almost certain death by a strange order of monks and taken to a secret location, Jack was nursed back to health and trained in the ways of the ancient, secret order. To this day, Jack has yet to reveal the location of the monks temple to anyone. But apparently they are well versed in many forms martial arts, meditative techniques, body control and dimensional energy manipulation (a.k.a. Magick). Grim has stated on occasion that what he learned opened his mind to an entire universe he had not known existed and that given a hundred more years to study, he could still not learn all they have to teach.

During his training, Jack improved his natural eye-hand coordination to superhuman levels. He also apparently learned how to heighten his senses beyond that of normal humans. He also has seemingly slowed his metabolic processes to incredibly lower levels as although he is over one hundred years of age, he appears to be a man in his early thirties. Other than his coordination, agility and dexterity, Grim’s physical attributes are at the peak of human ability. Lastly, Grim has learned a smattering of magick. Though for the most part, it appears to be limited to non-combat oriented rituals.

After several years with the monks, Jack made his way back to the United States. There, in the depths of the Great Depression, Jack Archer first took on the identity and persona of Grim. The name seems to be used to depict the nature of his work. He claims to take no joy in what he does stating that it is simply something that must be done.  On the other hand, on the extremely rare occasion that Jack allows himself a moment to be Jack, the jovial, happy-go-lucky adventurer can still be seen.

Over the years, Grim has travelled from one metropolis to another, always seeking out concentrations of evil and then doing what he can to eliminate them. In 1992, he was in the city of Detroit when it was attacked by Dr. Destroyer. Nearly killed when the doomsday device was unleashed upon the city, Grim nevertheless did what he could to help save as many lives as possible after the defeat of Destroyer, albeit, in a much weaker state.

It was during the rescue and recovery efforts that Grim met Mighty. In Mighty, Grim felt a kindred spirit of sorts. It wasn’t until the two spoke of their mutual love of archeology that it dawned on Grim that Mighty reminded him of his old friend T. E. Lawrence.

When Mighty discussed the concept of gathering together like-minded superpowered individuals to combat evil such as Dr. Destroyer, Grim was quick to agree.  After all, it would be an adventure.

Legendaries Burst onto West Side Scene

September 14, 2009
FCRaid

Legendaries Battle Gang Members

MILLENIUM CITY – The recently formed supergroup known as the Legendaries are reported to have broken up a cross-gang arena fighting ring known as Fight Club.  The group entered a warehouse on the notorious West Side of Millenium City and battled their way past Purple Gang and Cult of the Red Banner gang members.

Six superpowered criminal individuals were apprehended in the battle.  The Legendaries reported no casualties.  Sources close to the supergroup divulged that Ape, Brain Candy, Captain Blasto, Iron Gargoyle and Mighty executed the raid.

“This was a great time for the Legendaries to work on their tactical acumen,” said Mighty in response to the Millenium City Times Herald request for comment.  “The team came together rather quickly and remained a well-oiled fighting force after the assault.

MCPD reported that following the raid, the same Legendary patrol responded to the hostage situation at the local television station.  The superpowered joke-of-a-villain Foxbat was holding ace reporter Rob Mahogany hostage with a high-tech ping-pong ball gun.

“The fiend kept me from my jazz flute practice,” reported Mr. Mahogany.  “The next thing I knew a gorilla and some people in a mix of spandex and lingerie beat him down and I was allowed to leave.  It’s always great to be reported on by myself.”

Mighty

September 13, 2009

SUPERHUMAN REGISTRY FILE: YT1300-S

SUBJECT NAME: Mighty

Mighty aka Brock Manstrong

Mighty aka Brock Manstrong

NARRATIVE:  The superhuman known as Mighty is actually Brock Manstrong, born 1908 of Greenwich, Massachusetts.  Manstrong joined the Army in the mid-1920s and saw limited action, mostly in South and Central America.  After his honorable discharge in 1931, Manstrong took to a life of adventure as a soldier of fortune and muscle for hire.  It was during a stint as a bodyguard for Dr. Rafe Sanguineson that he found what was to become his life’s passion: archaeology.  Though never formally trained in the science, Manstrong is considered to be a master of ancient history, mythology, and dead religions.

In 1943, during an expedition at an undisclosed location, it has been surmised that Manstrong came in contact with the lost civilization of Atlantis.  His own accounts speak of “being bathed in Atlantean magicks;” magicks he credits as the source of his powers.

Calling himself Mighty, Manstrong immediately lent his aid to the United States in their fight during World War II.  The covert superhuman team, OPERATION 12, fell under his leadership due to his previous military training.  This is believed to be his first leadership role with other superhumans.  During this time, Manstrong’s codename was changed to Patriot to protect his friends and family from Nazi retribution.

Following WWII, Mighty resumed his superheroic career, usually under the auspices of the United States government.  Over the years it became apparent that he had ceased the aging process.  It is believed to be a side-effect of the magic fueling his abilities.  Though Mighty had a long-standing agreement to work with the government, he resigned this role upon the decision to leave Somalia following press coverage of dead US soldiers.  Mighty remained when the US troops left the African nation and did what he could to stem the mounting deaths in that country.  He left the country after warlords were allowed to clash unchecked by UNOSOM troops in 1995.

Manstrong has been an on-again off-again member of several supergroups.  It was after an encounter with the off-world villain Nebulord, that Mighty was left near crippled and in a severely diminished state.  His rehabilitation went quickly but his powers returned at a much slower rate.  It was during this time that he recovered the Window of Forever.  It has been theorized that Mighty believes if his universe had organized a team of Legendaries as the others had, the destruction of Detroit would not have occurred.  Psychological assessments see the current attempts at founding the Legendaries in this reality to be motivated by guilt.  Sources close to Manstrong, however, describe him as determined to avery further catastrophes.