SUPERPOWERED ROLEPLAYING

SUPERPOWERED ROLEPLAYING

Aaron Allston

SUPERPOWERED ROLEPLAYING

Authors: Aaron Allston, Steven S. Long

Editing & Development: Steven S. Long

Layout and Graphic Design: Andy Mathews

Cover Art: Storn Cook

Interior Artwork: Storn Cook, Andrew Cremeans, Albert Deschesne,

Malcolm T. Harrison, Je? Hebert, Scott Heine, Bryce Nakagawa, Eric Rademaker, Greg Smith

Dedication: To all the Champions and

HERO System fans out there who have kept

this game alive and vibrant for over 20

amazing years.

A WORD OR TWO OF

APPRECIATION

Aaron¡¯s Special Thanks: Thanks must go to

the players who have made the Strike Force

Universe campaigns so much fun, and so

instructive to a gamemaster and writer, over

the years: Mark Bennett, Eric Bunker, Earl

Cooley III, Kerry Gaber, Je? Jacobson, Jan

Lewellen, Beth Loubet, Denis Loubet, Billy

Moore, Matt Pinsonneault, Susan Pinsonneault, Bob Quinlan, Roxanne Quinlan,

Luray Richmond, Mark Richmond, Allen

Sikes, Beth Ann Sikes, and Sean Summers.

Steve Special Thanks: Steve would like

to thank the Calculator Commandos who

once again took up calculator and pen to

make sure the math was correct: Je? and

Cintra Bristol, Patrick Davis, Mark Ewbank,

Bryan Sewell, and Leah Watts. But the errors

remain my fault.

HERO SystemTM ? is DOJ, Inc.¡¯s trademark for its roleplaying system.

HERO System Copyright ? 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights

reserved.

Champions Copyright ? 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights

reserved.

Justice Inc., Danger International, Dark Champions, Fantasy Hero, Pulp Hero, and

Star Hero Copyright ? 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

No part of this book may be reproduced or transmitted in any form or by any means,

electronic or mechanical, including photocopying, recording, or computerization, or by

any information storage and retrieval system, without permission in writing from the

Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.

Printed in the U.S.A. First printing July 2002.

Produced and distributed by DOJ, Inc. d/b/a Hero Games.

Stock Number: DOJHERO200

ISBN Number: 1-58366-004-6



TABLE OF CONTENTS

Introduction

Look Up In The Sky .......................... 5

Chapter One

The Superhero Genre ....................... 6

What Superhero Stories Are

All About ........................................ 7

Period .............................................. 8

The Golden Age ............................... 8

Defining Comic Book Periods ...............8

Golden Age Champions .......................9

Example Golden Age Powers ...............9

Playing In A Golden Age

Champions Campaign ............... 10

Pulp Hero Powers .............................10

Other Golden Age Elements.......... 10

The Silver Age ............................... 11

Silver Age Champions .......................11

The Comics Code..............................12

Super Society Powers........................14

The Bronze Age ............................. 16

Bronze Age Champions .....................17

Example Mutant Powers ....................18

Enduring Fads ..................................19

Example Fad Powers .........................19

The Iron Age .................................. 20

Iron Age Champions ..........................20

Dark Champions ...............................20

¡°Four-color¡± Versus ¡°Dark¡±.................21

Example Iron Age Powers ..................22

More Unusual Periods .................... 23

Other Historical Periods ............... 23

Alternate Histories ....................... 23

Peculiar Settings ......................... 23

Mixing And Matching ..................... 26

Timeline ......................................... 27

Sources Of Superpowers ................ 27

The Appearance Of Supers ............. 27

First Supers Appear Now.............. 27

First Heroes Appeared Recently .... 28

First Heroes Appeared Some

Time Ago .................................. 28

Where Superhumans Appear........ 28

Number Of Superhumans ............... 28

Supers And Society ........................ 29

Historical Events .......................... 29

Culture ....................................... 30

Law ............................................ 31

Superhuman Registration Laws..........31

Government Agencies And

Superhumans ...................................32

Technology.................................. 32

Super-mysteries ............................ 34

Mood And Meta-Genre ................... 35

The GM Should Reward

Appropriate Actions ................... 35

Adventure ..................................... 35

Comedy ........................................ 37

Missed Attack Rolls ...........................38

Drama .......................................... 38

Revelatory Presence Attack

Modifiers Table .................................39

Horror ........................................... 39

Romance ...................................... 40

Teen Champions ............................ 42

Sources Of Superpowers ............... 44

Unlimited Source Campaigns .......... 45

Limited Source Campaigns ............. 45

Unified Theme Characters .............. 46

Elements Of The Genre .................. 48

Secret Identities ............................ 48

What The Secret Identity Is For ..... 48

Costumes ................................... 49

Near-magical Costume Material .........49

Discovery Of The Secret Identity ... 50

How To Destroy The World .................50

Nonsensical Villainy ....................... 50

Destroying The World ................... 50

Cockroach Durability .................... 51

Day Jobs ....................................... 52

Typical Superhero Occupations ..........52

Job Interference .......................... 52

Far Away Places ............................ 52

Magic And Mysticism ..................... 53

Super-magic .....................................53

Secret Societies ............................. 55

Super-agencies ............................. 55

Chapter Two

Born Great .................................. 59

Achieve Greatness ....................... 60

Have Greatness Thrust Upon

Them ....................................... 60

Combinations Of The Three .......... 60

Superhero Motivations ................... 60

More Powerful Than A Locomotive ... 62

General Suggestions .................... 62

Playing The Origin Story ....................62

Visual And Personal Style ............. 62

Suggested Game Elements ............ 62

Skills .......................................... 63

Perks .......................................... 63

Disadvantages ............................ 64

Superhero Archetypes ................... 69

Brick ............................................. 69

Possible Brick Special Effects ............69

Example Brick Powers .......................69

Energy Projector ............................ 71

Possible Energy Projector Special

Effects..............................................71

Example Energy Projector Powers ......71

Gadgeteer ..................................... 72

Possible Gadgeteer Special Effects.....72

Example Gadgeteer Powers ...............72

Martial Artist .................................. 73

Possible Martial Artist Special Effects .73

Example Martial Artist Powers ............73

Mentalist ....................................... 74

Possible Mentalist Special Effects ......74

Example Mentalist Powers .................74

Metamorph ................................... 75

Possible Metamorph Special Effects ...75

Example Metamorph Powers .............75

Mystic ........................................... 76

Possible Mystic Special Effects ..........76

Example Mystic Powers .....................77

Patriot ........................................... 77

Example Patriot Powers .....................77

Superhero Character Creation ....... 56

Being Superhuman ........................ 57

Rating Characters And Characteristics.57

Power Armor ................................. 78

Example Power Armor Powers ...........78

Superheroic Point Totals ....................57

Speedster ..................................... 79

Adjusting Normal Characteristic

Maxima .................................... 58

Example: The Champions

Universe ................................... 58

Possible Speedster Special Effects .....79

Example Speedster Powers ...............79

Champions Universe

Characteristic Standards ...................58

With Great Power ........................... 59

Origin Categories ........................... 59

Weapon Master ............................. 80

Possible Weapon Master Special Effects .72

Example Weapon Master Powers .......72

Not Using Archetypes ..................... 80

Quick Superhuman Generator ....... 81

Superhuman Generator: Types ...........81

Specific Subtype Details ................. 81

Brick........................................... 82

Energy Projector .......................... 82

Martial Artist ............................... 82

Mentalist..................................... 83

Metamorph ................................. 83

Mystic ........................................ 83

Powered Armor ........................... 83

Speedster ................................... 84

Weapon Master ........................... 84

Disadvantages ............................ 84

Power Level Adjustment Chart ...........84

Disadvantages By Power Category .....84

Disadvantage Sets ............................84

Adjustments ................................ 84

Details Of The Sets ........................ 85

Characteristics Sets ..................... 85

Primary Powers Sets ................... 85

Random Advantages .........................85

Random Limitations ..........................88

Secondary Powers Sets ............... 90

Skills/Perks/Talents Sets .............. 91

Disadvantages Sets ..................... 93

Superteams ................................... 94

How Teams Get Together ................ 94

Team Member Types ...................... 94

Team Personality Types ................ 94

Team Member Roles .................... 96

Team Characteristics ..................... 96

Team Name ................................ 96

Random Superteam Name Generator .97

Bases ......................................... 97

Equipment .................................. 97

Relationship With Authority ........... 98

Government Liaisons .........................98

Team Charters ............................ 98

Tactics ........................................ 99

Some Team Tactics ...........................99

Chapter Three

Superhero Technology ................. 100

Bases And Headquarters ............. 101

Purpose ...................................... 101

Base Size .................................... 102

Example Garages And Hangars ........102

Example Labs And Lab Equipment ...102

Location ...................................... 103

Danger Rooms ................................103

Non-player Characters ................. 105

Technology .................................. 105

Things Characters Don¡¯t Have To

Pay For ................................... 105

Underwater Base ....................... 107

Space Base............................... 109

Vehicles ....................................... 112

Sample Vehicles .......................... 112

Individual Combat/Rescue

Vehicles.................................. 112

Super-vehicle Modification...............112

Equipment ................................... 115

Weapons ..................................... 115

Defensive Gadgets ....................... 117

Communications Devices ............. 118

Movement Devices ...................... 120

Restraint Devices ......................... 120

Deathtraps .................................. 121

Destroying The World For Fun

And Profit: Doomsday Devices .... 122

Instant Plot Generator ................ 149

Events Of The Story Table ................150

New And Adjusted Rules .............. 153

Fastball Special Options ..................153

The Care And Feeding Of

Disadvantages .......................... 155

General Guidelines .................... 155

Specific Disadvantages .............. 155

Vulnerability Frequencies .................159

Susceptibility: Proximity Of Substance ..159

Superhero Environments .............. 160

Example Resisting Objects ...............160

Stopping Moving Things ............... 160

Breaking Objects ......................... 160

Breaking Buildings Table..................161

Bouncing..................................... 162

Flexible Surfaces.............................162

Chapter Four

Gamemastering Champions ........ 124

Points And Power Levels ............. 125

Point Totals.................................. 125

Point Total Options ..................... 126

Character Types Guidelines ..............126

Character Ability Guidelines .............126

Cosmic-level Powers .......................128

Point Total Problems .................. 128

Point And Effectiveness Ceilings ... 130

Point Ceilings ............................ 130

Effectiveness Ceilings ................ 131

Perils And Pitfalls....................... 131

The Rule Of X .................................131

Other Point Total And Power

Level Issues ............................ 133

Designing For Power .......................133

Creating And Running

Champions Campaigns.............. 136

Campaign Characteristics............. 136

Morality .................................... 136

Realism .................................... 137

Outlook; Importance Of The PCs . 138

Artfully Dodging ..............................138

Running The Campaign ................ 138

The Limits Of Superhero Genre

Simulation .............................. 138

Campaigns As They Age ............ 142

Creating And Running Episodes .... 144

Villain ....................................... 144

Plot .......................................... 144

Theme ...................................... 146

Subplots ................................... 146

Razor Knights Subplots....................146

Security Gadgets.............................105

Gaming It Out ............................ 147

Sample Bases ............................. 106

Urban Base ............................... 106

Combat Record Sheets

And Checklists ................................147

Superhero-world Physics.............. 163

Villains ......................................... 163

Levels Of Villains.......................... 163

Villainous Agencies .................... 165

Villains By Level ..............................165

A Cowardly, Superstitious Lot:

Villain Types .............................. 166

Running Supervillains In A Campaign..168

Villains And Heroic Psychological

Limitations......................................169

Non-player Characters ................ 170

NPC Types................................... 170

Neutral Ground ...............................170

NPC Roles ................................... 175

Generic NPCs .............................. 176

Final Advice ................................. 179

Chapter Five

The Champions ............................ 181

Team Resources .......................... 193

Homestead .................................. 193

Paying For The Team¡¯s Resources ....193

Champions Personnel ................ 194

The V-Jet .................................... 194

Socrates ..................................... 195

Relations With Other Organizations ..195

Enemies ....................................... 196

Talisman Plot Seeds ........................211

Tachyon Plot Seeds .........................209

Pulsar Plot Seeds ............................207

Mechanon Plot Seeds......................206

Icicle Plot Seeds .............................201

Green Dragon Plot Seeds ................199

Devastator Plot Seeds .....................197

Index ............................................ 213

Champions

5

INTRODUCTION

¡°Up in the sky ¡ª look!¡±

T

hose words opened each of the seventeen

Superman short ?lms produced by the animation studio of Max and Dave Fleischer in the

1940s. Spoken as if by an everyday man glimpsing something astonishing in the air above, they made

it clear to the audience that it would soon witness

uncommon wonders.

And it was true. In each entry in that groundbreaking cartoon series, audiences witnessed Superman, the ?rst and arguably most popular of all the

costumed superhumans, using the powers that were

his alien birthright to battle giant robots, natural and

unnatural disasters, enemy spies, and supernatural

monsters.

These cartoons were, of course, passive entertainment ¡ª the members of the audience could imagine

they were the superhero, accomplishing remarkable

feats of strength and daring, but those were solitary

imaginings, seldom shared, inevitably forgotten. With

roleplaying games such as the HERO System, the audience becomes a set of participants, and the superhero

up on the big screen is transformed into a more personal alter ego, one designed to give the player exactly

the experience he previously could only imagine, and

to share that experience with others in a collaborative

story.

Champions is a set of rules, guidelines, and advice

you can use to run superhero campaigns in the style

of your favorite comic books ¡ª or, if your tastes lean

toward other sources of superhero adventure, of cartoons, movies, television shows, radio shows, or movie

serials.

HOW TO USE THIS BOOK

Champions is designed both for players experienced with superhero roleplaying and those who

are new to this style and genre of play. Nothing in

these pages is secret or for the GM¡¯s eyes only, so

every reader can simply choose to read it all the way

through and then decide which portions he wants to

utilize.

Chapter One, Truth, Justice, And The American

Way: The Superhero Genre, describes what superhero

comic books, and the campaigns based on them, are

like. Players who are familiar with the comic books

can skip this chapter initially, if they wish. They

already know many of the genre conventions this

chapter describes, but they should eventually return to

this chapter to read how the game tends to implement

those conventions. Players who are not familiar with

superhero comic books should de?nitely read Chapter

One.

Chapter Two, Improbable Origins: Character

Creation, talks about using the HERO System rules to

build superhero characters.

Everyone ¡ª players and

GMs, those familiar with the comics and those who

are not ¡ª should read this chapter. Gamemasters may

wish to pay special attention to the Quick Superhero

Generator, a tool for the rapid generation of supercharacters in situations where you don¡¯t have time to

create a character in the more traditional manner.

Chapter Three, Blasters And Jetpacks: Superhero

Technology, describes gadgets, vehicles, and headquarters as they are used by characters in comic book

environments. Players who¡¯d like to ?gure out how

to spend some unused Character Points can browse

through these pages for ideas; GMs who need a quick

selection of devices for the NPCs in an upcoming

adventure can use this chapter as a handy reference.

When it¡¯s time for characters to begin building their

own vehicles and headquarters, they should return

here and re-read the sections related to those subjects.

Chapter Four, ...Comes Great Responsibility:

Gamemastering Champions, as is evident from its title,

includes advice for GMs of superhero campaigns. But

even players with no interest in running a campaign

should give this chapter a look, if only to have an idea

of what the GM may expect of them and what they

should expect of their GM.

Chapter Five, The Champions, provides a few

sourcebook-style examples from the Champions Universe, the o?cial Champions campaign setting of Hero

Games, to get you started. It includes writeups for a

complete superhero team, the Champions, as well

as their base, vehicle, and seven of their enemies. Its

members can serve as examples of character designs

for players who are still new to the rules. In addition,

its members might end up as NPCs in your own campaign, if the GM so wishes.

All together, these chapters will serve as a handy

jumping-o? point for your own adventures. This

book, like many Hero Games products, is a toolkit

¡ª one addressing a particular genre. Rather than

telling you the One True Way of doing something,

it typically discusses the options and alternatives (to

make you aware of them), and then lets you decide

how to implement something in your game or build a

particular power.

As with every other set of rules and recommendations related to the HERO System, you should

always remember two important things: ?rst, if you¡¯re

putting together your own campaign, you should

adopt any rules that help you have fun and abandon

those that don¡¯t; and second, if you know enough

about the game to question something in it, you also

probably know enough to change it to your satisfaction.

So fetch your impossibly bright, ridiculously

bulletproof underwear from the dryer and prepare

to have some fun!

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