Champions The Super Roleplaying Game Using the

Authors Steven S. Long and Aaron Allston Additional Contributions Dedication Darren Watts and Diana Sherman To all the Champions and HERO System fans out Editing and Development there who have kept this game alive and vibrant for Steven S. Long thirty amazing years. Aaron’s Special Thanks Layout and Graphic Design Fred Hicks Thanks must go to the players who have made the Strike Force Universe campaigns so much fun, and Cover Art so instructive to a gamemaster and writer, over Paul Pelletier the years: Mark Bennett, Eric Bunker, Earl Cooley III, Kerry Gaber, Jeff Jacobson, Jan Lewellen, Beth Interior Art Loubet, Denis Loubet, Billy Moore, Matt Pinson- Brett Barkley, Storn Cook, neault, Susan Pinsonneault, Bob Quinlan, Roxanne Brian & Brendon Fraim, Joshua Guglielmo, Quinlan, Luray Richmond, Mark Richmond, Allen Sam Kennedy, Bradley McDevitt, James Nguyen, Sikes, Beth Ann Sikes, and Sean Summers. Klaus Scherwinski, and Jason Williford And From Cryptic Studios Aléjandro Garza, Chris Legaspi, and Imario Susilo

HERO System™® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a . All rights or by any means, electronic or mechanical, including photocopying, reserved. recording, or computerization, or by any information storage and Champions, DarkSample Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All retrieval system, without permission infile writing from the Publisher: rights reserved. “Champions” and “” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in the USA. First printing January 2010. Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1100 , Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc. ISBN Number: 978-1-58366-125-3 d/b/a Hero Games. All rights reserved. TABLE OF CONTENTS

It’s a rare Date Night in Millennium City For Defender and Witchcraft...

... turns out they’re rare for For a reason!

INTRODUCTIONLooks...... 5 CHAPTER TWO CHAPTER THREE WITH GREAT POWER...: Heeere’s ...COMES GREAT RESPONSIBILITY: like ICHAPTER owe you ONE another SUPERHERO CHARACTER CREATION GAMEMASTERING CHAMPIONS TRUTH, JUSTICE,rain AND THE AMERICAN WAY: JOHNNY! check. BEING SUPERHUMAN...... 70 CREATING YOUR SUPERHERO SETTING...... 120 THE SUPERHERO GENRE RATING CHARACTERS AND CHARACTERISTICS... 71 TIMELINE...... 120 WHAT SUPERHERO STORIES ARE ALL ABOUT...... 8 SUPERHERO ORIGINS...... 73 Sources Of Superpowers...... 120 SUPERHERO ELEMENTS...... 10 ORIGIN CATEGORIES...... 73 The Appearance Of Supers...... 124 SECRET IDENTITIES, MASKS, AND COSTUMES.... 10 Born Great...... 73 Number Of Superhumans...... 125 UNREALISTIC VILLAINY...... 14 Achieve Greatness...... 74 SUPERS AND SOCIETY...... 126 DAY JOBS...... 16 Have Greatness Thrust Upon Them...... 74 Historical Events...... 126 THE ACHILLES’ HEEL...... 16 SUPERHERO MOTIVATIONS...... 75 Culture...... 127 FAR AWAY PLACES...... 17 ...... 76 Law...... 128 SUPERHERO ARCHETYPESOgre! SUPER-MAGIC AND MYSTICISM...... 19 BRICK...... 76 Technology...... 131 You’re too dumb The Superhuman Community...... 132 SECRET SOCIETIES...... 20 ENERGY PROJECTORto have...... busted out 78 well HAR-DEE- It’s a rare Date SUPER-MYSTERIES...... 133 SUPER-AGENCIES...... At least we20 GADGETEER...... of Stronghold 80 HAR! Why Don’t ya Night in Millennium POINTS ANDcome POWER over LEVELS .here...... 134 CHAMPIONS SUBGENRES...... 21 yourself ...! City For Defendercame prepared MARTIAL ARTIST...... 81 THE GOLDEN AGE...... for a quick22 POINT TOTALS...... and say— 134 and Witchcraft... MENTALIST...... 83 THE SILVER AGE...... change!27 Point Total Options...... 135 METAMORPH...... 84 Point Total Problems...... 138 THE BRONZE AGE...... 35 MYSTIC...... 86 CREATING AND RUNNING THE IRON AGE...... 41 POWERED ARMOR...... 88 CHAMPIONS CAMPAIGNS...... 140 GALACTIC CHAMPIONS...... 45 SPEEDSTER...... 89 CAMPAIGN TONE...... 140 MYSTIC CHAMPIONS...... 50 HAHAHAHA! WEAPONMASTERYer...... gonna have tA 91 Morality...... 140 TEEN CHAMPIONS...... 51 META-ARCHETYPESpack...... more of a 92 Realism...... 142 MIXING GENRES...... 53 Anthropomorphicpunch...... Dan Dat ta 92 Outlook; Importance Of The PCs...... 142 META-GENRESSorry...... to 54 Cosmic...... beat da Ogre, 92 RUNNING THE CAMPAIGN...... 143 interrupt Adventure...... 54 Detective...... Sweetcakes. Dat94 hocus The Limits Of Superhero Genre Simulation..... 143 All this Comedy...... 56 Patriot...... pocus94 ain’t doin’Campaigns As They Age...... 147 DramaFlirting!...... 58 Robot/Android...... 96 ta me ...SQUAT turns outCREATING AND RUNNING EPISODES...... 148 Horror...... 59 today! MORE POWERFUL THAN A LOCOMOTIVE:they’re rare forVillain ...... 149 Romance...... 61 CREATING SUPERHERO CHARACTERS...... For 98a reason!Plot...... 149 OTHER GENRES...... 63 General Suggestions...... 98 Theme...... 151 SUGGESTED GAME ELEMENTS...... 99 He’s immuneSubplots...... 151 Characteristics...... to99 my magic.Gaming This It Out ...... 152 Looks Skills...... 99date justChampions keeps Instant Plot Generator...... 154 like I owe you Heeere’s Perks...... 103gettingTHE better! CARE AND FEEDING OF COMPLICATIONS... 159 another rain Complications...... JOHNNY!104 check. VILLAINS...... 162 SUPERTEAMS...... 111 LEVELS OF VILLAINS...... 162 GAHRR! HOW TEAMS GET TOGETHER...... 111 Villainous Agencies...... 164 TEAM MEMBER TYPES...... 112 A COWARDLY, SUPERSTITIOUS LOT: TEAM ATTRIBUTES...... 113 VILLAIN ARCHETYPES...... 167 TEAM BENEFITS...... 118Greaaat. My turn!RUNNING SUPERVILLAINS IN A CAMPAIGN...... 169 NON-PLAYER CHARACTERS...... 172 NPC TYPES...... 172 NPC ROLES...... 178 Ogre! SUPERHEROIC COMBAT AND ADVENTURING..... 179 SampleYou’re too dumb file to have busted out NEW ANDwell ADJUSTED HAR-DEE RULES...... - 179 At least we of Stronghold SUPERHEROHAR! ENVIRONMENTS Why Don’t...... ya 182 come over here came prepared yourself ...! Superhero-World Physics...... 184 for a quick and say— change!

HAHAHAHA! Yer gonna have tA pack more of a punch Dan Dat ta Sorry to beat da Ogre, interrupt Sweetcakes. Dat hocus All this pocus ain’t doin’ Flirting! SQUAT ta me today!

He’s immune to my magic. This date just keeps getting better! GAHRR!

Greaaat. My turn! It’s a rare Date Night in Millennium City For Defender and Witchcraft...

... turns out they’re rare for For a reason!

Looks like I owe you Heeere’s another rain JOHNNY! check.

It’s a rare Date Night in Millennium Ogre! City For Defender You’re too dumb to have busted out well HAR-DEE- and Witchcraft... At least we of Stronghold HAR! Why Don’t ya come over here came prepared yourself ...! for a quick and say— change!

CHAPTER FOUR CHAPTER FIVE Gadgeteer...... 260 THE CHAMPIONS HAHAHAHA!THE CHAMPIONS SOURCEBOOK Yer gonna have tA Ice...... 262 THE CHAMPIONS...... 186 GADGETS...... 220 pack more of a Magnetism...... 264 Defender...... 188 WEAPONS...... 220 punch Dan Dat ta Martial Artist...... 266 Sorry to Ironclad...... 190beat da DEFENSIVEOgre, GADGETS...... 224 ... turnsMentalist out ...... 268 interrupt Kinetik...... 192Sweetcakes.COMMUNICATIONSDat DEVICES hocus...... 226 All this they’re rareMetamorph for ...... 270 Sapphire...... 194 MOVEMENTpocus DEVICES ...... ain’t doin’ 228 Flirting! For a reason!Mystic Master...... 272 Witchcraft...... 197 RESTRAINT DEVICESSQUAT...... ta me 230 today! Powered Armor...... 274 TEAM RESOURCES...... 200 DEATHTRAPS...... 231 Sonic...... 276 HOMESTEAD...... 200 DESTROYING THE WORLD FOR FUN AND PROFIT: Looks Speedster...... 278 Champions Personnel...... 200 DOOMSDAY DEVICES...... Heeere’s232 like I owe you He’s immune Stretcher...... 280 THE V-JETanother...... 202 BASES AND VEHICLES...... 233 rain to my magic. ThisJOHNNY! Telekinetic...... 282 SOCRATEScheck...... 202 SUPERHERO BASES...... 233 date just keeps Weaponmaster...... 284 RELATIONS WITH OTHER ORGANIZATIONS...... 202 Urban Base...... getting better! 233 ENEMIES...... 204 Underwater Base...... 233 Weather Controller...... 286 Armadillo...... 205 Space Base...... 234 MINION GALLERY...... 288 Green Dragon...... 207 Base Equipment...... 237 Agent...... 289 Ogre...... GAHRR! 210 SUPERHERO VEHICLES...... 240 Alien Invader...... 290 Pulsar...... 212 THE SUPERHERO GALLERY...... 243 Demon...... 291 Tachyon...... 214 GENERAL SKILL SETSGreaaat...... 245 Mole-Man...... 291 GENERAL COMPLICATIONSMy turn!SET...... 246 Ninja...... 292 Talisman...... 216 Ogre! Aquatic...... 248 Robot...... 293 You’re too dumb Blaster...... to have busted out 250 Soldier...... well HAR-DEE- 294 At least we Brick...... of Stronghold 252 Street ThugHAR!...... Why Don’t ya 294 come over here came prepared Earth/Stone...... yourself ...! 254 Zombie...... 295 and say— for a quick Electricity...... 256 change! Fire...... 258 INDEX...... 296

HAHAHAHA! Yer gonna have tA pack more of a punch Dan Dat ta Sorry to beat da Ogre, interrupt Sweetcakes. Dat hocus All this pocus ain’t doin’ Flirting! SQUAT ta me today!

He’s immune to my magic. This date just keeps Samplegetting better! file GAHRR!

Greaaat. My turn! Champions n Introduction 5

Introduction

in the sky — look!” Chapter One, Truth, Justice, And The Amer- Those words opened ican Way: The Superhero Genre, describes what ABBREVIATIONS each of the seventeen Superhero comic books, and the campaigns based This book uses the Superman short films on them, are like. Players who are familiar with “Up following abbre- produced by the animation studio of Max and comics can skip this chapter initially if they want viations to refer to Dave Fleischer in the 1940s. Spoken as if by an to, since they already know many of the genre other HERO System everyday man glimpsing something astonishing conventions it describes. But they should return to books: in the air above, they made it clear to the audience it eventually — even experienced comics readers that it would soon witness uncommon wonders. can learn something here, and it has good advice 6E1: The HERO And it was true. In each entry in that ground- on how to implement genre conventions using the System 6th Edition, breaking cartoon series, audiences witnessed HERO System. Players who aren’t familiar with Volume I: Character Superman, the first and arguably most popular of Superhero comic books should definitely read Creation all the costumed superhumans, using the powers Chapter One. 6E2: The HERO that were his alien birthright to battle giant robots, th natural and unnatural disasters, enemy spies, and System 6 Edition, supernatural monsters. Volume II: Combat These cartoons were, of course, passive enter- And Adventuring tainment. The members of the audience could APG: The HERO imagine they were the superhero, accomplishing System Advanced remarkable feats of strength and daring, but Player’s Guide those were solitary imaginings, seldom shared, inevitably forgotten. With 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 the experience he could only imagine previously, and to share that experience with others in a collaborative story. Champions is a HERO System genre book — a book of guidelines, advice, and rules to help you use the HERO System to create Superhero charac- ters and run Superhero campaigns in the style of your favorite comic books — or, if your tastes lean toward other sources of Superhero adventure, of cartoons, movies, television shows, radio shows, or movie serials. As a genre book, Champions does not include the HERO System rules. You can find those inThe HERO System 6th Edition two-rulebook set (or, if you want to start with a streamlined version of the rules, try The HERO System Basic Rulebook). HOW TO USE THIS BOOK SampleChampions is designed both for players experi- file enced 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 you can read it all and then decide which portions you want to utilize. 6 n Introduction Hero System 6th Edition

Chapter Two, With Great Power...: Superhero — 20 different common types of superhumans, Character Creation, talks about using the HERO such as a Fire-based character or a Telekinetic. System rules to build Superhero characters. It Each character has a two-page spread with a basic discusses what it means to be superhuman, the character sheet and pre-built abilities that you various types of origin stories that explain how can “plug in” to that sheet. This allows a player to heroes and villains get their powers, and the main easily create a PC if he needs one, and the GM to superhuman archetypes (including a few sample quickly generate dozens of supervillains for the powers to get you started. Then it goes over the PCs to fight. Lastly, Chapter Five concludes with HERO System game elements — Skills, Powers, character sheets for generic minions and adver- Complications, and more — and discusses their saries the PCs might encounter. special applications in the Superheroes genre. It Taken all together, Champions provides a concludes with a review of superteams and how to handy jumping-off point for your own adventures. use them in your game. This book, like many Hero Games products, is Chapter Three, ...Comes Great Responsibility: a toolkit — one addressing a particular genre. Gamemastering Champions, as is evident from Rather than telling you the One True Way of doing its title, includes advice for GMs of Superhero something, it typically discusses the options and campaigns. But even players with no interest in alternatives (to make you aware of them), and running a campaign should give this chapter a then lets you decide how to implement something look, if only to have an idea of what the GM may in your game or build a particular power. Ulti- expect of them and what they should expect of mately the most important ingredient in the mix their GM. isn’t anything in this book, it’s your imagination Chapter Four, The Champions, provides a few and creativity. examples from the Champions Universe, the offi- As with every other set of rules and recom- cial Champions campaign setting of Hero Games, mendations related to the HERO System, you to get you started. It includes writeups for a should remember two important things: first, if complete superhero team, the Champions, as well you’re putting together your own campaign, you as their base, vehicle, and several of their enemies. should adopt any rules that help you have fun and Its members can serve as examples of character abandon those that don’t; second, if you know designs for players who are still new to the rules. enough about the game to question something In addition, its members might end up as NPCs in in this book, you also probably know enough to your own campaign, if the GM so wishes. change it to your satisfaction. Chapter Five, The Champions Sourcebook, So fetch your impossibly bright, ridiculously continues Chapter Four’s approach by providing bulletproof underwear from the dryer and prepare a wide variety of resources for Superhero players to have some fun! and GMs. It includes a section of gadgets orga- nized by type, and example Bases and Vehicles for superheroes. Next comes the Superhero Gallery

Sample file TRUTH, JUSTICE, AND THE AMERICAN WAY: SampleChapter THE SUPERHERO file One GENRE