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SUPERPOWERED ROLEPLAYING

Aaron Allston SUPERPOWERED ROLEPLAYING

Authors: , 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, Jeff Hebert, Scott Heine, Bryce Nakagawa, Eric Rademaker, Greg Smith

Dedication: To all the and 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: Th anks 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, Jeff Jacobson, Jan Lewellen, Beth Loubet, , Billy Moore, Matt Pinsonneault, Susan Pinson- neault, 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: Jeff 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. No part of this book may be reproduced or transmitted in any form or by any means, HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a . All rights electronic or mechanical, including photocopying, recording, or computerization, or by reserved. any information storage and retrieval system, without permission in writing from the Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. reserved. Printed in the U.S.A. First printing July 2002. Justice Inc., Danger International, , Hero, Pulp Hero, and Produced and distributed by DOJ, Inc. d/b/a Hero Games. Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO200 ISBN Number: 1-58366-004-6 http://www.herogames.com TABLE OF CONTENTS Introduction Technology ...... 32 Born Great ...... 59 Super-mysteries ...... 34 Achieve Greatness ...... 60 Look Up In The Sky ...... 5 Have Greatness Thrust Upon Mood And Meta-Genre ...... 35 Them ...... 60 The GM Should Reward Chapter One Combinations Of The Three ...... 60 Appropriate Actions ...... 35 Motivations ...... 60 The Superhero Genre ...... 6 Adventure ...... 35 What Superhero Stories Are Comedy ...... 37 More Powerful Than A Locomotive ...62 All About ...... 7 Missed Attack Rolls ...... 38 General Suggestions ...... 62 Period ...... 8 Playing The Origin Story ...... 62 Drama ...... 38 Visual And Personal Style ...... 62 The Golden Age ...... 8 Revelatory Presence Attack Defi ning Comic Book Periods ...... 8 Modifi ers Table ...... 39 Suggested Game Elements ...... 62 Golden Age Champions ...... 9 Skills ...... 63 Horror ...... 39 Example Golden Age Powers ...... 9 Perks ...... 63 Romance ...... 40 Playing In A Golden Age Disadvantages ...... 64 Champions Campaign ...... 10 Teen Champions ...... 42 Superhero Archetypes ...... 69 Pulp Hero Powers ...... 10 Sources Of Superpowers ...... 44 Brick ...... 69 Other Golden Age Elements ...... 10 Unlimited Source Campaigns ...... 45 Possible Brick Special Effects ...... 69 The Silver Age ...... 11 Limited Source Campaigns ...... 45 Example Brick Powers ...... 69 Unifi ed Theme Characters ...... 46 Silver Age Champions ...... 11 Energy Projector ...... 71 The Comics Code ...... 12 Elements Of The Genre ...... 48 Possible Energy Projector Special Super Society Powers ...... 14 Secret Identities ...... 48 Effects ...... 71 The Bronze Age ...... 16 What The Secret Identity Is For .....48 Example Energy Projector Powers ...... 71 Bronze Age Champions ...... 17 Costumes ...... 49 Gadgeteer ...... 72 Example Mutant Powers ...... 18 Near-magical Costume Material ...... 49 Possible Gadgeteer Special Effects .....72 Enduring Fads ...... 19 Discovery Of The Secret Identity ...50 Example Gadgeteer Powers ...... 72 Example Fad Powers ...... 19 How To Destroy The World ...... 50 Martial Artist ...... 73 The Iron Age ...... 20 Nonsensical Villainy ...... 50 Possible Martial Artist Special Effects .73 Iron Age Champions ...... 20 Destroying The World ...... 50 Example Martial Artist Powers ...... 73 Dark Champions ...... 20 Cockroach Durability ...... 51 Mentalist ...... 74 “Four-color” Versus “Dark” ...... 21 Day Jobs ...... 52 Possible Mentalist Special Effects ...... 74 Example Iron Age Powers ...... 22 Typical Superhero Occupations ...... 52 Example Mentalist Powers ...... 74 More Unusual Periods ...... 23 Job Interference ...... 52 Metamorph ...... 75 Other Historical Periods ...... 23 Far Away Places ...... 52 Possible Metamorph Special Effects ...75 Alternate Histories ...... 23 Magic And Mysticism ...... 53 Example Metamorph Powers ...... 75 Peculiar Settings ...... 23 Super-magic ...... 53 Mystic ...... 76 Mixing And Matching ...... 26 Secret Societies ...... 55 Possible Mystic Special Effects ...... 76 Timeline ...... 27 Super-agencies ...... 55 Example Mystic Powers ...... 77 Sources Of Superpowers ...... 27 ...... 77 The Appearance Of Supers ...... 27 Chapter Two Example Patriot Powers ...... 77 First Supers Appear Now ...... 27 Superhero Character Creation ...... 56 Power Armor ...... 78 First Heroes Appeared Recently ....28 Being Superhuman ...... 57 Example Power Armor Powers ...... 78 First Heroes Appeared Some Rating Characters And Characteristics .57 Time Ago ...... 28 Superheroic Point Totals ...... 57 Speedster ...... 79 Where Superhumans Appear ...... 28 Adjusting Normal Characteristic Possible Speedster Special Effects .....79 Number Of Superhumans ...... 28 Maxima ...... 58 Example Speedster Powers ...... 79 Supers And Society ...... 29 Example: The Champions Weapon Master ...... 80 Historical Events ...... 29 Universe ...... 58 Possible Weapon Master Special Effects .72 Culture ...... 30 Champions Universe Example Weapon Master Powers ...... 72 Law ...... 31 Characteristic Standards ...... 58 Not Using Archetypes ...... 80 Superhuman Registration Laws ...... 31 With Great Power ...... 59 Government Agencies And Quick Superhuman Generator ...... 81 Superhumans ...... 32 Origin Categories ...... 59 Superhuman Generator: Types ...... 81 Specifi c Subtype Details ...... 81 Underwater Base ...... 107 Instant Plot Generator ...... 149 Brick ...... 82 Space Base ...... 109 Events Of The Story Table ...... 150 Energy Projector ...... 82 Vehicles ...... 112 New And Adjusted Rules ...... 153 Martial Artist ...... 82 Sample Vehicles ...... 112 Fastball Special Options ...... 153 Mentalist ...... 83 Individual Combat/Rescue Metamorph ...... 83 The Care And Feeding Of Vehicles ...... 112 Mystic ...... 83 Disadvantages ...... 155 Powered Armor ...... 83 Super-vehicle Modifi cation ...... 112 General Guidelines ...... 155 Speedster ...... 84 Equipment ...... 115 Specifi c Disadvantages ...... 155 Weapon Master ...... 84 Weapons ...... 115 Vulnerability Frequencies ...... 159 Disadvantages ...... 84 Defensive Gadgets ...... 117 Susceptibility: Proximity Of Substance ..159 Power Level Adjustment Chart ...... 84 Communications Devices ...... 118 Superhero Environments ...... 160 Disadvantages By Power Category .....84 Movement Devices ...... 120 Example Resisting Objects ...... 160 Disadvantage Sets ...... 84 Restraint Devices ...... 120 Stopping Moving Things ...... 160 Adjustments ...... 84 Deathtraps ...... 121 Breaking Objects ...... 160 Details Of The Sets ...... 85 Destroying The World For Fun Breaking Buildings Table ...... 161 Characteristics Sets ...... 85 And Profi t: Doomsday Devices ....122 Bouncing ...... 162 Primary Powers Sets ...... 85 Flexible Surfaces ...... 162 Random Advantages ...... 85 Chapter Four Superhero-world Physics ...... 163 Random Limitations ...... 88 Secondary Powers Sets ...... 90 Gamemastering Champions ...... 124 Villains ...... 163 Skills/Perks/Talents Sets ...... 91 Points And Power Levels ...... 125 Levels Of Villains ...... 163 Disadvantages Sets ...... 93 Point Totals ...... 125 Villainous Agencies ...... 165 Point Total Options ...... 126 Villains By Level ...... 165 Superteams ...... 94 Character Types Guidelines ...... 126 How Teams Get Together ...... 94 A Cowardly, Superstitious Lot: Character Ability Guidelines ...... 126 Team Member Types ...... 94 Villain Types ...... 166 Cosmic-level Powers ...... 128 Team Personality Types ...... 94 Running Supervillains In A Campaign ..168 Point Total Problems ...... 128 Team Member Roles ...... 96 Villains And Heroic Psychological Point And Effectiveness Ceilings ...130 Team Characteristics ...... 96 Limitations ...... 169 Point Ceilings ...... 130 Team Name ...... 96 Non-player Characters ...... 170 Effectiveness Ceilings ...... 131 Random Superteam Name Generator .97 NPC Types ...... 170 Perils And Pitfalls ...... 131 Bases ...... 97 Neutral Ground ...... 170 The Rule Of X ...... 131 Equipment ...... 97 Other Point Total And Power NPC Roles ...... 175 Relationship With Authority ...... 98 Level Issues ...... 133 Generic NPCs ...... 176 Government Liaisons ...... 98 Designing For Power ...... 133 Team Charters ...... 98 Final Advice ...... 179 Tactics ...... 99 Creating And Running Some Team Tactics ...... 99 Champions Campaigns ...... 136 Chapter Five Campaign Characteristics ...... 136 The Champions ...... 181 Chapter Three Morality ...... 136 Realism ...... 137 Team Resources ...... 193 Superhero Technology ...... 100 Outlook; Importance Of The PCs .138 Homestead ...... 193 Bases And Headquarters ...... 101 Artfully Dodging ...... 138 Paying For The Team’s Resources ....193 Champions Personnel ...... 194 Purpose ...... 101 Running The Campaign ...... 138 Base Size ...... 102 The Limits Of Superhero Genre The V-Jet ...... 194 Example Garages And Hangars ...... 102 Simulation ...... 138 Socrates ...... 195 Example Labs And Lab Equipment ...102 Campaigns As They Age ...... 142 Relations With Other Organizations ..195 Location ...... 103 Creating And Running Episodes ....144 Enemies ...... 196 Danger Rooms ...... 103 Villain ...... 144 Talisman Plot Seeds ...... 211 Non-player Characters ...... 105 Plot ...... 144 Tachyon Plot Seeds ...... 209 Technology ...... 105 Theme ...... 146 Pulsar Plot Seeds ...... 207 Things Characters Don’t Have To Subplots ...... 146 Mechanon Plot Seeds ...... 206 Pay For ...... 105 Razor Knights Subplots ...... 146 Icicle Plot Seeds ...... 201 Security Gadgets ...... 105 Gaming It Out ...... 147 Green Dragon Plot Seeds ...... 199 Sample Bases ...... 106 Combat Record Sheets Devastator Plot Seeds ...... 197 Urban Base ...... 106 And Checklists ...... 147 Index ...... 213 Champions 5 INTRODUCTION

build superhero characters. “Up in the sky — look!” Everyone — players and GMs, those familiar with the comics and those who hose words opened each of the seventeen are not — should read this chapter. Gamemasters may Superman short fi lms produced by the anima- wish to pay special attention to the Quick Superhero tion studio of Max and Dave Fleischer in the Generator, a tool for the rapid generation of super- T1940s. Spoken as if by an everyday man glimps- characters in situations where you don’t have time to ing something astonishing in the air above, they made create a character in the more traditional manner. it clear to the audience that it would soon witness Chapter Th ree, Blasters And Jetpacks: Superhero uncommon wonders. Technology, describes gadgets, vehicles, and head- And it was true. In each entry in that ground- quarters as they are used by characters in comic book breaking cartoon series, audiences witnessed Super- environments. Players who’d like to fi gure out how man, the fi rst and arguably most popular of all the to spend some unused Character Points can browse costumed superhumans, using the powers that were through these pages for ideas; GMs who need a quick his alien birthright to battle giant robots, natural and selection of devices for the NPCs in an upcoming unnatural disasters, enemy spies, and supernatural adventure can use this chapter as a handy reference. monsters. When it’s time for characters to begin building their Th ese cartoons were, of course, passive entertain- own vehicles and headquarters, they should return ment — the members of the audience could imagine here and re-read the sections related to those subjects. they were the superhero, accomplishing remarkable Chapter Four, ...Comes Great Responsibility: feats of strength and daring, but those were solitary Gamemastering Champions, as is evident from its title, imaginings, seldom shared, inevitably forgotten. With includes advice for GMs of superhero campaigns. But roleplaying games such as the HERO System, the audi- even players with no interest in running a campaign ence becomes a set of participants, and the superhero should give this chapter a look, if only to have an idea up on the big screen is transformed into a more per- of what the GM may expect of them and what they sonal alter ego, one designed to give the player exactly should expect of their GM. the experience he previously could only imagine, and Chapter Five, Th e Champions, provides a few to share that experience with others in a collaborative sourcebook-style examples from the Champions Uni- story. verse, the offi cial Champions campaign setting of Hero Champions is a set of rules, guidelines, and advice Games, to get you started. It includes writeups for a you can use to run superhero campaigns in the style complete superhero team, the Champions, as well of your favorite comic books — or, if your tastes lean as their base, vehicle, and seven of their enemies. Its toward other sources of superhero adventure, of car- members can serve as examples of character designs toons, movies, television shows, radio shows, or movie for players who are still new to the rules. In addition, serials. its members might end up as NPCs in your own cam- HOW TO USE THIS BOOK paign, if the GM so wishes. All together, these chapters will serve as a handy Champions is designed both for players expe- jumping-off point for your own adventures. Th is rienced with superhero roleplaying and those who book, like many Hero Games products, is a toolkit are new to this style and genre of play. Nothing in — one addressing a particular genre. Rather than these pages is secret or for the GM’s eyes only, so telling you the One True Way of doing something, every reader can simply choose to read it all the way it typically discusses the options and alternatives (to through and then decide which portions he wants to make you aware of them), and then lets you decide utilize. how to implement something in your game or build a Chapter One, Truth, Justice, And Th e American particular power. Way: Th e Superhero Genre, describes what superhero As with every other set of rules and recom- comic books, and the campaigns based on them, are mendations related to the HERO System, you should like. Players who are familiar with the comic books always remember two important things: fi rst, if you’re can skip this chapter initially, if they wish. Th ey putting together your own campaign, you should already know many of the genre conventions this adopt any rules that help you have fun and abandon chapter describes, but they should eventually return to those that don’t; and second, if you know enough this chapter to read how the game tends to implement about the game to question something in it, you also those conventions. Players who are not familiar with probably know enough to change it to your satisfac- superhero comic books should defi nitely read Chapter tion. One. So fetch your impossibly bright, ridiculously Chapter Two, Improbable Origins: Character bulletproof underwear from the dryer and prepare Creation, talks about using the HERO System rules to to have some fun! 6 HERO SYSTEM 5TH EDITION

f you’ve played the HERO System, use them in game terms. you’re familiar with the notion of For that reason, this chapter fre- character conception — the work quently speaks to the GM, but it’s as Iyou, as a player, do to create a charac- of much use for the players. Players, ter with a well-defi ned personality, a logi- especially those not familiar with comic cally consistent set of Skills, and so forth. books, need to understand the nature Th is chapter discusses campaign concep- and features of the superhero genre as tion, using some of the same methods much as the GM, so they can design you’d employ to create a superhero appropriate characters and roleplay them character. It does so by reviewing the properly. Aft er reading this chapter, you superhero genre as a whole, looking at its can go on the Chapter Two, Superhero major periods and subgenres, including Character Creation, or Chapter Four, their special features, conventions, and Gamemastering Champions, for more “bits,” showcasing the major aspects of information and ideas about your each and discussing how to represent or respective role in the gaming group. Champions 7 WHAT SUPERHERO STORIES ARE ALL ABOUT

s far back as human storytelling can record, lains, other characters, or forces of nature, and the there have been stories about superheroes. reader’s interest and pleasure derive from watching Naturally, the bards and commentators how these heroes solve problems (oft en through Adidn’t always use that word to describe combat or similar adventures involving superhu- them, but these characters possessed most of the man powers) and balance their human natures with traits of the modern superhero, including: their superhuman natures. But a superhero cam- ■ Greater-than-human abilities paign has some additional things to accomplish. Every episode (game session) or two, a superhero ■ Distinctive modes of dress campaign should: ■ Distinctive combat skills ■ Give every player character a task to accomplish ■ Champion-to-champion interaction ■ Give every player character an opportunity to shine as only he or she can As an example, take a look at Heracles (Her- cules), the preeminent hero of Greek mythology. Roleplaying games are about wish fulfi llment, As the son of a god, he had superhuman strength. and superhero campaigns are an ultimate expres- He had a distinctive mode of dress (he wore the sion of wish fulfi llment. Players can act as charac- skin of the Nemean Lion as his cloak). In a time ters who are as unlike them as humanly possible. when the spear and the sword were the preferred Th e average can become brilliant, the weak can weapons of the noble warrior, he carried a big club become super-powerful, the insuffi ciently social- as his weapon of choice. And his adventures oft en ized can become incredibly popular. brought him into alliance with or confl ict with But, while it’s easy to design all these traits into the other big-name heroes of his day: Th eseus, a character sheet, this doesn’t do anyone any good Telamon, Jason, Polydeuces, Castor. unless a campaign is set up to allow a character to Where these characters stopped short of being showcase those traits. What use is it to have STR 80 modern superheroes, though, was in their lack of if there are no gigantic boulders to throw around, one characteristic: or a Flight power if adventure aft er adventure con- ■ Adherence to a higher code sists of offi ce politics taking place in the confi nes of a cramped building? Heroes of the ages of myth were warriors and So it’s not enough to be able to build a super- representatives of their individual tribes or nations. hero character; a player has to have the opportunity Th ey killed without mercy, oft en without refl ection. to act like a superhero. And the fi rst thing that Th ey helped their friends on raids and adventures allows a super to act like a super is his environment even when their friends were performing tasks that — the campaign world, and the way it works unlike would, by every modern analysis, be considered our world. pure evil. Th ey respected no laws, and the notion of Just like a character, a campaign has several “rights” was still thousands of years in the future. types of traits. Th ey include: If brought to the modern era, most of them would ■ Period (of history) be far more comfortable becoming supervillains or ■ vigilantes — though many would be charismatic, Timeline (leading up to the campaign) popular ones. Comic book superheroes, on the ■ Mood (campaign atmosphere) other hand, tend to follow a code of conduct. Th ey ■ Sources (for superpowers) act “heroically” — they’re morally upright, coura- geous, self-sacrifi cing, don’t use lethal force, and so Once you, as a GM, have settled on the broad on. Th ere are exceptions, of course, but throughout details of these traits, you can allow your players the history of the genre, most “four-color heroes” to begin creating or adapting characters for your (as they’re called) act this way. (See Code Of Th e campaign. Hero, page 67.) A superhero story, of course, is a story in which one or more superheroes interact with vil- 8 HERO SYSTEM 5TH EDITION PERIOD

DEFINING COMIC raditionally, superhero comic books have war eff ort, either by banding together to fi ght the BOOK PERIODS been set in recognizable periods of Earth supers and other threats of the Fascist states or by history, and those periods have usually had joining the armed forces and becoming part of consistent, recognizable characteristics you military-sponsored special superhero units. Th e periods used in T can adapt to a HERO System campaign. Th is section Champions to defi ne Incorporating World War II Into Your Campaign reviews each of those periods, including the more diff erent eras of comic Here’s some advice for GMs who want their book history for gaming unusual features involved and whether to use them. campaigns to focus, in whole or in part, on the — the Golden, Silver, Most superhero comic books, and conse- World War II element: Bronze, and Iron Ages quently most campaigns designed to simulate — aren’t necessarily the them, are set on Earth sometime between the start Learn Your History. Read up on the historical events same as those adopted and social changes that took place in the real world by comics historians, of World War II in 1939 and the present day. Th ese because (a) the needs campaigns usually draw a considerable amount of in the 1930s and 1940s. By studying this period, of gaming and of comic inspiration from the real-world events that took you’ll be able to present a more compelling, realistic books aren’t necessarily place in the appropriate periods. Campaigns set game atmosphere, steeping your characters in the identical, and (b) not all in the 1940s are heavily infl uenced by the events cultural, clothing, music, architectural, and engi- comics historians share of World War II; campaigns set in the 1960s are neering diff erences between then and now. It’s not the same opinions on infl uenced by the social upheavals of that era; inappropriate to put music of the period on your various stages of comics history. For example, and so on. Following the traditions of the comic CD or MP3 player during games, to have period some historians dis- books and their fans, Champions divides the stan- movies playing (with the sound turned off ) on the agree as to exactly when dard twentieth/twenty-fi rst-century campaign era TV, and so on. A grasp of the history of the time the Silver Age ended, or choices into several distinct periods and discusses also allows you to set adventures around important whether there’s been a the advantages and disadvantages each one off ers a or interesting events. Bronze Age and an Iron campaign. But beyond that, other periods — the far Age, or if the Silver just But Don’t Make Your Players Suffer For Your segues into the Bronze future, the distant past — are also appropriate for Research. Th e downside of doing a fair amount of and we haven’t reached superhero gaming. research into a specifi c time period is that you may an Iron Age yet. Each unintentionally infl ict too much of your research serious student and fan on your players. For instance, it’s enough to tell of the genre probably THE GOLDEN AGE has own ideas on the them, when cars are speeding by on the road out- subject. So, if you want Campaigns set in the so-called Golden Age side, about their size and blockiness, their running to run a campaign set in of Comics — Golden Age Champions campaigns boards and ornaments, the characteristics the late 1970s and call — take place in the period of roughly 1939 to the that diff erentiate them from modern cars, and it an Iron Age Cham- mid-1950s, and oft en concern themselves with especially appropriate to have the player characters pions campaign, based these events, elements, and trends: encounter a car made by a manufacturer no longer on your own opinions in business in the modern era... but it’s going too about the subject or the WORLD WAR II nature of the campaign, far to sideline the game with any amount of detail feel free. Aft er all, even In the 1920s and 1930s, Fascist organizations that doesn’t pertain to the adventure at hand. today, in the twenty-fi rst — groups devoted to the notion that the nation Stick to Black-and-White Morality. One of the most century, some compa- or race was the only thing that was important signifi cant diff erences between comic books of the nies publish comics that — gained power in nations such as Japan, Germany, have more of the tone of 1940s and those of today is that there were compar- the Silver Age than the Italy, and Spain. Eventually the expansionist natures atively few moral dilemmas to confound the heroes. Iron Age. of some of these nations brought them into confl ict Th e Axis Powers (Germany, Japan, and their allies) Th e use of the terms with surrounding countries, with war breaking were the Bad Guys; the Allies (the United Kingdom, Golden, Silver, Bronze, out in Asia in the early 1930s and in Europe in the U.S., and their allies) were the Good Guys; and Iron shouldn’t be September 1939 when Germany invaded Poland. moral quandaries were few. (Real-world historical construed as a comment In December 1941, Japan’s attack on the U.S. naval events where the governments’ choices were highly on the relative quality base at Pearl Harbor, Hawaii brought the United questionable, such as the interment of innocent of comics in the diff er- States into the war. Japanese-Americans in camps, were not generally ent periods. Th ey’re just In superhero campaigns, adventures prior to convenient designations, part of the comic book environment.) It was a time used by long custom. the advent of the war oft en bring heroes into con- of war, so Codes Versus Killing were comparatively Each period has its fl ict with the superpowered representatives and rare, even among superheroes (though heroes still gems, and each its trash. spies of the Fascist nations and their allies. When only killed in battle; they were never cold-blooded war begins, but prior to the U.S. involvement, some killers). supers go overseas to fi ght the aggressor nations; when the U.S. does enter the war, the majority of American supers fi nd a way to contribute to the Champions 9

GOLDEN AGE CHAMPIONS CAMPAIGN GUIDELINES AND STANDARDS Golden Age Champions campaigns are usually Low-Powered Superhe- roic games, with player characters built on 150 Base Points + 100 Dis- advantage points (some- times less). Characters typically have around 40-60 Active Points in most powers, CVs of 6- 10, and SPDs of 3-6.

EXAMPLE GOLDEN AGE POWERS Here are a few powers appropriate for various Golden Age Champions characters: PULP HEROES AND MYSTERY MEN Incorporating Pulp Heroes Into Your Campaign Prior to the advent of the superhero in the Here’s some advice for GMs who want their Bowl ’Em Over: A comic books, his role was largely occupied by the campaigns to focus, in whole or in part, on the pulp super-strong character heroes and mystery men element: can spread his arms, “pulp hero.” Pulp heroes were essentially superhe- charge into a group of roes, though most lacked one or more of the traits Research Hero Pulps. Th e adventures of pulp heroes people (like a platoon of superheroes — some wore no costumes, some such as Doc Savage, the Shadow, and the Spider of Nazi soldiers), and had no truly superhuman powers. Many were were extensively reprinted in paperback form start- knock them all down. vigilantes operating outside the law, and instead ing in the 1960s and can be found in used book (At the GM’s option, of teaming up with other pulp heroes at their own stores. Reading a few of these will give a GM a any character with a level of accomplishment, they worked alone or with large, broad Focus, like sense of the lurid and action-fi lled universe where a shield, could also buy support teams of somewhat less powerful heroes. pulp heroes did their crimefi ghting. this power.) Th e adventures of the pulp heroes were pub- Consider Different Design Rules for Pulp Heroes. Area Of Eff ect (up to lished in text form from the early part of the twen- Characters who are supposed to be pulp heroes, a 6” Radius; +1) for up tieth century up to the late 1940s. (Paper shortages especially those who have been adventuring for to 60 STR (60 Active and competition from the comic books, which years before the dawn of the superhero ages, should Points); Only Versus off ered the same sort of entertainment but used less Groups Of People have some disadvantages and some character ben- paper, eventually killed the hero pulps as a publish- (-½), Only With Move efi ts superheroes don’t have to worry about. For ing industry.) Th rough/By (-½). Total instance, all pulp heroes should take the Normal cost: 30 points. In the real world, despite the similarities of the Characteristic Maxima Disadvantage, but should characters and their adventures, crossover interac- be able to buy a greater number of career-related tion between the heroes of the pulp magazines and Let’s Get ’Em, Partner!: Perquisites (Favors and Contacts) and Combat Skill the superheroes of the comic books was rare, but Th e character fi ghts Levels than the new generation of superheroes to better in the presence of in later decades, writers and artists who were fond begin with — a refl ection of their years of experi- his sidekick due to their of both sorts of entertainment found ways to bring ence. You may decide pulp heroes can buy Bases long hours practicing those two types of characters together; comic books and take the Money Perk while superheroes cannot. together. (Th e sidekick featuring the old pulp heroes were produced, and usually also buys this All these choices will, in the campaign, demonstrate those heroes began interacting, usually in a 1930s ability.) the diff erences between these two types of charac- or 1940s setting, with the superheroes of their time Aid DEX 3d6, Invisible ters, but will give each special advantages the other period. Power Eff ects (Fully does not possess. In a Golden Age Champions campaign, some Invisible; +1) (60 Active Points); Self Only (-½), of the player characters could be pulp heroes who Usable Only Within 5” have been adventuring for many years before the of Sidekick (-1), Only true advent of the age of superheroes. Increases OCV And DCV (-¼ ). Total cost: 22 points.

Smash The Luftwaffe!: Some fl ying Golden Age characters are particu- Continued on next page 10 HERO SYSTEM 5TH EDITION Continued from last page Playing In A Golden Age Other Golden Age Elements larly skilled at destroy- ing Nazi aircraft . Champions Campaign World War II, by itself, isn’t all that defi nes the Golden Age period. Some of its other elements HA +8d6, Reduced If you’re playing in a Golden Age Champions Endurance (0 END; include: +½) (60 Active Points); campaign, it’s important to create and play your Hand-To-Hand Attack character so that you help the GM emulate the Normals As Opponents (-½), Only With Move Golden Age “feel” and themes. In the careers of many Golden Age (and Th rough/By (-½), early Silver Age) heroes, superpowered criminals Keep It Simple. Th e Golden Age was a time when Requires A KS: Axis — supervillains — were rare, or even nonexis- characters did not have tremendously complicated Aircraft Roll (-¼ ). Total tent, opponents. Th e average foe tended to be a and elaborate arrays of powers, nor did most of cost: 27 points. relatively “ordinary” human criminal or soldier. A them have the level of power enjoyed by some few of the enemies were as colorful as the heroes superheroes starting in the 1960s. Th ere is generally Victory Punch: Just the — “super”villains with distinctive garb and modus no reason to have a Multipower with more than thing a character needs operandi, in other words — but they didn’t usually a half-dozen slots, nor to have any Attack Power to give the Hun the have superpowers. Th ey might be mad scientists, or thrashing he deserves. exceed 60 Active Points (at most) — and most have themed weapons and gadgets based around Attack Powers have only one Advantage, if any. HA +6d6 (30 Active some motif, but that was as far as it went. Some of Points); Hand-To-Hand Even if you choose to play a pulp hero-style the superheroes so outmatched their usual enemies Attack (-½), Only Versus character, this guideline still applies. Although that the trick was not in defeating them — it was in Axis Enemies (-½), 1 pulp heroes are oft en more complex, darker, and fi guring out who to defeat. Rooting out the names Charge (-2). Total cost: “grittier” than Golden Age superheroes, they’re 7 points. and headquarters of a band of masked bank rob- still simple and easily understood compared to bers was the hard part; once that was done, a single more modern characters. Right is still Right, and blow to each one not smart enough to surrender Wrong is still Wrong, and it’s easy to tell which side usually suffi ced to end the crime spree. PULP HERO of the line pulp heroes fall on — even if, unlike Of course, gaming sometimes diff ers from its POWERS their superpowered colleagues, they tend to do source material, and this is a good example of that Pulp heroes tend to their crimefi ghting with thundering automatics phenomena. Most Golden Age Champions cam- emphasize Skills, Perks, and martial arts powers learned in the mysterious paigns feature plenty of superpowered villains, and and Talents instead of Orient. Powers. Th ey may have there’s no reason yours can’t, too, if you want them. a few weird abilities Consider Playing Patriots and Sidekicks. Two types bought as Powers (not of characters who were tremendously popular Th e Superhero Gap to mention weapons!), in the wartime comic books, but who gradually In the late 1940s and early ’50s, superhero but what sets them apart decreased in numbers in later decades, were the comics went into decline, with most of the old from true superheroes favorite heroes fading away as their books were is their training and fl ag-wearing super-patriot and the sidekick. By learning. Here are some playing one of them, you can not only emphasize cancelled due to poor sales. It wasn’t until the mid- sample abilities for pulp the subgenre, but try a type of character you might 50s that superhero comics underwent a resurgence heroes in your Golden not otherwise have the opportunity to play. that’s lasted, essentially, to this day. Comics writers Age Champions cam- Th e fl ag-wearing character, or “patriot,” had a of later decades have sometimes tried to explain paign: costume incorporating many elements of the fl ag this dearth of superheroes in continuity terms of the character’s nation. Th ere was no standardiza- — for example, by suggesting that most superhe- Animal Empathy: Th e tion to the types of abilities possessed by this sort roes were killed in the war (or chose to retire aft er character has a natural of character, though most were at best only slightly it, wanting to spend time with family and friends). gift for relating to ani- superhuman (possessing the strength and refl exes Another popular explanation is that the mals; even the fi ercest of of championship athletes rather than the ability to actions of the House Unamerican Activities Com- them seem to like him mittee drove them underground. Starting in 1950, and treat him deferen- lift yachts or bounce bullets off their skin). tially Sidekicks were the junior partners of more Senator Joseph McCarthy initiated a crusade against alleged Communist infi ltrators of the U.S. Animal Handler (all 13 established characters. Th ey were oft en younger categories), PRE +5 roll. than their partners (most were teenagers) and government and popular media; the activities of Total cost: 24 points. most wore costumes that were variations on their himself and HUAC led, over just a few years, to the partners’ outfi ts. Some even had powers that were blacklisting of many prominent citizens, including many notable Hollywood celebrities. In 1954, the Doorsmashing Fists: Th e less formidable versions of their partners’. At fi rst character’s enormous glance, there seems to be no up-side to playing a broadcast of one of McCarthy’s hearings demon- fi sts are strong and sidekick character, since they appear to be in all strated the irrational nature of the investigations tough enough to smash ways inferior versions of their partners, but this and public sentiment turned against him; late in down the strongest isn’t necessarily the case. Sidekicks were oft en the year, he was censured by the Senate, his power doors... and men! underestimated by the bad guys (a consideration eff ectively broken. But during the fi rst half of the HA +4d6 (20 Active for the GM), giving them more opportunities to 1950s, his actions had a chilling eff ect on American Points); Hand-To-Hand escape or move without interference, and there freedom, one which defi nitely would aff ect super- Attack (-½), Increased heroes and their activities by causing them to either Endurance Cost (x2 is always the advantage associated with playing a END; -½). Total cost: 10 lower-powered character: they do not have to take, (a) maintain a super-patriotic, anti-Communist points. or suff er from, as many Disadvantages. persona, (b) make their activities as secret as pos- sible, (c) oppose McCarthy directly, or (d) some or all of the above. However you explain it, you might want to Continued on next page consider working “the superhero gap” into your Champions 11

campaign as an element, or accounting for it in the superhero NPCs out of the campaign altogether. Oh, Continued from last page timeline of a campaign set in a later era. certainly, there may be NPC superheroes in other towns and cities, but the PCs should remain very Facial Manipulation: Th e character has such fi ne insulated from them, with supers not usually need- control over his facial THE SILVER AGE ing the help of outsiders to solve their problems. muscles that he can use Th is has the advantage of demonstrating to the PCs them to alter the shape Beginning in the mid-1950s, and running until just how exceptional they are; they no longer have of his face, making him about the early 1970s, the Silver Age is an intrigu- to compete, deliberately or accidentally, with equally look just like someone ing blend of the two periods that bracket it. On the fl ashy, competent characters fi ghting the same cause. else. one hand, it retained, especially early on, the relative Shape Shift (Sight, lightheartedness and simplicity that characterizes Avoid Wrenching The Emotions. Golden Age cam- Touch, and Hearing the Golden Age; on the other, as time went by, the paigns tend to avoid moral dilemmas; lighthearted Groups), Imitation (26 social issues that help to defi ne the Bronze Age per- Silver Age campaigns go that one step better by Active Points); Facial spective began to infl uence the Silver Age. It’s during avoiding any truly painful situation. Th e threat of Features And Voice this period that some of the best known, and most imminent death, of the ruination of one’s country Only (-1), Extra Time or loss of one’s family, that are a routine part of (1 Minute to activate; archetypical, superheroes were fi rst introduced, and -¾). Total cost: 9 points. when sophisticated writing and plotting began to the Golden Age campaign are entirely absent here. appear in the “funnybooks.” Concentrate on providing adventures that exercise Genius Insight: Silver Age Champions campaigns oft en concern the player characters’ abilities and powers, oft en in Th e humorous ways. character has a certain themselves with these events, elements, and trends: gift of insight he can LIGHTHEARTEDNESS Playing Th e Lightheartedness Element apply to the problems Here’s some advice for players to help them that confront him. It’s In this more comfortable time, the creators of not universally reliable, emulate the lightheartedness of the Silver Age: comic books steered their stories away from the but it usually seems to grimness of war (and the grimness of hard social Simplicity, Redux: Characters in the Silver Age aren’t come in handy at crucial issues had not yet arisen). Many superhero series signifi cantly more complex than their Golden Age points during an adven- ture. became far more whimsical. Genuinely goofy counterparts. It’s oft en enough just to have a super- opponents became more frequent. Superpowered power (or two); you don’t have to dress it up with a +5 with All Noncombat lot of fancy Power Modifi ers. As time goes on, some Skills (40 Active Points); pranksters and meddlers were regular opponents. In Activation Roll 14- at least one major superhero’s life, gorillas became characters do become a little more complex, as their (-½), 1 Charge a recurrent theme — he had to fi ght intelligent histories and backgrounds develop — Batman, for (-2), Only Applies To gorillas, bands of escaped gorillas, superpow- example, steadily increased his arsenal of gadgets Knowledge/Wisdom- ered gorillas, and so on. Another hero frequently — but they’re still pretty straightforward compared Related Rolls, Not To encountered criminals using giant-sized objects as to later characters. Physical Actions (-1). Total cost: 9 points. props/deathtraps (enormous typewriters, pinball Play It For Laughs: Since the period is a lighthearted machines, and so on). Other types of stories that one, play that way. Create characters with some Heroic Intimidation: were common to the era included the eternal eff orts humorous elements to them, and don’t hesitate to So steely is the character’s of allied NPCs to discover the superhero’s secret get your character involved in situations intended identity. gaze, so intense his primarily for comedic eff ect. demeanor, that his stare can unnerve even the Incorporating Lightheartedness Into THE RED SCARE Your Campaign most hardened criminal. One Silver Age element at odds with the gen- Here’s some advice for GMs who want their +4 with Interaction eral lightheartedness is the presence of the Com- campaigns to focus, in whole or in part, on the light- Skills (20 Active Points); munist menace. During World War II, the large Extra Time (Full Phase; heartedness element: Communist states — the U.S.S.R. and the Red -½), Only To Intimidate Capture The Social Tone. It’s appropriate for you Chinese — were also enemies of the Fascist states. (-1). Total cost: 8 points. to immerse yourself, if only briefl y, in the sort of But as soon as the war ended, considerable paranoia popular culture entertainments that were dominant sprang up between the Communist and capitalist at this time, and most appropriate to look at the states. Within a few years, the U.S. was engaged in a SILVER AGE popular TV shows of the era, for this is the period ferocious behind-the-scenes struggle, the so-called CHAMPIONS CAM- in which television began its ascendency. Watch- Cold War, with the Communist states, a struggle PAIGN GUIDELINES ing such series as I Love Lucy, Leave It to Beaver, that played out mostly in the arena of international AND STANDARDS Th e Milton Berle Show and Your Show of Shows will politics and espionage until the collapse of the Silver Age Champions steep you in the cultural and comic sensibilities of Soviet Union in the early 1990s. campaigns are usually the era. Th ere isn’t much precedent in the real world’s Low-Powered Superhe- Keep The Cast Small And The Focus Local. comic books of the early Silver Age for “Red scare” roic games, with player Most Silver characters built on Age superhero stories were actually single-hero or stories. Comics of the era did sometimes feature 150 Base Points + 100 hero-and-sidekick adventures rather than stories Communist enemies, but by and large comic book Disadvantage points involving superteams. Most of them, excepting the buyers didn’t want to be confronted with the reali- (sometimes 150 Dis- most mobile and powerful of superheroes, kept the ties of unpleasant international politics. Comics advantages, later in the heroes pretty much confi ned to their home towns. produced later in the period were more likely to period). Characters typi- cally have around 40-60 Th ere’s no practical way to simulate the single-hero feature Communist enemies or anti-Communist superheroing, though, so it is an appropriate element Active Points in most story in a Champions campaign where you have powers, CVs of 6-11, a cast of several player characters, of course, but for Silver Age Champions campaigns to include. and SPDs of 3-7. you can achieve some of the same feel by keeping 12 HERO SYSTEM 5TH EDITION

THE COMICS CODE Incorporating Th e Red Scare Into THE SECOND GENERATION One of the reasons for Your Campaign In the comics of the late ’50s and into the the lightheartedness Here’s some advice for GMs who want their ’60s, many of the heroes of the wartime years were of the Silver Age was campaigns to focus, in whole or in part, on the quietly abandoned and replaced by doppelgangers the imposition of the Communism element: — heroes who had the same names as their prede- Comics Code. In 1954, Dr. Frederick Wertham pub- Learn Your History. Th e Cold War actually continued cessors, and oft en similar powers and costumes, but lished Seduction Of Th e up until the reunifi cation of Germany and division who had diff erent backgrounds, secret identities, Innocent, which claimed of the U.S.S.R. mere years ago.Th ere is a consider- and personal histories. comic books contrib- able amount of information on its historical events One of the major comic book publishers of uted to the delinquency and social implications available for research pur- the era — DC Comics — explained this change of minors and similar poses, not to mention plenty of movies and spy through the creation of an alternate Earth. Th e societal ills. In response to the furor (including novels to inspire plot ideas. heroes of the earlier generation had gone through their adventures on one world; the heroes of the U.S. Senate hearings) this Scale Character Power Levels To Characters’ Tasks. newer generation were on a parallel Earth where accusation created, the If you wish to run adventures that are chiefl y leading comic book com- those earlier heroes had never appeared. Eventu- superhero spy missions, it’s best to put restrictions panies banded together ally, by use of dimensional travel, the two groups on the power levels of the player characters — for and established a code of heroes met, and so began a tradition of a “cross- instance, 40 Active Points per power and a manda- of self-regulation, the over” stories in which a menace too great for one Comics Code. Comics tory Normal Characteristic Maxima Disadvantage set of heroes obligated the two worlds’ worth of that met the standards of (possibly as a campaign standard, for no points). supers to pool their abilities once every year or so. the Code had a special On the other hand, if you plan to have the inter- Over the years, other alternate dimensions were logo on the cover, thus national Communist menaces be powerful supers, “certifying” them as safe discovered, each with its own set of superheroes you’ll want to have player characters built at the for young readers. — most of whom had been the heroes of a diff erent same scale. Th e Comics Code was publisher’s brand of comics. extensive and detailed. Its Playing Th e Red Scare Element Th e other major comic book publisher of the major points included: You’ll have the most fun in an anti-Commu- time — Timely, later known as — ■ Crime shall never be nist story if you embrace the theme. Regardless of made the changeover a bit more logically. Th e new depicted as glamorous or your own personal perspective on the period or its heroes appeared on the same world as the old, and rewarding; it must always politics, don’t try to impose your views on the set- the previous heroes’ exploits were defi nitely part be shown as sordid and unpleasant. Criminals ting. Th e Communists are Evil, and they threaten of the world’s history. But those heroes were aging, could never be sympa- the world with their God-forsaking philosophy retiring, or sometimes inadvertently falling into thetic, or seen to gain — no true American hero could possibly think suspended animation, and new heroes were needed. from their actions; they otherwise, or fail to take action to stop them! (Th is Incorporating Th e Second Generation Into had to always be captured standard applies, to a greater or lesser degree, to Your Campaign by the heroes or come just about any historical Champions campaign to a bad end due to their Here’s some advice for GMs who want their — Golden Age Champions superheroes shouldn’t be campaigns to focus, in whole or in part, on the Continued on next page German apologists, for example.) second generation element: Champions 13

Fabricate A World History. Perhaps the most impor- as the occasional meteor from space or mad scien- Continued from last page tist). Starting at this time and through the decades tant task of the GM in a Second Generation cam- own wickedness. Good paign is setting up a detailed history of the previous since, ants, spiders, blobs, praying mantises, lizards, must always triumph generation of superheroes and their adventures. locusts, birds of prey, eyeballs, men, women, Gila over evil. monsters, leeches, shrews, crocodiles, invertebrates, Th is history would have to include names and ■ No depictions of the career information for a number of supers, the vil- rabbits, apes, columns of stone, Tyrannosaurus details and methods of lains they fought, and the major historical events Rexes, pteranodons, turtles, moths, crustaceans, committing crimes. patches of industrial pollution, robots, and other they infl uenced. Th e GM also has to make it clear ■ No excessive violence, that the older generation of heroes, for whatever things have become gigantic and stomped their gore, blood, gruesome- reason, is no longer up to the challenge of defend- way across the map, leaving death and ruin in their ness, luridness, or the like. wake. ing the world. (Such a campaign does not have ■ No profanity; and the to be set in the the Silver Age, of course; this idea Th e “atomic monsters” element gives super- use of slang is discour- lends itself to practically any time period.) heroes a chance to show off their prowess without aged. either the dopiness of the pure lighthearted stories A good “second generation”-inspired history ■ No suggestive, sala- should include plenty of mysteries and unanswered or paranoia of “Red scare” plots. Th e GM could cious, or lewd illustra- questions (What happened to all that Nazi gold? even base a campaign around this element, allow- tions allowed. ing him to pit superheroes against a succession of Who killed Captain X? Why did the Duke ■ Parents, established retire at the height of his career and the peak of his destructive byproducts of the Atomic Age, setting authorities, respected powers?). And you should come up with answers to them up as a sanctioned or private super-force institutions, and moral/ some of those questions — answers that will serve dedicated to protecting the world from gigantic honorable behavior as the bases for adventures for the new generation creatures of all sorts. should never be depicted of heroes. in disrespectful ways. Incorporating Atomic Monsters Into Obviously, to reduce the amount of work the Your Campaign GM has to do, and perhaps to increase the involve- Th e result of this self-reg- When you use atomic monsters in your cam- ment and enthusiasm of the players, the GM might ulation was, in part, the paign, the design of each monster species should want to base portions of this history on heroes death or diminishment follow this pattern: the monster is too powerful from published comic books. Players who are of such then-popular for the PCs to defeat or even constrain, but it pos- comics genres as horror, familiar with the comics oft en enjoy comparing sesses weaknesses that, when discovered, allow the romance, and Western. their characters to the campaign version of char- heroes to beat it. Th is means that when the heroes Superhero comics, at the acters from the comics — though it’s important to time a small segment of fi rst encounter the monster, they may attack it, remember that the PCs, not published supers, are the market, were largely may even confuse and baffl e it enough to send it the heroes of this campaign. unaff ected and thus soon somewhere else, but they cannot end the menace came to dominate the Playing Th e Second Generation Element it poses; they simply do not have enough power industry to the virtual Here’s some advice for players who want to use in and of themselves. But during each subsequent exclusion of other types the “second generation” concept when creating and encounter with the monster, they learn more about of comics. playing characters: it, until they, perhaps with the cooperation of gov- For many years, the Comics Code Authority Create A Detailed History For Your Character’s ernment scientists and the Army Corps of Engi- neers, can come up with the means to defeat it. covered nearly all comics. Predecessor. Th e GM can’t do all the work himself, But by the Bronze and aft er all! Since it’s important for you to create a PC For instance, perhaps this week’s menace is a Iron Ages, creators and you enjoy playing, you need to have some idea of horde of giant bees. Each superhero is individually publishers interested in what his predecessor was like, why the changeover strong enough to defeat one or more of the insects, exploring themes and but there are thousands of the things — their great story types forbidden by occurred, and so forth. By working with the GM the Code began ignoring to weave your ideas into the overall history he’s strength is in their numbers, and the heroes cannot defeat those numbers. But by confronting the bees it — and discovered that establishing, you can ensure that your character they could still survive has the maximum appeal for both you and your in fi ght aft er fi ght, protecting the communities in and thrive in the market- gamemaster. their path, analyzing samples, watching the bee place without the Comics behavior, the heroes discover how to duplicate the Code Authority logo on Respect Your Elders: Unless the “fi rst generation” chemical pheromones the queen bee uses to control their books. Today, the heroes are all dead (and sometimes even then), take her drones, and that allows them to wrest control of Code is oft en ignored advantage of their experience, wisdom, and advice. the drones away from her and end the menace. altogether, even by the major publishers. Th ey learned a lot during their careers, and there’s On a related note, design each monster so it no sense letting that information go to waste. Just can leave the heroes behind (for example, by going Gamemasters who want their games to have a as the GM should bring the fi rst generation into the into deep water, tunneling, teleporting, diving into story occasionally, you shouldn’t hesitate to have Golden or Silver Age lava pools, fl ying into space, or the like — going to “feel” should strive to your character maintain a relationship with his some place the characters cannot survive or leaving impose a “Comics Code” predecessor and call on him for help from time to by some means they cannot duplicate). Otherwise, style of play in their time. no matter how tedious it makes the adventure or games, in large part by designing scenarios that ATOMIC MONSTERS how irrelevant the action is, one or more heroes will stay with the monster at all times, not permit- never call the tenets of In the comics and especially the movies of the Code into doubt. ting you to advance the adventure in a timely fash- Th at’s hard to do, given this era, fear of the atom bomb (acquired by the ion to its next stage. U.S.S.R. in 1948 and other nations not allied with the more jaded modern- day perspective, but well the U.S. in subsequent years) led to a succession of worth the eff ort to obtain stories about gigantic monsters created through the the right atmosphere in misuse of, or accidents involving, radiation (as well the game. 14 HERO SYSTEM 5TH EDITION

SUPER SOCIETY INNER AND OUTER SPACE medical treatment that lies at some unknown point POWERS Th e 1960s were also an era of exploration, in the distance. Here are a few examples during which the Space Race (a competition Design Characters Who Don’t Want To Go Home. of powers residents of between the U.S. and the U.S.S.R. to determine Similarly, incorporate into your character’s design a strange super society which would be preeminent in near space) reached a reason why he can’t return home (or at least is might possess: its peak. Television and the movies refl ected this reluctant to). Maybe he’s been framed for a crime, Energy Cage: Th e fascination with exploration by sending heroes off had his heart broken, or been mystically barred character has energy into unknown environments in stories which ran powers that allow him from returning. Whatever the reason, it should ide- to place tendrils of from the sublime to the (more oft en) ridiculous. ally not only motivate him to travel, but provide energy around a target and Lost In Space let their protagonists other story hooks for the GM to use. (usually in the form of visit distant worlds; Voyage To Th e Bottom Of Th e a cage, circle, sphere, or Sea explored the depths of the world’s oceans; Th e STRANGE SUPER SOCIETIES the like). If the target Time Tunnel sent its heroes cartwheeling into the In the ’60s, it became more common to publish moves too much, he hits past and the future; Fantastic Voyage injected min- entire series about the homeworlds of some of the the energy and takes more exotic characters who had hitherto simply damage. iaturized explorers into the circulatory system of a dying man. been powerful strangers from distant realms. RKA 2d6, Area Of Eff ect Instead of leaving it at that, these new series fol- (One Hex; +½), Con- Exploration, too, was a theme for comic book tinuous (+1), Reduced heroes, as teams of supers not only investigated lowed these heroes back home, where many indi- Endurance (0 END; +½) those dangerous environments but also the depths viduals like them also adventured. Th ree common (90 Active Points); Tar- of the earth and alternate dimensions. At least environments for this were: gets Only Take Damage one entire team, the Challengers of the Unknown, ■ the Lands of the Gods, where godly and demi- If Th ey Touch Cage Or though more costumed human-level heroes than godly characters got their start before discovering Move Into/Out Of Th e actual superheroes, devoted themselves almost Aff ected Hex (-½). Total the pleasures of fast food and television entirely to exploration. cost: 60 points. ■ the Hidden Lands — strange, forgotten valleys Incorporating Exploration Into Your Campaign in the Himalayas, sunken realms, lost islands, and Living Hair: Th e char- Exploration stories require a detailed environ- other “undiscovered” places where societies of acter’s hair is extremely ment to explore. First, of course, you have to decide superhumans live strong, and can move what it is, exactly, the PCs will explore — outer ■ Alternate Dimensions better known just for and lengthen at his com- space? the depths of the earth? the deep ocean? mand. spawning ultra-powerful world-conquerors and the alternate dimensions? diff erent eras of time? — and occasional conqueror’s relative with a more heroic Extra Limbs (up to 10) then begin to populate it with interesting cultures, (5 Active Points); Costs attitude Endurance (-½) (total compelling NPCs, and tasks only the PCs can accomplish (whether they are the primary motiva- cost: 3 points) and Th is sort of series had a lot in common with tors or merely catalysts tends to vary from adven- Stretching 3” (15 Active the Inner and Outer Space campaign described Points); Limited Body ture to adventure). Th is sort of campaign is defi - above, but with a crucial diff erence. Th ough the Parts (Extra Limbs/hair nitely design-intensive; once the heroes have found campaign inevitably presents an environment as only; -¼) (total cost: 12 a new area, discovered its secrets, and addressed its points). Total cost: 15 detailed and strange as a setting intended chiefl y dangers, they are inclined to head off to the next points. for exploration, mapping the place and assembling unknown region rather than returning to a more data on its creatures and cultures is not the primary comfortable known location. goal of the campaign. Here, the heroes live and Sense Weakness: Th e Campaigns where the characters can’t return character possesses an adventure according to the dominant local cul- to their homes tend to be frustrating in the long innate sense of the fl aws ture. If it’s a society of showoff demigods, then the run for many players. Unless you’re planning to run and weaknesses in any heroes should get into the action, competing with a limited-length series, you might prefer to stick physical object, allowing the natives in their endless games, monster hunts, him to target them with to campaigns where the characters generally don’t and other struggles. If it’s a dimension where giant ease. want to go home — maybe their home has been stellar fl eets led by superhumans in costumes wage Find Weakness 14- with destroyed and they can’t return to it, or perhaps an war on one another, the heroes should get involved all attacks. Total cost: 45 unfortunate chain of events back home has led to in the war, either to end it or to win it for their pre- points. their being suspected of murder and they have to ferred side. avoid the authorities. Silhouette Form: Th e Incorporating Super Societies Into Playing Th e Exploration Element character is a living Your Campaign Here’s some advice for players to help their shadow, though he Here’s some advice for GMs who want their characters fi t into exploration-themed adventures: retains some ability to campaigns to focus, in whole or in part, on the aff ect physical objects. Design Characters Who Need To Travel. Since the super societies element: Desolidifi cation campaign revolves around constant travel, it’s (aff ected by light-based Decide How Many Heroes Are Natives. Th ere are two imperative that you design into your characters attacks), Reduced basic ways to run a super societies story (or cam- an appropriate motivation that keeps them on the Endurance (0 END; paign): either every PC is a native of this strange road and away from home. A strong curiosity about +½), Persistent (+½) (80 environment, or only a few are, with the remainder Active Points); Always the environment being explored is one good moti- being “normal” heroes from mainstream Earth. Th e On (-½) (total cost: 53 vation, but not the only one. Others can include a latter sort of story works best as a sequel of sorts points) and Aff ects desire to test one’s self with new challenges on a to an existing superhero campaign. If one or more Physical World (+2) for constant basis, a desire to fl ee the complexities of characters from that campaign came from an exotic Continued on next page the world, or a need for some sort of knowledge or otherworldly setting, once the players in the cam- Champions 15

paign need a break from more ordinary superhero Some admit to the existence of other superheroes, Continued from last page versus supervillain action, the GM can contrive to but other supers are so rare that they seldom if 30 STR (total cost: 60 send them to the homeworld of those aliens. Th is ever meet one another. Supervillains, on the other points). Total cost: 113 might be a limited series, just a multi-part break hand, may appear in every episode, particularly if points. from the norm, with the heroes intent on accom- the heroes have a rotating “rogues’ gallery” of fre- plishing one mission and then returning home quently-recurring villains. Thunderbolt Voice: — or it may be the new, regular home for the cam- Superhero Power Levels Are Low Compared To The Th e character’s voice paign (perhaps mutant heroes have found a place Comics. A superhero who, in the comics, can lift a contains tremendous where their mutations do not make them feared, so energy, such that even mountain or an aircraft carrier over his head, when the merest whisper they have decided to stay; perhaps the heroes’ last translated to a TV movie or series, will at best be attempt to save the Earth went badly, and the Earth causes terrible damage able to lift a tractor-trailer rig. Instead of think- to the character’s sur- was destroyed, leaving the heroes nowhere to go ing of STR values of 60 to 90, think 40 to 50, with roundings (and anyone but here.) Pushing necessary to accomplish the really diffi cult in them). Th e character Design A Detailed Environment. Th is advice is simi- tasks. should either take an appropriate Physical lar to that for the exploration element described The Campaign Superteam May Consist Of One Super Limitation to represent earlier, though you will not have to provide details And Several Friends. If the players in your campaign his inability to speak at the rate you would have for an exploration story. are suffi ciently experienced not to feel unfulfi lled safely, or the GM should Th e PCs either just visit the “new world” for a little by such an arrangement, you might choose to have allow him to apply a while (in which case you don’t need quite as much modifi ed form of the only one of them be an actual superhero, built on Always On Limitation to detail as for an exploration game) or settle there (in normal Silver Age Champions standards, and have which case they’ll learn things at a more relaxed the power. the rest be built on, say, Standard Heroic guidelines Energy Blast 20d6, rate, so you can do your creating at a more sedate (75 Base Points + 75 Disadvantage points) — with pace). But it is important that the environment Explosion (-1 DC/2”; nothing that can really be considered a superpower. +¾), Personal Immunity be detailed, majestic, and strange, with overblown Th e compensating factor here is that almost all the (+¼), Reduced Endur- architecture, curious environmental special eff ects, campaign’s real woes descend on the superhero ance (0 END; +½) (250 ancient unsolved mysteries, unfathomable tech- character, while the other PCs (the super’s friends, Active Points); No nology or magic, distinctive terminology — any Range (-½). Total cost: allies, and support personnel) seldom fi nd them- 167 points. conceivable characteristic that makes it a unique selves hunted by bad guys, placed into excruciating experience for the characters who adventure there. moral dilemmas, or responsible for the lives of Playing Th e Super Societies Element hundreds or thousands of innocents. Th e best way to participate in a super societ- ies story (or campaign) is to “choose your place and play your part.” Are you a native of the super- society returning home — and if so, in triumph, in disgrace, or something else? Or are you an outsider (perhaps an “ordinary” human from normal Earth society) — and if so, did you come to the “new world” voluntarily, or were you forced to by some circumstance back home? Answering questions like these helps you determine your character’s role in the story/campaign, his approach to his new situa- tion, and his reaction to the events of the game. A character who desperately wants to return home (but can’t) is signifi cantly diff erent from one who doesn’t care about going back to Earth. TV SUPERHEROES Superheroes — oft en, but not always, comic book characters adapted to a new medium — fi rst began appearing on television during the Silver Age. Even during later “eras,” TV superheroes oft en had more of a Silver Age “feel” than the heroes por- trayed in comics at the same time. Superheroes as they have appeared on televi- sion, both in series and TV movies, are somewhat diff erent than they are in the comic books, and gamers interested in a lower-powered sort of cam- paign may embrace those diff erences. Some of the diff erences include: Superheroes Are Rare; The “Title Heroes” May Be The Only Ones. Most TV superhero movies and series assume the characters they feature are the only supers there are. (Later team-oriented superhero cartoons sometimes reversed this trend, though.) 16 HERO SYSTEM 5TH EDITION

EXAMPLE SILVER The Impossible Dream. A TV superheroes story or Playing Th e TV Superheroes Element AGE POWERS campaign may be driven by an unfulfi lled quest. It’s Here’s some advice for players to help them Here are a few powers very common for a series to have as its basis some emulate the TV superheroes “feel” and themes: appropriate for various desire on the part of one character... and for that Consider Only In Heroic Identity/Focus-Based Silver Age Champions desire to be essentially impossible to fulfi ll (since Powers. Another way to give the campaign the sort characters: fulfi lling it would end the series). For instance, the of low-powered, mostly-in-blue-jeans approach supers might be werewolves or other monsters, all called for by TV inspirations is for all supers to Enchanted Throwing of whom seek a common cure for their condition. have the Only In Heroic Identity or Focus Limita- Weapon: Th e character Once they’re cured, of course, the series concludes. tions on most of their powers. Th is keeps them possesses a magical A super might have only one goal (to fi nd the killer a little more vulnerable and better distinguishes throwing weapon, such of his sister and avenge her death); when that task between their adventures in civilian dress and those as a hammer or metal is accomplished, he either has to fi nd some other disk. When he throws it, in costume. crimefi ghting motivation or the campaign has to it automatically returns Emphasize The Corny. Television superheroes oft en to his hand aft er hitting retitle itself to something like “Luke Austin, For- the target, and no one merly Superpowered Bookseller.” seem to emphasize the corny or “cheesy” aspects of but him can pick it up superheroes in a form of gentle self-mockery. For or wield it. (To simulate Incorporating TV Superhero Th emes Into example, consider coming up with a distinctive (but this in game terms, the Your Campaign somewhat silly) catch-phrase or battle-cry for your power is bought without Here’s some advice for GMs who want their character. When you talk with other characters, the Focus Limitation campaigns to focus, in whole or in part, on the “TV adopt a “heroically serious” tone. — thus giving the char- superheroes” theme/element: acter’s enemies nothing to grab or take away Set Low Campaign Standards: Allow players to from him.) build characters on fewer points than normal, with THE BRONZE AGE Energy Blast 12d6. Total lower point/eff ectiveness ceilings (if you choose to By most estimates, the Silver Age ended in the cost: 60 points. impose such ceilings; see page 125) — for example, early 1970s. Towards the end of that period, the maybe only 100 Base Points + 100 Disadvantage social and cultural issues so prominent in Ameri- Enter The Microverse!: points, and a 40 Active Point cap. can society at the time — including the sexual Th e character can make Limit The Numbers Of Supers. As mentioned above, revolution, the maturing of the civil rights move- himself so tiny that he you’ll want to keep the numbers of superheroes ment, the Vietnam war, the rise of numerous coun- fi ts between molecules (or even atoms), and can worldwide very low. Th e minimum number is one tercultures, and the widening of the generation thus enter the “micro- in all the world (one of the player characters). A gap — began to make themselves felt in the stories verse.” He enters the more likely number is for the player characters, two being told in the comics. Comics writers began micro-verse at a point or three other superheroes, and a like number of thinking about issues they had never considered corresponding to his supervillains to constitute all the costumed supers before, and carrying trends and themes that started location in the normal- known worldwide. Over time, you can gradually in the Silver Age — a focus on character’s private sized world, and exits it at a corresponding point introduce more costumed supers, as other supers (non-costumed) lives and romantic relationships, based on his travels debut or as their existence is discovered by the for example — to their logical creative conclusions. while he’s there. world at large, but you’ll want to compensate for By the early 1970s, this new perspective led to Extra-Dimensional this by doing it as the campaign gets rid of other the ushering in of the Bronze Age, which ran until Movement (any loca- supers on a permanent basis (as they die, lose their roughly the mid-1980s. In contrast to the comics tion in the micro-verse). powers, retire for good, and so on). of the 1950s and early ’60s, this period was increas- Total cost: 25 points. Keep The PCs Mostly In Civvies. Th e standard TV ingly marked by use of the comics as a means to series superhero approach is to have the player refl ect the changing times. Superheroes went on Take That, Ivan!: Th e characters do most of their investigating and cross-country journeys of self-discovery, con- character becomes so adventuring in civilian clothes. (Aft er all, super- fronted racism, suff ered either directly or indirectly enraged by the evil of the eff ects of drug abuse, and even dealt with issues the godless Communists heroing requires the studio to spend more money on costumes, special eff ects, and the like.) Only of mortality. Indeed, it is the death of a popular that he can really smash character — Gwen Stacy, in Amazing Spider-Man them. in rare circumstances — such as a prearranged confrontation with an enemy, or an assault on an #120 — that is generally considered the dividing Double Knockback point between Silver and Bronze. (+¾) on up to 60 STR enemy headquarters at what is obviously the climax (45 Active Points); of a story — do the heroes actually put on their Superhero comics also adopted some of the Increased Endurance costumes. characteristics of television soap operas and other Cost (x2 END; -½). episodic forms of entertainment. Th e characters’ Total cost: 30 points. Set Up Adventures For Supers And Normals. If you private lives became as important to the stories choose to follow the pattern of a campaign with as their costumed action. Romantic relationships, one true superhero and a collection of aides and instead of being tepid things that endured unal- support personnel, plan adventures around human- tered for years, progressed as they do in real life, scale tasks and problems (except for the occasional sometimes solidifying, sometimes shattering. Char- encounter that really does call for super-powers acters acquired long-term enemies who were them- and super-costumes). Most encounters will involve selves heroes instead of villains. Supers wrestled investigative, conversational, scientifi c, professional, with questions of family obligations, faith, ethics, and deductive skills, which heroic normals can and mortality. possess at the same levels as superheroes, which Many of these characteristics have become so provides situations for characters of every power much a part of comic books that they’re now the level to resolve. default approach to superhero storytelling, and Champions 17

this book discusses them elsewhere in more detail. It is in combination with the societal turmoil of the 1970s (as derived from that of the 1960s) that they form the basis of cam- paigns set in the Bronze Age of comics. Because many of these concepts and themes were fi rst articulated, if simply or crudely, in the later Silver Age, some of the elements and advice in this section apply to Silver Age Cham- pions campaigns as well (though perhaps not with full force). It’s also important to note the infl uence of comics’ maturity as a cre- ative art during this period. Starting in the 1970s and continuing to the present day, comic book creators were in the enviable position that new times did not require them to come up with new methods of storytelling or communication. Th e basic tools of comic book expression were in place. Should a comic book provide a lighthearted escape from the grimness of the real world, or an analytical look at that grimness? Either way was acceptable. Should the art be traditional and clean, or more stylistic and individualistic? Take your pick, so long human, and ordinary people fear the mutants. Still, BRONZE AGE as the result was good. Should the stories conform the mutants acknowledge a responsibility to protect CHAMPIONS CAM- to the Comics Code, or would it be better to venture ordinary people from the dangers of the world; they PAIGN GUIDELINES into more adult themes and events? Again, there must simply do so from a position of secrecy, hiding AND STANDARDS was no right answer, except that what was produced their strangeness from the world whenever possible, Bronze Age Champions should be interesting. and working against the forces of fear and prejudice campaigns are usually Starting in the Bronze Age, the comics increas- that threaten to alienate or destroy them. Standard Superheroic ingly began to mix genres, cross characters over One advantage to the mutant hysteria element, games, with player char- acters built on 200 Base between settings that would have been considered especially if used as the basis for a campaign, is this: the characters, hunted and feared by society at large, Points + 150 Disadvan- incompatible, and showcase characters who would tage points (sometimes not have been considered able to sustain entire have to cooperate and bond with one another. In fewer Disadvantages, comic books in previous years. Th e two major other words, the GM doesn’t have to do much work earlier in the period, comic book producers allowed some of their char- to make the PCs form a superteam; mutant teams or in games focused acters to meet (in a curious netherworld where the in such an environment tend to become tightly-knit on specifi c trends or groups. themes). Characters two universes’ histories were assumed to be one) in typically have around adventures that were carefully managed to showcase A corresponding disadvantage is that it’s easy for PCs to become overwhelmed by the paranoia 50-75 Active Points in both sets of heroes equally. Characters from fantasy most powers, CVs of 7- settings with no connections to the superhero uni- that’s a part of such stories. Knowing that the world 13, and SPDs of 4-8. verse nevertheless showed up for guest shots. Th e is out to get them, that no matter how much good protagonists of horror series increasingly interacted they do, most people will still see them as monsters, with superheroes. eats away at the enjoyment experienced by some Bronze Age Champions campaigns oft en con- players. It takes care and forethought to sustain a cern themselves with these events, elements, and positive outlook under such circumstances. trends: Note that the label of “mutant” serves as a con- venient stand-in for any sort of racial or cultural MUTANT HYSTERIA prejudice. You can substitute any sort of distinction Th e idea for the mutant hysteria story (or cam- that might lead to characters having both powers paign) is simple: some or all of the PCs (or perhaps and subtle (or not-so-subtle) distinctions from the some of their close friends) have powers because rest of humanity. Th ey could be genetically engi- they are mutants — humans with genetic character- neered, or near-human aliens who have tried to istics not possessed by any of their ancestors. Th ese settle peaceably in human communities, or the last powers make them superhuman or other-than- survivors of Atlantis, for instance. 18 HERO SYSTEM 5TH EDITION

EXAMPLE MUTANT Incorporating Mutant Hysteria Into tal Control to refl ect various applications of that POWERS Your Campaign single power. In the comics, “mutant Here’s some advice for GMs who want their Once your mutant is in play, you need to powers” can encompass campaigns to focus, in whole or in part, on the maintain the proper attitude. It’s easy to give in, and just about anything. mutant hysteria element: return hatred for hatred — but that’s not the way Here are a few examples: Set Appropriate Campaign Guidelines. If the players heroes act. A hero needs to rise above that sort of are to design characters who are mutants — heroes thing and lead by example. Giving in to destruc- Psychokinetic with natural powers, rather than powers derived tive emotions will only give the anti-mutant forces Paralysis: Th e charac- from Foci or training — they need enough Charac- fuel for the fi re of their own hatred, so PCs need to ter uses his telekinetic ter Points to build a character whose powers have have appropriate Psychological Limitations (such powers to hold an oppo- as Code Of Th e Hero, page 67) that allow them to nent motionless. relatively few Limitations. (Of course, the point total also depends on how powerful you want the maintain the right frame of mind. Entangle 6d6, 6 DEF, Takes No Damage From heroes to be; characters in some mutant hysteria THE TIMES, THEY ARE ACHANGIN’ campaigns may have just one or two powers each.) Attacks (+½) (90 Active A Bronze Age Champions game can confront You should also consider establishing rules that Points); Cannot Form social and cultural issues more directly than Barriers (-¼ ), Suscepti- refl ect the characters’ mutant nature — for example, through the metaphor of mutant hysteria, simply ble (Entangle dissipates maybe all PCs have to take a Distinctive Features by concentrating on stories involving the troubles instantly if character is Disadvantage because government agents can Stunned, Knocked Out, and changes experienced by society during this detect them with special scanners, or must all have or Killed; -½). Total cost: time. Such a campaign would naturally put its char- a Vulnerability of some sort. 51 points. acters through a succession of moral quandaries Let Character Actions Create A Subculture. From the and other dilemmas. Some examples: start of the campaign, it’s helpful to let the players Shadow Invisibility: Th e ■ Superheroes are asked to help with a covert mili- character has a short see that their actions are helping create a sort of tary mission overseas, a mission that might involve layer of dark fur grow- mutant subculture. Th ey may help another mutant killing (regardless of characters’ Codes Versus Kill- ing from his skin that successfully hide in normal human society, and ing), lying (altering details of the mission’s events makes him almost then run into him again and discover he’s surviv- impossible to see in and outcome to preserve morale and plausible ing and adapting well; he may even be able to help shadow or darkness. deniability), and futility (attacking the symptom of them from his position of comparative security. Invisibility to Sight an important problem rather than its underlying Normal people whom the mutants help may not be Group, Reduced Endur- causes). ance (0 END; +½ (30 able directly to oppose the social or governmental Active Points)); Bright forces that oppress mutants, but can covertly take ■ A sidekick, younger sibling, or friend of one of Fringe (-¼ ), Requires A action on the mutants’ behalf. In short, though the the player characters becomes addicted to drugs. Stealth Roll (-½), Only culture in general may be as dangerous to mutants Whether the addict NPC gets cleaned up, persists Works In Shadows And as occupied France was to Allied spies, the charac- in his habit, or dies, the amount of drugs on the Darkness (-½). Total streets does not change. No matter how many sell- cost: 13 points. ters’ own actions should help create the mutant-era equivalent of a French Resistance, which in turn ers the heroes bust, there are always more. Even helps the campaign world seem a less dark and for- if they damage sites of drug production, there are Uncontrollable Eyebeams: bidding place. always more. Th e heroes discover that only fun- Th e character’s eyes damental social changes can reduce this problem constantly emit beams Consider A Campaign With A Conclusion. If there is — despite all their powers, they are helpless. of powerful energy, some force other than simple human prejudice at making him a danger work in making mutants a hated segment of soci- ■ Superhumans, unless they are of a particular age to everything around ety, a story arc or campaign could be designed as a or born to the streets themselves, fi nd themselves him. He can control increasingly out of touch when fi ghting crime, and this power through the mini-series or maxi-series with a specifi c conclu- use of special high-tech sion — the defeat and elimination either of the have to discover some way to get back in tune with glasses or goggles, but if mutants or of the conspiracies that have driven things if they are not to become baffl ed dinosaurs they’re taken away he’s them into hiding. It could be, for instance, that spouting cliches while wearing out-of-fashion cos- in trouble. (Th is power another group of mutants has taken over the gov- tumes. requires the GM’s per- ernment and is trying to purge all potential rivals, ■ mission because of the Th e heroes fi nd themselves drawn into some way it partly buys off the or that when the PCs defeat a suffi ciently awful sort of social protest — for example, perhaps they Always On Limitation.) menace (and do so before the eyes of the world covertly help a group of striking workers to emerge Energy Blast 12d6, press, with appropriate heroism and self-sacrifi ce), victorious from their confrontation with manage- Reduced Endurance they turn public opinion away from the anti- ment, or help keep a civil rights rally safe from (0 END; +½), Persis- mutant forces. those who would cause the activists harm. tent (+½) (120 Active Points); Always On (-½) Playing Th e Mutant Hysteria Element ■ In the post-Watergate era, the PCs fi nd them- (total cost: 80 points) Obviously, you’ve got to create a character selves confronting issues of political corruption and buy off the Always who’s a mutant. Don’t show up to the game with during their adventures. On eff ect (40 Active a character whose powers derive from a suit of ■ Points); OAF (special Social advocacy groups — rightly or wrongly powered armor, or who’s a super-mage. Th e name — decide the heroes’ team is insuffi ciently racially glasses; -1) (total cost: of the game is mutant hysteria, so make sure your 20 points). Total cost: integrated, discriminates against women, or exerts 100 points. character fi ts the bill. Many characters should have more force when capturing non-white suspects a single overarching power — “I can fl y,” “I can than white ones. Th e heroes may fi nd themselves become invisible,” “I can shoot energy beams from the object of public scorn, picket lines, or oppo- my eyes” — perhaps with a Multipower or Elemen- sition from the government and socially aware Champions 19

organizations, causing them endless trouble as they Maintain Some Perspective. Champions is just a ENDURING FADS perform their crimefi ghting activities. game, and should never be something that gets A disclaimer: Many fads ■ Th e heroes, in their private lives, fi nd themselves people overly upset about in-game events. Roleplay do endure, though usu- confronting the consequences of their personal your character well, but don’t start insulting other ally with a reduced audi- PCs, or take off ense when the presentation or reso- ence or fan base. Some decisions. For example, a hero and heroine living of the fads mentioned together (but not married) may feel pressure from lution of an issue doesn’t agree with your personal opinions. A little perspective helps keep the game in the text are still with their families, clergy, and NPC friends to stop us and will continue to “living in sin.” as entertaining as it’s supposed to be. be; they constitute “fads” FAD SHOWCASE when they are at the peak Of course, society has corrected few (if any) of of their popularity and Since the advent of comics, pop culture fads these problems in the decades since comic books attract the attention of have always made their presence felt in comic the general population, fi rst began looking at them. Th ey’ve just become books. But in the 1970s, fads tended to defi ne the then becomes “hobbies” such an ingrained part of our awareness that there occasional title. For instance, as the West developed or “subcultures.” So to is less motivation to showcase them in superhero describe, say, an inter- an awareness of and interest in Asian martial arts, adventures. est in Asian martial arts entire series debuted dealing with martial arts as a fad is not to insult Incorporating Social And Cultural Issues Into superheroes. When disco dominated the music air- it, because there was a Your Campaign waves, a disco-singing mutant made series appear- period of time when it Here’s some advice for GMs who want their ances out of proportion to her super-abilities or was a fad. Now that most campaigns to focus, in whole or in part, on social genuine story value. members of the general public have either lost and cultural issues: Incorporating Fads Into Your Campaign interest or become so Assemble A List Of Issues. You’ll fi nd it helpful to If you want your campaign to focus, in whole familiar with it that it no have a list of the social issues you’d like to address or in part, on the “fad” element, try to keep it light. longer has any curiosity in the course of the campaign. Th en, you can pri- value, it has ceased to be When fads appear in comic books, the fact that a fad and has become a oritize it into categories of issues; some will be they are destined to last only a short time tends not specialized interest. themes that pop up throughout the course of the to be evident to the reading audience. But when ’Nuff said. campaign, some will be the focus of plotlines that they’re implemented in roleplaying campaigns, the dominate the campaign for several episodes in a participants know about their ephemeral natures. row, some will be subplots that aff ect, at most, one For this reason, if you want to run a story, char- or two play-sessions. acter, or entire campaign centered around what is EXAMPLE FAD POWERS Cut Up The Meat. Remember, no one likes to be obviously a fad, there’s very little reason to make it Interested in playing a lectured to. Th e purpose of off ering up social issues a grim, serious one; everyone is going to participate with tongue in cheek. So, regardless of the era in Bronze Age Champions in this sort of campaign is to illuminate rather fad-based superhero? than irritate. Use the social issues as the genesis of which it takes place — whether the fad is poodle Here are a few ideas for stories, and then remember that the PCs, not the skirts, Hula-Hoops, high camp, bell bottoms, disco, you: social issues, are the most important element in break-dancing, ninjas, in-line skates, or even role- playing games — it’s best to play such campaigns your campaign. Get Down Tonight!: With for humor value, even if the characters are com- Let The PCs Make A Difference. this power, a disco- Most of the prob- pletely straight-faced and unaware of the comic lems campaigns like this focus on are not ones themed character can potential of what they’re doing. project a deafening burst superheroes can simply solve through the fl exing of of pure disco music, alien muscles or fi ring of plasma blasts. But if the Playing Th e Fad Element backed by a blinding PCs are not to feel completely useless (and that’s If you’re playing in a game that uses the fad disco lightshow. never an appropriate state of aff airs for a Champi- element, consider picking up that particular ball Sight and Hearing Group ons campaign), they must be able to achieve some and running with it. Choose a fad that’s always Flash 7d6, Reduced successes — such as helping individuals, even when interested you — perhaps it’s become your own Endurance (0 END; +½). they cannot cure social ills in a comprehensive hobby, or maybe it simply appeals to you because of Total cost: 60 points. fashion. its silliness — and develop a character around that theme. It will certainly set your character apart! Rocketboard: A skate- Playing Th e Social/Cultural Element Th ousands of gamers have played Champions char- boarding-themed charac- Here’s some advice for players participating in acters based around concepts like “super-strength” ter might use this super- campaigns emphasizing social and cultural themes: or “incredibly skilled gadgeteer,” but how many can tech skateboard, which Showcase Differences Of Opinion And Moral Quan- claim to have played characters with skateboarding not only travels with microjet-assisted speed, dries. Society as a whole is going through turmoil powers or abilities derived from Rubik’s Cube? but uses special tires to because there are many wildly diff erent perspec- REVISIONIST PLAYHOUSE PRESENTS ride straight up walls! Th e tives on societal problems, the media provides GM may require a PS: more opportunities than ever before for showcasing As comic book fans from the ’40s and ’50s Skateboarding roll if the those perspectives, and most of those perspectives became comic book creators of the ’60s and ’70s, character wants to per- have at least some merit. Th e PC team should refl ect there was an increased interest in establishing a form unusual stunts, like wall-riding or jumps. this in part by having characters whose opinions, more credible continuity in the comic book worlds. and approaches to problem-solving, also diff er. As For instance, if a character had had two mutu- Flight 20”, Reduced ally incompatible origin stories, these continu- Endurance (½ END; +¼ the PCs learn to work together, the changes within ) (50 Active Points); OAF the group will mirror the changes they want to ity-minded creators released a story explaining (-1), Only In Contact create in society. the incongruity. If a superhero’s fi rst comic book With A Surface (-¼ ). title was cancelled in 1949, and then had a new Total cost: 22 points. 20 HERO SYSTEM 5TH EDITION

IRON AGE one begin in 1961, the creators concocted stories ture are coming back to haunt them; discovering CHAMPIONS explaining where he was and what he was doing in that powers defi ned as magical abilities are actu- CAMPAIGN the dozen years in between. ally mutations, or vice versa; discovering evidence GUIDELINES AND As time went on, these revisions became more this reality is nothing but a virtual reality experi- STANDARDS and more elaborate. Were several characters who ence from another “real world;” discovering that Iron Age Champions had their own individual titles active during World one’s own memories are false, created in a lab and campaigns are usually War II? Th e revisionist creators might put them planted in a robot or synthetically-created human; Standard Superheroic together as a wartime superhero team and describe and so forth. games, with player char- their exploits during those years. Did a character Note that this sort of campaign is best-suited acters built on 200 Base experience a personality or procedural change in to players who like to have their emotional chains Points + 150 Disadvan- 1969? Th e revisionist creators might explain that yanked; if that’s not the most common type of tage points (sometimes fewer Disadvantages, the original hero with that name had disappeared player in your campaign, the Revisionist Playhouse earlier in the period, and been replaced by a lookalike — and now, Presents approach is probably not best for your or in games focused decades later, the original has returned from sus- campaign. on specifi c trends or pended animation to reclaim his name. Playing Th e Revisionism Element themes). Characters Th ese cleanups and elaborations on longstand- If you’re playing in a campaign with a revision- typically have around ing superhero settings are not precisely the sort of 60-80 Active Points in ism element, consider creating a second-generation hook a GM should hang a campaign upon, but they most powers, CVs of 7- superhero as your PC (assuming the GM doesn’t might make a good basis for a subplot or story arc 13, and SPDs of 4-10. require that in the fi rst place). Whatever your — and you can orient any Champions campaign character’s special eff ects and powers, he should around the sort of tone and attention to detail that be a second- or third-generation super, inherit- sort of continuity requires. DARK CHAMPIONS ing powers or heroic motivations from an earlier Th e term “dark heroes” Incorporating Revisionism Into Your Campaign hero (or even villain). Don’t build too much angst used in this section dif- Here’s some advice for GMs who want their or anguish into the character’s emotional makeup; fers from Dark Cham- campaigns to focus, in whole or in part, on this sort events of the campaign itself will provide those. pions, the designation of revisionism: used by Hero Games for its modern-day Create A World With A Superhero History. Decide action/adventure genre when the campaign will be set, then establish that THE IRON AGE line. “Dark Champions” the world has a history of superheroics going back All of this brings up to the modern era of comes from the supple- twenty, forty, sixty or more years, whatever you ment that originally comic books and superhero campaigns — the era, described this type of prefer. Th is should be the sort of history one would perhaps not coincidentally, in which superhero gaming, and the name derive from the superheroes’ own press releases roleplaying appeared. Because Champions and was chosen because the and press conferences — upbeat, confi dent, with other superhero roleplaying games fi rst hit the supplement was con- historical fi gures’ heroic motivations. However, market during the late Bronze Age, and became ceived of as a source- it shouldn’t be extremely detailed (the characters truly popular during the Iron Age, the Iron Age book for Champions, might know, for instance, that the Crystal Duke rather than a separate emphasis on continuity, detailed stories, and com- genre book. Th e Dark helped people escape the famous Boston night- plex characters tends to infl uence the way gamers Champions line does, club, the Cocoanut Grove, when it burned in 1942, approach the genre. in fact, cover costumed but not what he was doing there, whether he was Th e Iron Age, like the Bronze Age before it, crimefi ghters such as injured, or the like). continued the themes and trends shown in its Marvel’s Punisher or immediate predecessor, pushing them further and DC Comics’s Vigi- Create Layers Of Truth, Half-Truth, And Falsehood. lante, and so the name Having established the publicly-known history as exploring them in more detail. “Graphic novels” remains an apt one; a skeleton for the campaign background, you can — lengthy, oft en serious, self-contained comics characters like that don’t now go in and provide the truth behind all those — fi rst made their appearance, usually featuring receive too much cover- details, and the truth should oft en be nothing elaborately-craft ed stories light-years ahead of age in this book for that like the events recorded in all the history books. standard superhero comics in terms of sophistica- reason. Th e Dark Cham- Th en, as the new generation of heroes — the PCs tion and creativity. Whereas Bronze Age comics pions line also delves sometimes addressed somber social issues, Iron into related subjects — begin their own adventures, they’ll gradually like espionage games, come across evidence that the shiny, happy world Age comics became really grim, emphasizing soci- law enforcement games, they know is not the truth, and that their lives and etal decay, excessive violence, amoral “heroes,” and technothriller games, happiness rest atop a scabby layer of lies, mysteries, other trends and themes dismaying to fans of more and so on. Superhu- and sorrows. traditional “four-color” superhero stories. mans are rare, carefully Switches and mysteries you can throw at your But this wasn’t precisely a period of “anything defi ned, or nonexistent goes.” Instead, the comic book creators were con- in such games. “Dark players include: fi nding out that a character’s par- heroes,” in contrast, ents aren’t actually his biological parents; or that tinuing a trend begun in earlier decades, one of refers more to true the mother is, but that the child is the result of an creating worlds that observed continuity between superhumans who share aff air or a tragedy; learning a super-parent had a characters and between titles more carefully than some of the outlook and double life (hero by day, villain by night); discover- before. Th is trend observed a fairly simple logic: methods of Dark Cham- ing that an ancestor’s death, presumably an acci- if something bad happened to the Golden Gate pions vigilantes. dent, was actually murder; learning that all the new Bridge in one character’s comic book, then rami- heroes’ parents, a superteam of a generation ago, fi cations of that event should aff ect any other title were involved in an adventure whose details are so taking place at the same place at approximately the painful or frightening that the few survivors won’t same time. If one series made it clear the U.S. was discuss it, and now the consequences of that adven- experiencing a wave of mutant hysteria, then other Champions 21

Ongoing Confl ict Between The Supers And The Law. “FOUR-COLOR” Dark superheroes become judges, juries, and some- VERSUS “DARK” times executioners in their struggle with crime. Iron Age Champions Even if the campaign is set in an era when super- games oft en tend to heroes are well-established and generally have feature characters who good relations with the authorities, the vigilante are grimmer, grittier, hero tends to be an exception, someone sought and more “realistic” than by the law as much as the criminals he hunts. the heroes of the earlier periods (particularly Exploration Of The Concept Of “Hero.” Iron Age Golden and Silver). Th ey comics oft en delve into the subject of what are generally referred to constitutes a “hero,” and what it takes to be one as “dark,” even though their costumes can be and act like one. Th ey oft en do this by showing just as gaudy as earlier that just wearing a costume isn’t enough — Iron heroes’, because of their Age heroes may be rather pathetic, ineff ectual, or harsher, more practi- mentally disturbed in either of their identities. cal attitudes. Th is term It’s oft en by rising above those diffi culties, and also stands in contrast even by ceasing to hide behind a mask, that to “four-color,” a des- they truly become heroic. ignation oft en applied to Golden and Silver Small, Private, Hidden. Many Iron Age Age heroes and deriv- comic books concentrate on a single ing from the four superhero. Th is isn’t necessarily practical colors used to print the comics of those peri- in a roleplaying campaign, but even ods. A four-color hero so, it’s helpful to keep the size of typically stands for the an Iron Age Champions dark “Truth, Justice, and the hero team low — it’s counter- American Way” sorts of productive to have NPC heroes ideals and approaching in the team. All heroes in the team to superheroing that should be good at stealthy skills, and have a people so oft en associate with the genre (see Code number of escape powers or gadgets ready so Of Th e Hero, page 125- the law won’t catch them. 30), whereas the dark Concentration On Crime And Society’s Ills. Dark heroes of the Iron Age may scorn such ideals hero stories and campaigns oft en take place not in as foolish, and/or adopt shiny supervillain bases or master villains’ orbiting more “realistic” methods satellite headquarters, but in the city streets. Th ere of crimefi ghting. titles may be supervillains, but they’re more likely to be — even predators or muscle for organized crime, or villain- those that did not ous agencies more like true organized crime groups deal specifi cally with mutants or government conspiracies, than they are to be — would make note of this important change in masterminds or world-smashers. Many of these American society. By the same logic, if one comic dark stories should involve crime and its eff ects on book explored the adventures of vampires or vam- the community rather than more exotic evils; the pire hunters in the publisher’s main universe, then whole campaign may have a dark, moody fi lm noir there were vampires and vampire hunters in that quality to it if the GM and players prefer. universe; they could show up elsewhere. Th e result was a setting that seemed bigger, more complete, Potential For Greater Violence And Lethality. Th ough more realistic — despite the presence of essentially some dark heroes have a Code Versus Killing (page unrealistic elements such as superheroes. 67), at least as many have a more practical outlook Iron Age Champions campaigns oft en concern on the elimination of crime: a crimefi ghter with themselves with these events, elements, and trends: a .44 Magnum is somewhat more eff ective than one without, and a criminal with a .44 Magnum DARK HEROES slug in his chest is less likely to harm an innocent Th e modern era of comics featured the rise bystander. Similarly, superheroes with powers like of truly “dark” heroes — many so dark that even the ability to turn their hands and fi ngers into referring to them as “heroes” sometimes becomes razor-sharp blades crop up frequently in the Iron problematic. Some are vigilante crimefi ghters who Age, whereas they were virtually unheard of in ear- pit intellect, gadgetry, skills, and an all-too-human lier periods. If the GM and players like it that way, body against the forces of crime... and, oft en, the the campaign can feature hero-villain battles that law. Others are true superhumans, with the usual are far more bloody and permanent than normal array of awesome powers, but whose attitudes and Champions campaigns; Iron Age stories oft en crimefi ghting methods have more in common with explore the theme of violence and its consequences costumed vigilantes than purely four-color super- (both for the heroes, and for the NPCs and settings heroes. around them). Some of the characteristics of these darker Style Over Substance. In Iron Age Champions cam- comic book stories include: paigns, particularly those with a darker orientation, 22 HERO SYSTEM 5TH EDITION

EXAMPLE IRON a character’s style and attitude matter as much as supervillain is killed, the coroner needs laser scal- AGE POWERS his powers or actions. Costumes become even more pels and buzzsaws to cut through his super-dense Here are a few powers revealing and overtly sexy than ever before, with skin to perform the autopsy. Th e “realism” angle appropriate for many leather, metal, and chrome appearing more and oft en appeals to gamers, since it allows them to Iron Age Champions more frequently. Tattoos, piercings, mohawk hair- make use of their own knowledge of sciences (both characters: cuts, blades, spikes, and other such “fashion acces- hard and social) when discussing or exploring sories” also become a part of the superhero ward- issues related to superhumans. robe. Even those characters who have truly heroic Bikerwear Costume: Th e Incorporating Realistic Superpowers Into character’s costume con- attitudes tend to hide them behind embittered or Your Campaign sists, in whole or in part, callous facades. of sturdy leather, bits of Here’s some advice for GMs who want their metal, spikes, and the like Incorporating Dark Heroes Into Your Campaign campaigns to focus, in whole or in part, on the real- — all cut and shaped for Here’s some advice for GMs who want their ism element: the most fl attering eff ect, campaigns to focus, in whole or in part, on the of course. Consider The Implications. When you design a “dark heroes” element: supervillain, or use him in the game, consider the +2 COM (1 Active Point); OIF (-½) (total Consider Human-Level Origin Sources. You might implications of his actions on the world around cost: 1 point) and Armor wish to mandate that all characters take the Normal him. If he wants to build his secret headquarters (2 PD/2 ED) (6 Active Characteristic Maxima Disadvantage (perhaps for on an artifi cial island in the Pacifi c, how does he Points); OIF (-½) (total no points). More characters than ordinary may obtain the materials, get them to the construction cost: 4 points) and HKA confi ne their powers to martial arts and gadgetry. site, and hide the island from spy satellites? Instead 1 point, Continuous (+1), of having super-battles in the city be fairly antisep- Damage Shield (+½), Prepare For Lethality. Given the greater lethality in Reduced Endurance (0 Iron Age Champions campaigns, you should plan tic, emphasize the damage done to the scenery and END; +½), Persistent to replace villains and enemies on a fairly frequent innocent bystanders — perhaps by requiring the (+½) (17 Active Points); basis. In some cases, a villain identity may progress heroes to use their powers for fi refi ghting or ambu- OIF (-½), No STR Bonus from one NPC to another (as one adopter of the lance detail aft er the battle’s won. (-½) (total cost: 8 points). Total cost: 13 identity dies, another person takes his place), but Consider The Civilian Point Of View. Some of the best points. usually you have to create new villains and intro- comics of the Iron Age look at superheroing not duce them into the campaign. from the heroes’ perspective, but from the perspec- tive of the “ordinary joe” who sees or encounters Distracting Costume: Th e Playing Th e Dark Heroes Element the superheroes as they fi ght crime and save the character’s costume is Here’s some advice for players to help them world. In some cases, the ordinary joe even gets particularly fl attering emulate the dark heroes “feel” and themes: and revealing, making it caught up in their adventures, perhaps to chronicle harder for his opponents Ask About Codes Versus Killing. Before play begins, them or become “sidekick for a day.” Find ways to to fi ght eff ectively. fi nd out whether the campaign will be a bloody one impress upon the PCs how they (and their actions) +20 PRE (20 Active or not. If so, it’s best not to design your character appear to average citizens. Points); OIF (-½), with a Code Versus Killing, and to consider taking Only To Make Seduc- more Killing Attacks than Normal Damage-based Playing Th e Realism Element tive/Friendly Presence powers. Here’s some advice for players to help them Attacks Solely For maintain the feel of “realism” in Iron Age Champi- Purposes Of Causing Consider Skills As Much As Powers. Even if your ons stories. Target To Delay His character has superpowers, many Iron Age Cham- Actions In Combat (-1), pions supers focus as much on Skills as on Powers. Consider The Implications. Even more than the GM, Only Versus Targets Of the players should consider the implications of Appropriate Gender And You may want to design your character with this in mind. their powers and actions — since they are, aft er all, Sexual Orientation (-1), on center stage throughout the campaign. A little Only Works Once Per Pay Attention To Your Character’s Appearance. Come time spent during character creation to determine Target Per Scene up with a costume that fi ts the aesthetic of the era. (-½). Total cost: 4 points. the nature and ramifi cations of a character’s powers De-emphasize gaudy colors and capes in favor of is a good start. Th en just keep that information darker hues, leather, and bits of metal. in mind when the characters enter play and fi ght Haywire: Th e character can make computers Think Practical. Consider discarding the usual Silver crime. malfunction just by Age-derived thought patterns about how superhe- Consider Lower Defenses. For games that want touching them. roes act — abandon the four-color perspective for a to emphasize the violence and bloodiness of Drain INT 3d6 (30 darker, grimmer, more practical outlook. Approach many Iron Age comics, having lower than normal Active Points); Only On crimefi ghting more like a soldier or renegade cop amounts of defense (particularly Resistant Computers (-1). Total than like a funnybook character. Defenses) may be appropriate. cost: 15 points. REALISTIC SUPERPOWERS Razor Fingers: Th e char- In past eras, comics creators oft en didn’t worry acter can transform his too much about the “realistic” implications of, or fi ngers into razor-sharp explanations for, superpowers. By the Iron Age, blades. more and more creators had begun to think about, HKA 1d6 (up to 2d6 and explore in their stories, what superpowers with STR) (15 Active “would really be like.” Superhero combats became Points); Only In Heroic bloody, with lots of collateral damage. If a super- Identity (-½). Total cost: 10 points. hero picked up a building, sewer pipes and gas lines get ripped up, causing fl oods and fi res. When a Champions 23

to create characters who belong to the setting rather MORE UNUSUAL PERIODS than anticipate eras to come. For example, creating a Th e campaigns described above might all be gadgeteer character with “steampunk” technology is considered “mainstream” superhero campaigns; probably appropriate; trying to invent the Internet a they all take place in superhero worlds tied strongly century early is not. to the history and culture of the real world, with If Your Character Has A Superpower, He Should Have super-events running parallel to largely unchange- Only One. Many Victorian Champions adventurers able real world events. But other types of Champions are like pulp heroes — more-or-less normal folks campaigns — ones venturing further afi eld in theme with the right attitude, skills, and equipment. But and setting — are possible. some are true superhumans, possessing powers beyond mortal ken; Dr. Jekyll and the Invisible Man both fi t this description. You should keep in mind Other Historical Periods two things about such superhumans if you want to Th ough many comic book creators and the design a character like that. First, they tend to have designers of superhero RPG universes assume cam- just one superpower (or a group of very closely paigns follow the standard model (superheroes fi rst related powers), and oft en that power has severe appearing shortly before World War II and more Limitations or drawbacks. Hawley Griffi n, the Invis- appearing in the years since so that there are few ible Man, didn’t have a list of “Invisibility Powers” or no periods where no active supers exist), there’s — he was invisible, and that was all. Furthermore, no regulation saying you have to defi ne your own only his body was invisible; anything he wore or Champions campaigns that way. If the GM and carried remained visible, thus signifi cantly hamper- players are fond of a specifi c historical period, they ing him at times. Second, their powers tend to be can create a campaign in which supers fi rst appear low-powered — no more than 40 Active Points, as during that time. indicated above. VICTORIAN CHAMPIONS GREAT WAR CHAMPIONS Th e last quarter of the nineteenth century is a World War I is another intriguing period for wonderful time to set a superheroes campaign. Th e superhero emergence. It had many of the charac- British Empire was ruled by Queen Victoria, who teristics of World War II, including military clashes lent her name to an entire era, and was in the last between mighty nations (and without the insane great period of its expansion. Th e United States was racial overtones that led to the Holocaust) and still recovering from the events of the Civil War, the related espionage. It was an era of inventors and period generally thought of as the Wild West was inventions, with the emergence of tanks, subma- in full bloom, and American Indians were engaged rines, and airplanes as eff ective weapons of war. in a losing fi ght with the forces of the U.S. govern- Th e guidelines and advice for Victorian Cham- ment. Japan’s isolation had been broken only years pions, above, apply to Great War Champions cam- before and that nation was still adjusting to greater paigns as well. interaction with the rest of the world. Fictitious characters such as Sherlock Holmes, Professor Chal- lenger, Captain Nemo, Phileas Fogg, Dr. Jekyll, the Alternate Histories Time Traveler, the Invisible Man, and Bram Stoker’s Earlier, this chapter discussed characteristics interpretation of Vladislas were appearing of superhero campaigns as they would be if they in print. followed the models shown in major comic books Running A Victorian Champions Campaign published over the last sixty years. But you can If you want to run Victorian Champions cam- separate historical events from tone and style, and paigns, it pays to learn about the era — history, separate the type of campaign from historic period, culture, costume, entertainments. (Th e same can anyway you want. Such a campaign is entertaining be said, of course, about any other campaign fi rmly for a GM who likes to put his characters through grounded in a specifi c historical period.) Since adventures in a fantastic environment that is cultur- you’re trying to simulate a “dramatic reality,” it also ally very unlike our own, and for players who enjoy helps to read the works of Doyle, Wells, and Verne, exploring “what ifs.” among others. For instance, instead of having a campaign set Victorian Champions campaigns typically fea- in the 1960s work as described above, you could ture Low-Powered Superheroic characters — oft en have it be the dawn, rather than the second or third built on as little as 100 Base Points + 100 Disadvan- generation, of the age of superheroes. Instead of it tage points. Characters typically have around 30-40 being a time of social turbulence, the same events or Active Points in most powers, CVs of 5-8, and SPDs forces that caused superheroes to appear in the fi rst of 3-5. place could have a major eff ect on society, making it very diff erent from what we experienced in the real Playing In A Victorian Champions Campaign world. Th e presence of superheroes could have led Keep Anachronisms To A Minimum. Unless the GM to the Vietnam War being avoided completely and is running a lighthearted campaign, anachronistic could have allowed the cheerful Father Knows Best actions and speech detract from the period fl avor complacency of the 1950s to continue for decades, of the campaign rather than add to the humor. Try leading to a very diff erent sort of 1960s campaign. 24 HERO SYSTEM 5TH EDITION

Or, a campaign set in the modern world could derive from the assumption that the fi rst Peculiar Settings superheroes were the heroes of Greek mythology, Finally, superhero campaigns don’t have to be and that there has been an uninterrupted history set within recognized Earth history at all. Some of superhero activity since then. By tradition, all could take place in the far future, in realms of outer superheroes are protectors or champions of specifi c space so vast that Earth is an undistinguished cities, tribes, or races, warriors for their cultural player, or in other dimensions where Earth is identities rather than defenders of larger concepts unknown. of good or evil, and clashes between supers would be as common as confl icts between the cities they GALACTIC CHAMPIONS represent. Owing to whatever forces cause parallel Whether it is because the campaign is set in universes to appear similar to one another more the far future or because the campaign’s heroes than they logically should, nations with the names have accepted the same responsibility toward galac- of the United States of America, Iraq, and Zimba- tic civilization that most player character groups bwe could have developed, but they would be very only accept toward the Earth or their own cities, diff erent in government and temperament than the the heroes of a Galactic Champions campaign travel nations we know in the real world. throughout the galaxy, protecting it from dangers. You should run an alternate history campaign Galactic Champions campaigns (sometimes in the same way you’d run the nearest equivalent also known as “C3K campaigns,” for Champions mainstream Champions campaign. However, you 3000, since many tend to be set around the year should decide how your variations on historical 3000 AD) has some of the same strengths as events aff ect later events to come. For instance, the “Inner and Outer Space” element/campaign you might decide to run a campaign based on the described above, in that it allows the GM to impart notion that England won America’s war for inde- a sense of wonder by introducing the PCs to all pendence. So, in the twentieth/twenty-fi rst centu- sorts of new worlds and new species. But its pri- ries, there is no United States. Th e former Colonies mary purpose is not exploration — as with most would have a diff erent name and be another nation Champions campaigns, a Galactic Champions game in the still-thriving British Empire. World history is about crimefi ghting, albeit on a much greater would be tremendously diff erent than the history scale than normal. we know, and you’ll have to spend a considerable amount of time and do a considerable amount of Running A Galactic Champions Campaign work as you decide where history has led up until Here’s some advice for GMs who want to run the point the campaign begins. Galactic Champions campaigns: Champions 25

Build The Skeleton For Your Galaxy. Th e task of cre- little exploration has been conducted? Who built all ating an entire galaxy as a campaign setting may those buildings, which seem to be something like seem daunting, but it’s not if you break it down into temples but apparently were never occupied, about smaller tasks and accomplish them one at a time. 300,000 years ago at points scattered throughout the Th e fi rst thing to do is to design a general frame- galaxy? Why are so many species obviously related to work for galactic civilization; then, as players build humans — did someone seed the galaxy billions of their characters and you put them through adven- years ago, and if so, which planet is the origin of the tures, you can begin layering in details. You may humanoid races? And so on. want to consult Star Hero, the HERO System genre It’s “Superheroes,” Not “Super-Ships”. One important book for science fi ction gaming, for additional thing to remember is that a campaign like this is information and advice. still supposed to center around its player characters, Th is framework should include these details: so it’s a bad idea to put together tasks that are most The nature and size of the galactic “empires.” In readily solved through application of a starship’s this context, “empire” doesn’t necessarily mean weaponry. Design adventures that can only be something ruled by a despotic emperor, it indicates resolved by individual superpowered heroes. any large collection of planetary systems belong- Think “Cosmic.” Since the PCs are supposed to be ing to the same governmental structure. (Do note, powerful enough to stop galactic threats, take on however, that when they actually are empires, the biggest starships, and deal with planetary prob- however wise or cruel their rulers may be, those lems, they need power — lots of it. Th e campaign rulers constitute really interesting NPCs for the standards should be closer to Very High-Powered or player characters to encounter.) It’s helpful to start Cosmically Powerful superheroes than to standard with a rough political map of the galaxy, drawing point totals and guidelines. in approximate borders for the frontiers of those empires. Th en decide on such matters as what type Playing In A Galactic Champions Campaign of government each one has (tyranny? regulated Think “Cosmic,” Too. Th e GM is giving you a lot of monarchy? democracy? plutocracy?), how they points to work with, so use them appropriately! interact with other empires, and whether they are Galactic Champions characters are usually not only dominated by a single species or bestow equal ben- powerful, but “self-contained” — they rarely rely efi ts to citizens of all species. on Foci or the like, but instead have innate powers. The key species. To make each empire more visually Mutants, mutates, and naturally-powerful aliens are distinct, you need to create anywhere from one to common; mystics, martial artists, and gadgeteers are three species who are most strongly associated with not (though many characters have technical skills, it. Th ese would be either the most numerous or the since technology is an important part of the cam- most privileged species belonging to that empire, paign setting). Many, if not all, can fl y and survive and each should have a distinctive appearance, a unaided in the vacuum of space. distinctive manner of speech, and a distinctive set of Stray Far From Home. Many of the PCs in a campaign special eff ects for its preferred types of technology such as this are aliens (i.e., not Humans), and it is (i.e., antimatter propulsion versus gravitic propul- normally permissible to create the sort of character sion versus ion drives, laser beams versus missiles you want and then assume that his unusual traits are versus electromagnetic pulse weapons). characteristic of one particular alien species. (Th e Standard levels of technology. How fast can space- GM, charged with fi lling in the details of an entire craft go? How much damage can their weapons do galaxy, does not usually mind the players helping out and take? How big can they be? You’ll have to settle by creating new species, so long as they fi t within the on the answers to these questions. As a basis for your tone of the galaxy.) Remember that your character decisions, remember that the Milky Way galaxy is is probably supposed to be a superhero even within about a hundred thousand light-years from edge the context of his own species. In other words, if to edge. Assuming you’ve set your campaign in the you’ve put together a super-shapechanger with the Milky Way or a comparably-sized galaxy, how long notion that he comes from a planet of shapechang- would you like it to take for a standard ship to go ers, it’s most appropriate for your character’s level of from one edge to the other? If you think that should shapechanging ability to be far superior to that of be a lifetime’s trip — say, 100 years — then ships others of his kind. should be equipped with 30 points’ worth of Faster- FANTASY CHAMPIONS Th an-Light Travel (1,000 Light Years/year). If you’d prefer for characters to move around more briskly, “Fantasy Champions” refers to a sort of mix with an edge-to-edge trip taking a year, then allow between Champions and — a fantasy- ships 44 points’ worth (128,000 Light Years/year). style setting in which superhumans/Superheroic- level characters exist. Many bodies of mythology Mysteries of the galaxy. It’s good to establish, early in that feature an extensive number of demi-gods and the process of constructing the galaxy, some myster- heroes descended from gods fi t this description, as ies for the characters to know about (and to establish do some fantasy settings where magic is so exten- that they’re of suffi ciently low priority that the PCs sive, powerful, and easily manipulated that virtually don’t immediately head off to explore them, leaving anyone can have a few “powers.” your planned adventures far behind). For instance, is In a Fantasy Champions game, almost all super- there life in the areas where radiation is so high that powers will derive, to one extent or another, from 26 HERO SYSTEM 5TH EDITION

magic. “Mutations” will actually result from the Let’s say you wanted to run a campaign set in experiments of mad wizards or gods, psionic powers the early years of the twenty-fi rst century, but have will simply be a form of magic rather than a discrete that campaign be much more like the comics of type of ability, and artifi cers and enchanted items the Golden Age. To do this, you’d probably want replace gadgeteers and gadgets. to establish that the very fi rst superheroes began Running or playing in a Fantasy Champions appearing in the 1990s. game is not that diff erent from running or playing in Since the Golden Age comics were less cynical a Galactic Champions game. Th e GM has to create a and more gung-ho than modern comics, you might fantasy world setting for the PCs to adventure in (just want to establish that the appearance of these like he has to create a galaxy for Galactic Champions), superheroes began to change things in modern and travel and exploration are frequently involved. world culture. Th e superheroes drew admirers by But instead of thinking “cosmic,” players and GMs the thousands, causing the formation of endless should think “wondrous.” Th e emphasis here is not numbers of fan clubs, and even a demand for more on awesome levels of power (even a Low-Powered wholesome entertainments. By possessing enough Superheroic character is already much more power- power and inhuman versatility to pretty much ful than a typical Fantasy Hero character), but on ignore demands by the governments to serve them amazing magical abilities and the wonders found in a in covert ways, the superheroes remain free of mor- world where magic is prevalent. Adventure and epic ally ambiguous obligations. quests are the themes, and the characters’ actions may Th e defi ning characteristic of Golden Age very well aff ect the entire world. comics was the interaction of superheroes and World War II, and to simulate that atmosphere, the GM will probably want to plunge the Earth into MIXING AND MATCHING another war. But the problem here is that no nation or group of nations today can really take the part Having seen all these diff erent periods and of the Axis powers. It becomes easiest for the GM types of campaigns, you can also consider ways to to have the war be a global defense against invaders mix and match their elements to please yourself. from space, invaders with their own super-powered Th is is actually not a diffi cult process. All you have champions. to do is decide on a set of traits from one period And so with a few simple steps — and a little described above and decide how they would be work to implement them — you can successfully implemented in another period. For example, it’s mix modern culture and history with Golden Age entirely possible to mix some of the elements of a comic book atmosphere. Silver Age campaign into a Bronze Age Champions game, or vice-versa. Champions 27 TIMELINE

imeline refers not to the timeline of world A related question, if you chose the third history but to the events, particularly super- option, is this: has the appearance of new supers hero and supervillain events, leading up to been regular since the fi rst ones appeared, or Tthe start of the campaign. Having decided on have there been long periods when no new ones the basic historical period in which to set his cam- debuted? If the latter, why? paign, the GM must come up with timeline details pertaining just to superheroes and supervillains (since the real world doesn’t give us very many of First Supers Appear Now these). For instance: Th is choice means the player characters are ■ What sources do superpowers come from? among the very fi rst supers to appear in the world. Th e advantage to it is the PCs feel extra-special ■ When did supers fi rst appear? (and justifi ably so). Th e characters know they’re ■ How many supers are there? super, head and shoulders above common human- ■ How have supers aff ected history and society? ity. Th eir players know in addition that these char- acters are the fi rst of their kind and will probably ■ What super-related mysteries are still unsolved? set the tone for generations to come. But there’s a downside, too. Since these supers are the fi rst, there may be no logical reason for SOURCES OF them to behave as supers in the comic books do. SUPERPOWERS For every one of the following questions, the GM has to implement an answer if he wants these con- Beginning on page 44, this chapter discusses ventions to appear in the campaign. the most common sources a campaign can use for the origins of its superheroes’ powers. Since those Why do supers wear costumes? Dressing up in a may aff ect the development of the timeline (for colorful or revealing outfi t to perform one’s aft er- example, mutations are rare before the develop- hours hobby is just a bit unusual, and you may need ment of atomic power), here’s a list of them: to give the players a good reason why their charac- ters do it. Here’s one possibility: a rich philanthro- Alien Species pist (probably an NPC) notices early on that meta- Extradimensional Energies humans are appearing and helps organize some of them into a team. But he is, or is aided by, a savvy Genetic Manipulation marketing and publicity expert who immediately Magic and Mysticism comprehends the virtues of instant visual recogni- Mutation tion by the public. (Alternately, he may recognize that a distinctive costume is something a hero can Psionic Powers trademark and exploit through the sales of post- Super-Science ers, action fi gures... and comic books.) It’s worth Supernatural Forces remembering that in many cases in the comics, members of brand-new super-teams initially wore Training the same costume design, sometimes with slight variations, before eventually exerting their inde- THE APPEARANCE pendence and choosing unique designs. Why do supers use code-names? Code-names, in OF SUPERS association with costumes, were originally intended chiefl y to protect the superhero’s identity, making Having determined what sources provide it more diffi cult for villains, other criminals, and/or powers to supers in your world, you can now the agents of the law to track down the hero and decide when in your setting’s history they fi rst punish him for what they consider misdeeds. For appeared. characters to do this in a campaign where there Th e usual choices include: have been no crimefi ghters with concealed identi- ■ Now ties before, it must occur to them very early that ■ Recently (within the last few years) this is a concern. If none of the characters fi gures it out before taking to the streets as a crimefi ghter, ■ A generation ago, or more the GM may need to set up an adventure where the need for identity concealment is pointed out 28 HERO SYSTEM 5TH EDITION

to the characters. For instance, an NPC hero, also with supervillains — whether most villains tend to a novice, might be tracked down and assassinated die in combat with the heroes or be captured and in a very public way by organized crime, with the sent to prison, for instance. Laws trying to curb the news reports describing how reporters were easily activities of superheroes might have been enacted able to fi gure out who the hero was, meaning it was but would probably not yet be enforceable, and the similarly easy for the crime syndicate. public’s interest in, and even adulation of, super- Why do any of them fi ght crime? Each character heroes might not yet have been tarnished by the needs to have a very personal, very direct reason to occasional bad apple. pit himself against the forces of crime and chaos, and that reason needs to be refl ected both in his First Heroes Appeared personal history and his Disadvantages. If the GM cannot fi gure out the character’s crimefi ghting Some Time Ago motivation from his Disadvantages, he should insist With this approach, superheroes began the player add an appropriate Psychological Limita- appearing on the campaign world a generation or tion or two. more ago, and society has had a reasonable amount Why does anyone take them seriously? Th e answer of time to adapt to their presence. Th is off ers the to this question is not “Because they’re superhu- GM the advantage that it allows him to design a manly powerful.” Th e public could recognize that world that follows the models of the universes of individuals are superhumanly powerful but also the major comic book publishers, but off ers the believe them to be utterly insane. Why would disadvantage that the GM has more work to do the public begin to regard supers as a signifi cant — establishing the history of superheroing and or worthwhile component of national or world supervillainy in his world and its resulting eff ects culture? Th e answer is that even early on in their on society, technology, and so on. presence in the campaign world, they begin to make a diff erence, a positive diff erence, in the lives of normal people. Th ough the GM doesn’t have Where Superhumans Appear to make the sudden presence of superheroes turn In addition to when superhumans appear, the the world into a nice place to live, free of injustice, GM should give some thought to the issue of where crime, and bad thoughts, the PCs should have some they appear. Are they evenly distributed throughout durable victories that establish their worth. On the setting’s population, or do they tend to arise a small scale, heroes might turn a crime-ridden more in some places than in others? In campaigns section of the campaign city into a neighborhood designed to be similar to those of the major comic where people can actually walk at night, and/or book companies, superhumans seem to be more inspire a fan club whose members, in emulating common, and more active, in the more advanced the heroes’ training, stay free of criminal activities. nations and regions of Earth, such as the United On a more global scale, the heroes could save the States, Canada, and Europe, and less common else- world, on one occasion at least, and be remembered where. If the GM wants to mirror this situation, he for that success. should give some though to why this state of aff airs For some of these questions, it may be enough exists; the answers may have intriguing implica- to establish that this world, like ours, has had its tions for the campaign. own superhero comic books (just not any true Similarly, the GM may want to explain why superhumans) for many years, so that when people superhumans are especially common in areas with similar abilities actually began appearing, their where they’d otherwise be rare. For example, per- natural inclination was to behave like those char- haps superhumans are uncommon throughout acters do. Africa as a whole, but arise with unusual frequency in the nation of Malawi — because, decades ago, a First Heroes bizarre alien starship crashed there, and the strange radiations it gives off have led to the creation of Appeared Recently superhumans of various sorts. Th is option is somewhat easier on a GM than the “First Heroes Appear Now” choice. It allows the GM to establish that the presence of superheroes NUMBER OF on his world have begun to have an eff ect and have SUPERHUMANS begun to take on defi nite trends, which means the PCs don’t have to establish every detail of the Th e GM must decide approximately how many interaction between superheroes and the rest of supers there are (known and unknown), whether the world. Nevertheless, the GM may still need to the proportion of supers to the general population provide some justifi cation for the habits described is on the rise, stable, or declining, and so on. Th e above. GM should decide how many costumed supers he For example, if supers have been around for a thinks are active worldwide, and then try to fi gure few years, they can have already established the pat- out what this means on a “per capita” basis. Con- tern of wearing costumes/using code-names. Th ey sider the following questions: might have set up a pattern of the way they deal Out of every million people on the Earth: Champions 29

How many are superhuman in some sense? ■ Of those, how many act as costumed supers? SUPERS AND SOCIETY ■ Of those, what’s the proportion of heroes to Having established when, in world history, villains? superheroes and supervillains fi rst began to appear, What other factors affect superhuman demographics? the GM can also establish their eff ects on history, culture, and society from that point until now. (Of Do the numbers derived above include alien visitors? course, if heroes have only just begun to appear, the Does the number of costumed supers derived above GM can skip most of this step.) include highly-trained normals, and normals using super-technology, who fi ght crime as superheroes but are not truly superhuman? Historical Events Is the population of superhumans increasing, remain- Th e presence of supers would have to have ing stable, or declining? some eff ect on historical events, but it will vary ■ Why? according to their numbers, the point in time when ■ Has this trend been the same in earlier time they appear, whether they were evenly matched periods? against opposing supers, where they appeared in ■ If not, what has it been, and why? the greatest numbers, and other factors. For example, if powerful supers began to Example: Darren wants to create a campaign appear in profusion just before the onset of World with comparatively few costumed supers in War II, it makes sense that they would have a dra- the world — approximately 20 superheroes, matic eff ect on the outcome of the war. Looking approximately 30 supervillains, for a total at it logically, if most of the world’s superheroes of 50. Th is world uses only a few sources for appeared in one of the Allied nations, World War superpowers (mostly Genetic Alteration) and II might not have happened. Would Nazi Germany this keeps the number of “unknown supers” have invaded Poland in 1939, precipitating the war, relatively low, so Darren establishes that for if Hitler and his High Command had known that every one costumed superhero, there are no a handful of costumed individuals could kick his more than nine potential supers, for a total planes, tanks, and infantry right back across the world population of about 500 superhumans border without raising a sweat? Probably not. But of any sort. Th ere may be some additional “cos- what if the distribution of supers was more even tumed heroes” who aren’t superhuman; those than that — what if there were as many supers in aren’t included in these numbers. the Axis nations as in the Allied nations? Th e war might have taken place just as in our history, with Example: Jason wants to create a campaign there being an additional “superhero theater of with a lot of costumed supers in the world — a war.” total of about 6,000, split evenly between heroes So, what the GM needs to do is decide what and villains. eff ects he wants the presence of supers to have had Th at’s about 1/1,000,000th of the total world on world history, and establish those details. It’s population, but that’s only the most noticeable easy, when setting up the details of supers’ infl u- portion of the superhuman population. Jason ence on history, to make that infl uence too great decides that for every costumed super, there are or too little. In the World War II example above, probably 1,000 people who are superhuman in having the presence of supers prevent the war is some way — though those superhuman traits “too great.” Eliminating World War II from history oft en aren’t powerful enough to let the super be removes events that shape and defi ne the world for competitive in the “big leagues,” the costumed- generations to come, thus eliminating an important super world arena. “touchstone” that helps the players understand and react to the campaign setting. It also forces the GM So Jason knows that approximately one person either to learn enough about pre-war world poli- in 1,000 worldwide is superhuman in some tics and sociology to construct a plausible detailed sense, but the vast majority of such people do history in the absence of that war or to fabricate a not become costumed supers — either out of history of the second half of the twentieth century disinterest (because they never realize they’re that lacks detail and verisimilitude. But having Axis superpowered), because they choose to profi t and Allied supers cancel one another out is “too from their powers (legally or illegally) without little.” Th eir presence means nothing. Th ey may acting as a costumed super, or for other rea- have adventures, but their net eff ect on the world sons. Of those who are super in some sense, one is nil. in 1,000 becomes a costumed super. Th e trick is to fi nd specifi c places in history Jason further decides that for every 10 true where the presence of supers makes a signifi cant superhumans, there is another individual who, diff erence, while allowing the general fl ow of his- though not superpowered, uses advanced train- tory to remain the same. Here are some examples: ing or technology to “run with the supers.” Th at In the real world, the Pacifi c theater portion adds up to another 600 costumed “supers” in of the Second World War ended aft er the United his campaign setting. States dropped atomic bombs on the Japanese cities of Hiroshima and Nagasaki. In a comic book 30 HERO SYSTEM 5TH EDITION

HISTORY AND world, plans for employment of those bombs could Th e net change to the lives of the average citizen THE PLAYER have been made, but President Harry Truman on Earth is very slight, but the change to history is CHARACTERS could have listened to an impassioned speech by signifi cant. Don’t forget to tie some the of America’s wartime superheroes and Obviously, the earlier in history supers fi rst of the campaign’s player allowed those supers to spearhead a conventional appear, the more changes the GM can make to his- characters into the his- invasion of Japan. Th e net result might have been tory. If the GM has no real interest in history, espe- tory you’ve established. the conquest of Japan with the loss of very little cially that of the twentieth century, he might want With many players, it human life — though possibly with the loss of to establish the fi rst appearance of supers as having makes them feel that many of those war-weary U.S. heroes — leading been relatively recent. much more a part of the campaign setting; it to a post-war Japan with someone diff erent cul- becomes more impor- tural traits (for instance, a lack of cultural dread tant to them, and they regarding atomic weapons). Another, slight, diff er- Culture become more important ence might be that there was no glut of radiation- Th e presence of superhumans must inevitably to it. spawned monsters in the campaign world during make the campaign world diff erent from our own in Some easy ways to do the 1950s. both obvious and subtle ways. Here are some topics this include: In the real world, Communist forces led by the GM should consider within his campaign: ■ Having one or more Mao Tse-tung took control of China in the 1949. PCs be descendants of Representatives of the former government, the Supers’ Cultural Status. Just how does the general supers from earlier gen- Kuomintang, fl ed to the island of Taiwan and public regard superheroes and supervillains? Some erations established themselves there. Since then, the exis- options include: ■ Having a PC’s super- tence of Taiwan has been a precarious one as the Celebrity: Superhhumas are the equivalent of powers relate to or People’s Republic of China has maneuvered to Hollywood celebrities (supers’ social activities, derive from the experi- return that island to PRC control. In a comic book romantic aff airs, petty feuds, hairstyle and cos- ments of earlier scien- tists and mystics world, the forces of the Kuomintang might never tume changes, and more are as avidly followed as have established a toehold there; instead, a collec- their crimefi ghting/criminal activities; fan clubs, ■ Having a techno- tion of Chinese supervillains, taking advantage of web sites, and Internet newsgroups are devoted logically-oriented PC’s gadgets come, at least in the area’s political chaos at that time, seized control to them) part, from earlier events of Taiwan. Today, Taiwan might be a rogue nation Lurid Fascination: Th e public views superhumans and inventors ruled by supervillains, a no-man’s-land where per- as it once did 1930s gangsters (the public fol- ■ Having one or more sonal power and wealth stand in for law, a place too lows their activities with a mix of admiration for PCs descend from strongly defended for any one nation to overcome. rebellion and horrifi ed fascination) investigators, military Its presence still destabilizes the area, but in a very personnel, explorers, diff erent way from the real-world Taiwan’s does. Condescencion/Intolerance: Th e public reacts to scholars, or other per- In the real world, man fi rst walked on the superhero activities with a mix of appreciation, sonalities who would Moon in 1969, and has yet to establish a viable condescension, and rolling-eyes intolerance have been in a position moonbase or large-scale orbital colony. In a comic to experience unusual Hatred/Fear: Superhumans are regarded more events book world, a rogue scientist could have built a or less the same as serial killers (wanted post- device to take him to the Moon in 1957 (which is, ers appear everywhere, police forces pool their of course, where he obtained his super-powers), and resources to capture these fi ends) spent subsequent years assisting the space program, Entertainment. Are there songs about superheroes? so that now, decades later, there are viable colonies TV shows? Movies? If there are superheroes in real in space and on the lunar and Martian surfaces. life, are there still superhero comic books? If so, do most deal with fi ctitious heroes, or are most of them licensed titles fi ctionalizing real heroes’ exploits? If there aren’t superhero comics, what are the most prevalent forms of comics? Inspiration. Does the presence of superheroes inspire the common citizen to better himself and the world, or does the obvious superiority of the superhero dispirit the common man, increasing the prevalence of sloth, economic recession, and clini- cal depression? If the supers realize the latter situa- tion is the case, what might they do to counter this dangerous state of aff airs? Champions 31 Law Some individual points of the relationship SUPERHUMAN between supers and the law include: REGISTRATION Th e presence of superpowered people, some of Reaction of Peace Offi cers: Arrest superheroes LAWS whom ignore any law that inconveniences them in on sight; prosecute without exception; reveal true Th e law most powerfully any way, some of whom ignore only the laws that identities to the press upon arrest. and personally intrudes keep them from being eff ective as crimefi ghters, on the lives of superhe- inevitably has an eff ect on the way laws are written New Laws: Equate use of most metahuman powers roes when government and enforced. Th e world of the law typically reacts with discharging fi rearms in public and reckless offi cials in the campaign to the presence of supers in one of three ways: endangerment, increase penalties for concealment establish “superhuman registration laws.” Used Rejection; Acceptance; or Incorporation. In a world of one’s identity in the commission of a crime and for use of lethal/excessive force (i.e., superpowers) properly, these laws have with a long history of superhero activity, the fi rst lots of story potential for reaction tends to be Rejection; aft er a few years, during commission of a crime. Champions campaigns. this may change to Acceptance; ultimately, this may Federal Response: Governments of nations where As the name indicates, change to Incorporation. superheroes appear tend to be panicky. Th ey may a superhuman registra- create public or secret programs to duplicate the tion law requires anyone REJECTION processes that create supers, or force captured with a superhuman A world where the legal reaction to supers is supers to work for them (in a hostile “work for us power or ability to regis- Rejection tends to regard its supers, regardless of ter with the government or go to prison for life/be assassinated” environ- — typically the federal their individual motivations or histories, as crimi- ment). Alternately, harsh “superpowers registration government, though nals. Crimefi ghters have to stop crime and then fl ee laws,” covering all superhumans or just some types, states or provinces may one short step ahead of the police. Law enforce- may be enacted and enforced (see accompanying have their own registra- ment agencies have arrest warrants out on known sidebar). tion laws. Politicians supers, even ones who’ve never harmed another in the campaign who Insurance Industry: Denies any claims made on the person. If the news media follows the lead of the support the registration basis of superhero/supervillain interaction, classify- local and national authorities, the only press supers law may make analogies ing them in the same category as acts of war and to driver registration receive will be very negative. Campaigns where this acts of God. or gun licensing laws sort of reaction is most appropriate include those — like them, superhu- where supers have only recently begun to appear ACCEPTANCE man powers are poten- in the world and campaigns where supers are, tially dangerous, so they A world where the legal reaction to supers need to be kept track of. for some political or cultural reason, considered is Acceptance tends to regard its superheroes as monstrous or evil (e.g., a world characterized by Civil libertarians typi- champions of the people and its supervillains as cally have other opin- “mutant hysteria”). menaces to be dealt with as ions, making pessimistic just like any other criminal. claims about invasion Crimefi ghters are oft en able to of privacy and govern- work hand-in-gauntlet with mental manipulation of superhumans. local and federal law enforce- ment authorities. Th e news In some campaigns, registration laws apply media tends to follow its own only to certain types agenda in reporting on the of superhumans, such activities of supers, generally as mutants or charac- giving good press to supers ters with supernatural (whether heroic or criminal) powers. But most who are charming and make registration laws cover all superhumans, or at for good stories. least those with innate Campaigns where this powers. Characters sort of reaction is most appro- with technology-based priate include those where powers probably have to supers have been around register their weapons for a generation or more, so and gadgets in other ways, and characters that the initial shock of their whose powers result appearance has long subsided, from intense training or (more rarely) those where and personal develop- the national culture is tra- ment may not have to ditionally one of acceptance register at all. and tolerance to a degree that Th e big question for the would be considered extreme PCs, of course, is: will (or unusually enlightened) by they register? Many modern standards. superhumans object to registration laws, fearing Some individual points the government intends of the relationship between to use the information supers and the law include: to further invade their Reaction of Peace Offi cers: privacy, blackmail them, control them, or draft Arrest supers with warrants issued against them, and Continued on next page 32 HERO SYSTEM 5TH EDITION

Continued from last page prosecute them as appropriate; acquire as much supers so long as they are not repeat-off ense crimi- them into the military. information as is possible about all supers in the nals and do not have warrants out against them; If they get angry enough region; exchange such information with other local, oft en, law enforcement agencies have the same sort of about it, these supers federal, and even international agencies; unoffi cially bristly, competitive relationship with supers as they may form a “resistance cultivate working relationships with the most pro- do with one another. Individual police departments movement,” one that fessional and emotionally steady of superheroes; and federal agencies may have one or more supers might even unite some reveal true identities to the press only at a trial’s working for them and may have agents specializing heroes and villains behind a common cause. beginning. Th e “sanctioning” of superheroes by the in relationships with (or cases involving) supers; that Other superhumans, government is possible, though relatively rare. agent will be very up-to-date on the names and abili- supportive of the law, New Laws: Offi cially follow the letter of the law in ties of supers within his region. Special Weapons and won’t hesitate to regis- matters such as use of powers in public, reckless Tactics units may resemble super-agent corps and ter. Where the PCs fall may be able to cause trouble for most superheroes within this continuum endangerment, and the like, but enforcement of those laws tends to vary based on each individual city, the or supervillains; given enough time and motivation may defi ne the course of to concentrate their attention on an individual, they the campaign, or at least circumstances of each case, and other factors. Some an important subplot/ jurisdictions may have special laws that take super- will have gear and tactics optimized to capture that story arc. powers into account (e.g., use of any superpower on individual. another person constitutes aggravated assault, regis- New Laws: Laws tend to distinguish between gov- tered and licensed telepaths can testify as to evidence ernment-sanctioned superheroes and unsanctioned GOVERNMENT gained via telepathy). Th e government may imple- supers (including vigilante heroes and supervillains). AGENCIES AND ment laws that permit supers to testify under their Criminal laws benefi t sanctioned heroes, but impose SUPERHUMANS code names, so long as their real names are known to harsher penalties on those who do not have sanction. In many comic book the government and law enforcement can positively Sanctioned supers may testify in court without dif- settings, the govern- identify them as the supers in question. Th e govern- fi culty, while unsanctioned supers may not. ment gets involved in ment almost certainly implements laws regarding Federal Response: Similar to the Federal Response monitoring, controlling, how superhumans can be humanely incarcerated or listed above for “Acceptance,” but more so. Th e gov- creating, and/or employ- otherwise incapacitated. ing superhumans. ernment and private industry may consider superhe- Sometimes the govern- Federal Response: Governments have by now given roes as just the advance wave of what humanity is to ment creates a special up on the possibility of controlling all supers every- be in a few generations or centuries, and bend their bureaucracy specifi cally where and have lost the edge of their panic. Govern- eff orts to distribute the benefi ts of superior genet- to deal with superhu- ment programs to create superpowered federal agents ics, training, and science to the general population man-related matters; sometimes existing are common, and nations possessing many supers — starting with their own agents, naturally. institutions work with oft en have at least one offi cial government superhero Insurance Industry: Laws promoted by the insurance superhumans in their team (either publicly known as such or secretly work- industry tend to obligate publicly-known heroes to own spheres of author- ing for the government). Such governments also may carry liability insurance, which is as expensive and ity. Here are some exam- have other federal responses to the dangers rogue problematic as the malpractice insurance carried by ples of possible relations supers represent, including super-capturing apparati between real-world gov- doctors. Th is tends to make being a superhero more ernment agencies and or super-agent organizations. Superpower registra- expensive than in previous generations, and some superhumans, using the tion laws may still exist, but are oft en less draconian supers respond by behaving more like vigilantes of United States govern- or restricted to certain types of superhumans (e.g., old, ignoring the eff orts of society to dictate their ment; for other nations, mutants or mystics). behavior. simply substitute a cor- responding department, Insurance Industry: Allows/recommends the pur- bureau, or ministry. chase of superhuman damage insurance, which Technology The Department Of pays off when a policy holder sustains fi nancial or Defense: Th e DoD personal loss from the actions of identifi able supers; In any campaign where supers (either heroes would have responsibil- an insurance company can reap tremendous profi ts or villains) possess technology more sophisticated ity for and/or control over the years on such policies, but any truly destruc- and/or powerful than that of society as a whole, the over all superhumans tive supervillain (such as one that destroys a GM has to address an important issue: can super- associated with the skyscraper) can force a company into bankruptcy. military, such as a squad technology trickle down into the fi elds of ordinary of Marines with super- INCORPORATION science and the high-tech industries? In other words, powers, or any super to what extent does the existence of super-technology “Incorporation” means society makes a greater assigned to assist the aff ect “everyday” technology? eff ort to incorporate its supers as citizens — to fully nation’s forces with the For example, if Hardshell, the superhero identity and fairly integrate them into public life. Campaigns prosecution of a war of scientist/inventor Kyle Charteris, chooses to make (or similar action). Th e where this sort of reaction is most appropriate the schematics of a much-earlier version of his armor DoD would usually include those where supers have been around for two available to the world at large, will there suddenly be have primary authority or more generations and are now considered not just over all superhuman a dramatic improvement in general scientifi c knowl- an inevitable part of society, but an essential part. incidents in a war, or edge concerning his techniques? Will next year’s Some individual points of the relationship which threaten national robotics become that much better than those of the between supers and the law include: security. real world? Can manufacturers sell comparatively The Department Of Reaction of Peace Offi cers: Many supers, either inexpensive powered armor suits for use in industry Justice: Th e DoJ would individual or organized, may be issued law enforce- and law enforcement? have responsibility for ment credentials and authority so long as they meet Th e logical answer is yes. A more practical Continued on next page a standard of behavior appropriate to peace offi cers. answer, though, has to take into account the GM’s Peace offi cers tend to cooperate with other known “dramatic sense,” and incorporate his wishes concern- Champions 33

ting-edge technology-ori- Continued from last page ented superhumans — the and/or control over all most important being that superhumans working the sort of gadgets used for, or associated with, by superheroes are cut- federal law enforce- ting-edge prototypes that ment (including those cannot feasibly be mass- employed by the DEA, FBI, BATF, and like produced. To build and agencies). It would also maintain a suit of powered have the authority (sub- armor, a time machine, or ject to executive review, what have you requires if necessary) to extend the total eff orts of numer- federal law enforcement ous scientists equal to the sanction to superhu- inventors of the super- mans. heroes’ equipment. Since Department Of State: superhumans (particu- If the setting features nations ruled by super- larly PCs) are almost by villains, or non-Human defi nition exceptional and societies recognized as extraordinary, the number nations by the rest of of “ordinary” scientists the world (e.g., Atlantis), and engineers who can the Department of State comprehend and duplicate would be responsible for interacting with them, what they do is quite small. maintaining diplomatic ing the level of technology in his campaign. If the Once the GM decides relations, and so on. It world were to learn the technological secrets of all its on the general state of technology in his campaign, would also have to con- high-tech superheroes, the result would change the he can also decide on specifi c diff erences between sult with Justice regard- world of technology practically overnight — and that the campaign world’s technology and our own. Th at ing issues pertaining to may not be what the GM or players want. largely depends on how much he wants the campaign extradition, diplomatic immunity, and the like. So the GM has to ask himself these questions: world to diverge from the real world. For most GMs, the answer is “not too much,” since that makes it NASA: Primary author- What Is The State of Technology In The Campaign?: In ity for investigating inci- general, how advanced is the average technology in harder for the players to understand and appreciate dents involving (or pos- the campaign? Is it identical to that of the real world? the setting. Diff erences that are interesting but don’t sibly involving) aliens Slightly ahead? Slightly behind? Far ahead? And are change the world so signifi cantly that they prove dif- would belong to NASA, the diff erences uniform across the board, or do they fi cult to manage in a campaign include: which would also (in diff er in the fi elds of medicine, theoretical physics, Extraterrestrial trade: conjunction with the Th is is as much a cultural con- State Department) coor- applied physics, robotics, cybernetics, engineering, cern as a technological one; the world could have dinate any formal rela- biology, genetics? regular contact with, and consequently trade with, tions with non-Human You should also ask: how advanced is super-tech- alien worlds. (See page 52 for more discussion of this species. nology? Th at’s a much more diffi cult question to topic.) answer, but you can probably establish some vague Flying Cars: High-end vehicles might have a fl ight parameters to guide the creation of the campaign package as an option. Th is implies signifi cant changes and PCs. Does technology allow for time travel? to the role of the FAA and like authorities, of course. direct probability manipulation? teleportation? Giant Buildings: Th e mile-high skyscrapers predicted telepathy and other mental powers? in the 1930s could be a practical reality. New York Are There Any Factors Regulating The Advance Of City and other skyscraper-heavy regions could have Technological Knowledge?: Th e cost of R&D and/or drastically-changed skylines. production might keep the world’s general state of Lifespans: Health improvements and genetic engi- knowledge behind that of superheroes. Th ere might neering could increase the lifespan of the average be other, more sinister, factors at work, though; citizen to 100, 150, or more. Th is doesn’t have an these could include: secret government agencies immediate eff ect on world culture — aft er all, a bullet that seize and classify potentially dangerous inven- or heart attack can still kill anyone at any age — but tions as they appear; aliens who slow the advance of as people continue to be productive decades aft er technology pending their own invasion; a godlike they would once have left the work force, changes being restricting human knowledge either because he to the world economy will result. Th is can include a feels humans aren’t ready or because he doesn’t wish growing unemployed class made up largely of teenag- humans to become as powerful as he is; or the fact ers, twentysomethings, and thirtysomethings as the that using/creating advanced technology is a subtle trend continues. superpower in itself, so ordinary people simply can’t understand it or use it. Robots and Artifi cial Intelligences: Can robots and One approach that works for most campaigns computers in the campaign achieve the actual abil- is to assume that super-technology is, generally, a ity to think? If so, do movements rise to grant them mere step or two ahead of the real world in most citizenship? To oppose their use in the workforce respects. Th ere are factors in place that keep it from where they will unfairly compete with humans? immediately surging ahead to equal that of the cut- 34 HERO SYSTEM 5TH EDITION

Safe Atomic Power: Nuclear power plants might utilize fusion systems well in advance of ours, systems SUPER-MYSTERIES that do not endanger the environment and cannot be Th e GM should also consider creating possible rigged to detonate. answers to some of the big historical mysteries that Space Program: Th is campaign may have a far more remain unsolved, and establishing others that pertain advanced space program than the real world. Th e only to the world of superheroes and supervillains. diff erences could be slight (large bases in orbit, on First, there are, of course, the questions that the Moon, on Mars, including vacation/recreational dominate supermarket tabloids: Are we being secretly ones) or dramatic (Earth possesses faster-than-light visited by aliens from outer space? Who built Stone- travel technology, so our scout ships are out learning henge and the pyramids at Giza? Was there an Atlan- about the galaxy, and our trade vessels are out estab- tis, and if so, where, and what happened to it? Is there lishing economic alliances with other worlds). In the really something going on in the Bermuda Triangle? latter case, Earth could begin establishing colonies Naturally, in all of these cases, you can choose for elsewhere, resulting in off world migrations; will those the most likely answers to be true (no aliens, ancient migrations be dominated by scientists, engineers, and inhabitants of the British Isles and Egypt built those explorers, endangering the proportions of those pro- structures, no Atlantis, and so on), but when you do fessions on the Earth, or be more evenly spread across choose an alternate answer, you set up a signifi cant all human professions and social classes? puzzle your player characters might someday solve. Th en, in the realm of superhero-specifi c ques- Th e GM may also want to consider technological tions, the GM can add mysteries such as whether diff erences within society. Does everyone on Earth humanity was genetically tampered with early in its have access to the same technology — or, as in the evolution, the truth behind the emergence of some real world, do the “fi rst world” nations have advanced sets of superpowers (did he have a spontaneous magi- technology, while “third world” countries generally cal accident — or did he becoame an agent for infer- lack it? nal powers?), the deaths and disappearances of supers in earlier generations, whether certain mythological gods and heroes were actually early manifestations of superpowers, and so on. Th e answers to these questions can help add detail to the framework of behind-the-scenes infor- mation in your campaign world and can act as the springboards for many adventures to come. Champions 35 MOOD AND META-GENRE campaign’s “mood” is the general sense of particularly if it it’s performed as much to entertain emotion it’s designed to impart to its play- the players as it is to gain an advantage for the char- ers. Naturally, any adventure can depart acter. Obviously, the types of actions that deserve Afrom the campaign’s main mood, but the such rewards vary from mood to mood, from players should have a sense of what the normal campaign to campaign; the text below discusses mood is going to be. appropriate ones. Related to mood is the concept of meta-genre. Although the discussion in this section talks A “meta-genre” is a style or theme of storytelling/ about “campaigns,” it applies equally to subplots game play/campaign conception that could apply and story arcs within campaigns. A game with an to any genre. Comedy, horror, romance, and tragedy Adventure mood could easily have a Comedy or are all meta-genres, whereas superheroes, Westerns, Drama subplot going, or feature a story focusing science fi ction, and fantasy are genres. Th us, you mainly on Romance. Many campaigns mix and could have a horror Western, or horror science fi c- match these moods and meta-genres freely. tion, or horror fantasy — horror isn’t a genre, it’s a meta-genre. (Of course, it’s also possible to cross one genre with another — to have superheroes in a ADVENTURE science fi ction story, for example — which is a dif- Th e most common mood for a superhero ferent but related thing.) campaign is Adventure. Adventure means the Th is section discusses several common cam- characters decide to accomplish a dangerous task. paign moods, and how to implement them in a In undertaking this mission, they risk injury and campaign or just in a single adventure. Since this death; they experience pain, competition, and advice is in many ways as important for the play- adrenaline rushes. Th en the story concludes, prob- ers as for the GM — all the gamers in a group ably with them victorious, possibly with them have to work together to maintain the mood — it’s having failed in their objective. included here, rather than in Chapter Four. But before you read about specifi c campaign moods, it’s GUIDELINES important to understand one rule of thumb appli- Th e most important word in an Adventure- cable to all of them: oriented campaign is “Danger.” In every episode, one or more characters should fi nd themselves The GM Should Reward in physical danger of some sort, whether it be an imminent attack from an enemy, a drop into Appropriate Actions a bottomless crevasse or a pool of molten lead, a deathtrap with a pendulum , or possible incin- eration during a spaceship’s re-entry into Earth’s In every campaign, characters try to pull off atmosphere. Getting into and out of danger again unlikely actions, but how unlikely they are depends and again are what characterizes adventure in the on part on the genre and mood of the campaign. fi rst place. For instance, in real life, most people don’t swing across gaps on ropes very gracefully. Many fall off . APPROPRIATE UNLIKELY ACTIONS Many land badly. So if a campaign were to simulate One of the most common activities in adven- real life, “swinging across a gap on a line” would ture fi ction is for characters not just to accomplish require a successful Skill Roll, probably at a minus. something, but to accomplish it with style, so GMs But in a swashbuckling campaign, charac- should be on the lookout for players attempting to ters swing around on lines all the time. Ropes, achieve a little extra something when performing shroudlines, cables and unusually tough cords are Combat Maneuvers, using Acrobatics, and the like. everywhere. In such an environment, an attempt to swing from point A to point B on a line would be Extra Combat Functionality. Th e GM may allow a simple — requiring, at most, an ordinary DEX Roll character to perform a Combat Maneuver that (perhaps with a bonus in the character’s favor), and exceeds the description of that maneuver’s eff ec- landing in a position to be able to do something tiveness in a minor way. useful would be an automatic part of the successful Example: Th e martial artist hero Graycat is roll. in combat with Blood Groove, a sword-wield- In short, the GM should reward, with an ing villain. Graycat’s pal, Black , is improved chance of success, just about any action nearby, being hard-pressed by another villain attempt that is in character for the campaign mood, because Black Swordsman has lost his blade. 36 HERO SYSTEM 5TH EDITION

Graycat announces, “I’m going to perform a the GM would have to feel the character’s recent Disarm on Blood Groove, but I don’t just want performance somehow accentuated it or gave it an to disarm him. When I’m in the middle of the additional chance to succeed. maneuver, I want to announce, “Black Swords- Example: In the same battle between Freedom man, look sharp!” and then spin Blood Groove’s Fighter and Z-Force, the badly outnumbered blade into his hands.” Freedom Fighter has, by bouncing all over the Th is being a very appropriate thing to do and landscape, accomplished three things: kept a very cinematic maneuver, the GM decides to himself from being Knocked Out; delayed Z- reward Graycat by not imposing any additional Force long enough for his own allies to accom- penalties on the maneuver, and by stretching plish their task (thwarting the villains’ scheme); the defi nition of the Disarm maneuver a bit to and made most members of Z-Force look like allow him to send the weapon in the direction idiots. Now, as the tired hero drops from a he wants... if he succeeds with the maneuver in building’s ledge to one of its vertical fl agpoles, the fi rst place, that is. he gives them all a mocking bow, off ers one last smile to Snow Leopard, and then uses the Some players, seeing that such a thing is pos- fl agpole as a diving board to bounce himself up sible, will try to perform it each and every time onto an elevated train, with which he makes they perform a pertinent maneuver. Should this his getaway. begin to happen, the GM should allow characters to continue, but impose a penalty on the characters’ Th e GM decides this is a very aff ecting moment chances to succeed. He can later remove the penalty for Snow Leopard, another opportunity for if the frequency of such attempts drops back to a her to weigh the worth of her professional more reasonable level. associates against that of Freedom Fighter, so Not Accounting For Minor Actions. On occasion, a he tells Freedom Fighter, “Make a Persuasion character’s action would count as his attack for a roll.” Th is roll becomes part of the sequence of Phase, even though it doesn’t really constitute an eff orts Freedom Fighter has made to persuade attack. Th e GM can choose to consider such an Snow Leopard to join him, even though Free- action as only a Half Phase Action instead. dom Fighter has actually left this scene and is unaware that he may, at last, have succeeded Example: Freedom Fighter, fl ag-wearing Amer- where Snow Leopard is concerned. ican male hero, has had an ongoing subplot in which he has become romantically interested in Then, There’s Presence. In the spirit of adventure, Snow Leopard, a supervillainess working for a GM might also allow a successful Skill Roll to be the Z-Force criminal agency. She is likewise accompanied by a Presence Attack, even when the attracted to him, but not to the point he can PC doesn’t ask for it. persuade her to give up her life of crime. Example: Moments ago, Graycat disarmed In battle with members of Z-Force, Freedom Blood Groove and fl icked his sword to the Black Fighter ended his last Phase beside the aban- Swordsman. Black Swordsman, all his Combat doned stand of a street vendor. He decides to Skill Levels restored now that there’s a sword in wait there for the villains’ next charge. At the his hand, can hold his own foe, Death-Weaver, start of his next Phase, he asks the GM, “Is at bay. there anything in the vendor’s stand I can use Black Swordsman says, “I’m going to back as a weapon, or for a tactical advantage?” toward Graycat and Blood Groove and look Th e GM says, “No, not really. It’s a fl ower uncertain. When Death-Weaver comes at me, stand.” I’m going to put all my Combat Skill Levels into DCV and do a blind reverse thrust at Blood Freedom Fighter announces, “Th en I’ll toss one Groove behind me. I’m hoping that if Death- red rose over the heads of the oncoming bad Weaver lunges at me and misses, he’ll end up guys to Snow Leopard.” where Graycat can punch him out.” Technically, tossing the rose constitutes an Th ey play out that Phase and it turns out just Attack Action, but since it demonstrates as Black Swordsman predicted, with a hole in panache, is a charming moment related to Blood Groove’s leg and Graycat’s fi st undoing an ongoing subplot, and doesn’t gain him any years of Death-Weaver’s orthodontics work. sort of combat advantage, the GM decides this constitutes just a Half Phase Action, not an Blood Groove’s and Death-Weaver’s teammate, attack. Dementia, just awakening aft er having been Knocked Out earlier in the fi ght, witnesses Adding A Skill Roll Benefi t. When a player character this skillful teamwork. Th e GM has the Black has just announced he’s performing an Action or a Swordsman, the higher-Presence character of Combat Maneuver in a particularly colorful or cin- the two heroes, make a Presence Attack against ematic way, the GM might allow him an additional, her, and he rolls high enough to dissuade her not-asked-for Skill Roll if the maneuver succeeds. from making a new attack against them. Th e Skill Roll would be one the character had been attempting in earlier parts of the adventure, and Champions 37 COMEDY Th e obvious purpose of a Comedy campaign is to get laughs. Th e characters might experi- ence danger, but their fi rst response when doing so (before drawing laser pistols, putting up their dukes, or pull- ing the pins out of grenades) is a wise- crack or act of physical comedy. Comedy campaigns don’t off er their characters as many opportunities to grandstand — well, not successfully, anyway — but can be just as entertaining as any other type so long as the GM and players are reasonably adept at wordplay. GUIDELINES Keep It Light. Th e fi rst thing to remember about running a comedy campaign is that comedy tends to vanish when more seri- ous emotions are invoked. If, for instance, a character is to die, make sure that it’s not a 3 or tragedy. (Th e world is full of annoying char- more, the acters, a comedy world even more so, and GM should seldom do players mind their passing.) It’s choose some possible to have romances in a comedy likely (and amusing) world, but they should be attractions consequence for the miss. between comparatively shallow char- Th e possible consequences for missed acters, oft en expressed in inconvenient Skill Rolls are too many to enumerate; there are places, at inconvenient times, and possibly dozens per Skill. As a rule of thumb, though, the complicated by the actions of romantic attempted outcome should backfi re. For instance, rivals. a character missing an Acrobatics roll could end up with his rear end stuck in a trash can or hang- Use Extreme Characters. Th is is advice for both the ing upside down, his foot caught in a fi re escape. GM and players of such a campaign: it’s all right Someone failing an Inventor roll could believe he to have characters whose costumes, special eff ects, has succeeded in creating the gadget he wanted, and disadvantages (especially Psychological Limi- only to have it do something entirely unexpected tations) tend to be more extreme than in a more when used in combat. A character failing a normal campaign. A character who (in a normal Combat Piloting roll would naturally crash into an campaign) believes in a specifi c conspiracy theory unlikely obstacle, such as a billboard, paint factory, would, in a comedy campaign, become a mutter- volleyball net at a nudist beach, the headquarters ing paranoid who believes in all such notions and of an organization that hates him and all he stands has a grand unifi ed conspiracy theory that relates for, and so on. every one of them to all the others. Missed Attack Rolls should have the same Superhero = Loony. It’s also worthwhile to remem- sorts of results. Gamemasters who would like a ber that the very notion of dressing up in color- ready reference can use the Missed Hit Rolls Table ful skintight costumes and bounding around on on page 38. rooft ops is pretty strange, so it should be even The Consequences Of Successful Rolls. Another more so on this world; the normal population will potential source of amusement is for a Skill use to regard the superhero/supervillain subculture as an succeed too well. Any time a character makes his extreme and insane one. Skill Roll by 5 or more, he uses the Skill success- APPROPRIATE UNLIKELY ACTIONS fully, but the success takes an unexpected turn that inconveniences him. Opportunities For Wisecracks. Remember to pace combat sequences and any other portions of the Example: A hero uses Combat Piloting to get adventure so players who are adept at wisecracks himself out of a tight situation. Th e event is have time and opportunity to issue them, and don’t recorded and becomes national news. Sud- forget that NPCs can, and should, be just as amus- denly, impressionable kids everywhere are ing. attempting the same dangerous maneuver and have named it aft er our hero. Th e government The Consequences Of Missed Rolls. Th ere’s a tre- and national media get involved, crucifying mendous opportunity for humor in Skill and our hero for leading the world’s children into Attack Rolls that don’t manage to succeed. Any danger. time an Attack Roll misses, or a Skill Roll misses by 38 HERO SYSTEM 5TH EDITION

Example: A hero uses Persuasion to talk himself Running a drama-oriented superhero cam- out of a jam with a powerful enemy. Th e enemy paign can be tricky, because it means the GM has decides our hero is his new spokesperson/ to move storylines along when the PCs are in their negotiator/best friend and insists that our hero civilian identities, has to give each PC individual stay with him always. Attempts to use this new subplots as well as bringing them together for col- position to infi ltrate the enemy’s organization lective ones, and has to manage what may be a large will naturally end up as disastrously as the number of NPCs. He usually can’t draw on that original Persuasion attempt. staple of comic books stories, combat, as much, because combat is typically adventuresome, not Example: A hero succeeds with Seduction on emotionally wrenching. an attractive NPC. All’s well until the next day, On the other hand, one of the major conven- when the NPC’s family (an organized crime tions of the superhero genre — Secret Identities — family, a band of aliens, the U.S. president, a provides the GM with an excellent tool for introduc- clan diametrically opposed to the hero’s politics ing drama into the game. Th e confl icts between the or lifestyle, or the like) shows up in town to demands of superheroing and the demands placed meet what they are certain is their new pro- on the character by his civilian life can lead to all spective in-law. sorts of pathos, angst, and wonderful roleplaying. One good way to manage a drama-oriented Champions campaign is for the GM to insist that MISSED ATTACK ROLLS TABLE all PCs in their Secret Identities belong to a specifi c 3d6 Roll Consequences organization or company. Th e GM can then center storylines around that organization, bringing in PCs 3-5 Attacker becomes off -balance and falls as the organization’s activities require their involve- down. ment. For example, if all the PCs are members of 6-7 Attacker becomes off -balance and steps one extended family or somehow associated with into/sits down on/falls into an unde- a corporation, the GM has a valuable tool for get- sirable substance — the residue of an ting them wherever they need to be in their civilian enemy’s Entangle, a mud puddle, fresh paint, a vat of batter.... identities. 8 Attacker spins around, slinging one or GUIDELINES more of his Foci away, possibly into the hands of enemies. Keep It Heavy. Most events in a drama campaign should be serious business — ever-growing dis- 9 Crucial buckle breaks, causing some of agreements that threaten to spill over into violence, attacker’s garments to fall down around his knees (-2 to all DEX Rolls involving a character’s friends and family making bad choices the legs). in work and love, business turmoil, betrayal, stress. But too much of this makes the campaign unbear- 10 Attacker falls into the arms of unap- able for all but the most masochistic of players, so pealing person who considers him/her absolutely gorgeous. the GM should include regular situations where the characters can get away from their troubles. In a 11 Attacker hits himself (possibly on rico- superhero campaign, this is probably when they’re chet or rebound). in costume — the heroes can fl ee into another 12 Attack hits target with no eff ect other identity to escape the emotional hardships of their than to irritate him. mundane lives — or the occasional knock-down 13 Attack hits target and somehow helps/ drag-out battle. invigorates him. Tie Everything To PC Disadvantages. Every plotline, 14-15 Attack hits ally with amusing and every challenge in the campaign should relate to inconvenient results. at least one Disadvantage (usually a Psychological 16-18 Attack hits bystander with amusing Limitation) of at least one of the PCs. Th e more Dis- and inconvenient results. advantages and the more PCs a plotline can relate to, the more likely it is to be a main plot rather than one character’s subplot. It’s a good idea for the GM to keep a big list of every player character’s Disadvan- DRAMA tages so that, when considering new plots to intro- A drama is any type of storyline in which duce, he can decide who they best relate to and how. invoking and experiencing serious emotions is Example: Th e superhero named Infl ictor has a most important. A drama campaign is usually DNPC — his high-school-age daughter. Th e GM run for players who enjoy having their characters wants to introduce a supervillain NPC who is, in put through emotional wringers. Drama-oriented his Secret Identity, a new vice president of mar- campaigns can include moments from other types keting at the corporation where Infl ictor works. of moods; there can be lighthearted moments, Th e GM decides to have Infl ictor’s daughter take romantic moments, adventuresome moments, scary a romantic interest in the new supervillain, moments. But the majority of each play-session potentially setting up a large number of ways to should revolve around the emotional lives of the agonize Infl ictor. PCs. Champions 39

Find The Correct Torture Threshold. Even with a cam- a character has diff erent PRE scores in his civilian paign full of players who like to have their charac- and super identities, he should be just as eff ective ters put through an emotional stump-grinder, it’s with this tactic when he is out of costume. Modi- possible for a GM to allow his campaign to become fi ers to the Revelatory Presence Attack are listed in too heavy, too depressing. Th e only solution to this the accompanying table. problem is for the GM to keep a very close eye on But sauce for the goose, sauce for the gander the emotional reactions of his players. When the — important NPCs can make Revelatory Presence players begin reacting to each new painful plot Attacks against PCs, as well. And regardless of who twist with something less than enthusiasm, the GM makes them, they’re a great way to kick off new should take it as a sign that it’s time to introduce a storylines. few uplift ing plot elements — the defeat of a long- running villain, success in a character’s personal goals, or a humorous scenario, for instance. HORROR APPROPRIATE UNLIKELY ACTIONS Horror is a particularly diffi cult meta-genre to introduce into a mainstream Champions game, due Revelatory Presence Attacks. Before the campaign to the great power and extensive capabilities indi- begins, tell the players that each each of them may, vidual heroes, not to mention entire superteams, once (perhaps more) during the campaign, make possess. Gamers refer to several types of stories as a special kind of Presence Attack, one in which horror stories, but most of them really don’t belong the attack is the revelation of a fact that is news to to the horror genre. Most common among these is the recipient — and not particularly good news, at the monster-hunting story. Th is is an adventures that. Th e player chooses when to make his Releva- in which the good guys take it upon themselves to tory Presence Attack, and the GM has to run with hunt down and exterminate evil monsters. It has it (though he can veto it if it’s absolutely ruinous to some of the furniture of horror (creepy settings, the campaign). supernatural monsters, and the like), but, especially Examples: “You remember the hit-and-run in superhero campaigns, it normally isn’t actu- accident where your boss was nearly killed? ally horror. Because the heroes are in the driver’s Your wife was at the wheel!” seat, taking an active role against the monsters with the expressed goal of destroying them, the “Your son has gotten my daughter pregnant.” characters don’t normally feel much helplessness, “No, Luke. I am your father.” horror, or dread. And it is, in fact, helplessness and dread that Th e Revelatory Presence Attack follows the make a horror story. Without them, you have same general rules as the standard Presence Attack. some other kind of story (normally adventure A character uses his standard Presence, receiving or drama) in which the bad guys merely have 1d6 per 5 points in that Characteristic... and unless unusual special eff ects. GUIDELINES REVELATORY PRESENCE For a Champions campaign to be a horror ATTACK MODIFIERS TABLE campaign, you must have these things happen: ■ Th e characters must not be as powerful as the Modifi er Situation or Character’s Action campaign’s horrors -2d6 Speaker is unknown to target ■ Th e characters must not understand the cam- Target has Psychological Limitation paign’s horrors that makes it hard for him to believe ■ Th e characters must be afraid of the campaign’s revelation — horrors -1d6* Psychological Limitation is Moderate The Characters Must Not Be As Powerful. Th is -2d6* Psychological Limitation is Strong doesn’t mean they’re incapable of destroying one -3d6* Psychological Limitation is Total or more of the campaign’s horrors at a time, but individually and collectively, the PCs must feel as +1d6 Speaker has KS of his target and though they are not a match for the things that go makes Skill Roll bump in the night. Being as powerful gives them +1d6 Speaker has SS: Psychology or confi dence; confi dence is destructive to a sense of Psychiatry and makes Skill Roll dread. It is also helpful to have monsters who are +2d6 Target trusts speaker or knows he intelligent enough to learn and exploit the heroes’ always tells truth weaknesses (which should oft en include Depen- *: On the other hand, if the result of this Pres- dences, Susceptibilities, and Vulnerabilities). ence Attack is target’s PRE +10 or more, the target Alternately, you can confront them with believes the revelation and the GM can give him horrors their powers are useless against. All the an NND attack of twice the number of dice shown Strength or Energy Blast dice in the world don’t here — e.g., if he had a Total Psychological Limita- do a superteam much good when their foe is a tion, he sustains 6d6 NND from the pain resulting helpless teenage girl possessed by a demon. Th ey from his sudden shock. dare not harm the girl, but they have to stop the 40 HERO SYSTEM 5TH EDITION

demon. For once, they can’t rely on their powers — they’re going to have to be clever and inventive ROMANCE if they’re going to save the world this time. A romance campaign is all about romantic The Characters Must Not Understand. Having a relationships. Naturally, other sorts of moods real understanding of how the monsters work, may be present as well (adventure and drama are what motivates them, how they think is just the especially appropriate), but the establishment, sort of familiarity that breeds contempt — and development, and (sometimes) termination of undermines a campaign’s sense of horror. Th e character-to-character romances is the primary GM should work hard to make his monsters subject of such campaigns. somewhat inexplicable. Th e best approach is to Th e mood of Romance may be best-suited give them a recognizable modus operandi while to mini-series rather than a years-long campaign. keeping their true thoughts, mental processes, Th is is because every romance goes through a and abilities as secret as possible. Don’t throw “life-cycle” that its participants hope will result a normal vampire at them — every hero knows in a happy ending. When they do, the characters how to cope with one. Substitute a weird super- involved in that romance can no longer occupy powered vampire with unpredictable abilities, or center stage in the campaign. On the other hand, some bizarre extradimensional thing the heroes if they result in a relationship breaking up, the have never seen before and know nothing about. characters involved can be center stage of the next storyline (though with other romantic The Characters Must Be Afraid. Th is is among the partners), but eventually the characters fi nd hardest things to enforce in a gaming campaign, long-term partners and have to stop being the particularly a superhero campaign, since most campaign’s focus. In short, a Romance campaign players are simply unwilling for their characters requires a constant rotation of primary charac- to be vulnerable — and without vulnerability, ters, which puts a strain on a GM or players who’d there can be no fear. Th e best approach to imple- like to play the same characters for an extended menting this guideline is, of course, to run games amount of time. for players who want to have their characters scared; the second-best is to have players who are GUIDELINES good roleplayers and will abide by their charac- A Romance campaign should include two or ters’ Psychological Limitations (and who’ll make three prospective couples occupying center stage sure their characters have appropriate ones). at any given time. A couple can be two PCs or one PC and one NPC. Th e campaign can feature Given these guidelines, you may even want other PCs who are not involved directly in the to consider requiring players to tailor their char- romances at this time, but who have plenty to do acters appropriately if you intend to emphasize with plotlines that are only indirectly related to horror in your campaign. Rather than allow the the romances. full range of superhero types, you might mandate Every Romance in such a campaign goes that all PCs have to be mystics, psychics, occult through a series of stages of development. When investigators, or highly-trained normals without a Romance gets to the last stage, its storyline is any true superpowers. Additionally, by setting low done, even if the characters’ relationship remains point and eff ectiveness ceilings (see page 125), intact, which means these characters need to you can cut down on the sheer power the PCs can move off center stage to permit others to take bring to bear on the obstacles confronting them, their place. which helps to emphasize feelings of dread. If a campaign features more than one APPROPRIATE UNLIKELY ACTIONS Romance at a time, each one should be at a diff er- ent stage of development (the GM can make an Demonstrating Fear. Superheroes seldom suggest exception in the fi rst episode or two of play, when they’re afraid or otherwise not in charge of a situ- two or more relationships may be in the fi rst ation. Th e GM should reward appropriate demon- stage of development). strations of fear or dread through awards of more Th e stages of development, including neces- Experience Points for good roleplaying. sary pre-storyline setup by the GM, are: Fleeing. In most superhero campaigns, the heroes Character Design Or Modifi cation. When building would never consider fl eeing from an enemy. new characters, or revising experienced ones, to In a horror-oriented Champions game, running be part of a Romance plot, the GM and players away is a viable tactic and, until the heroes learn should make sure each one possesses two traits: a how to confront the enemy, a valid response. To reason to be attractive to the other; and a trait the persuade PCs to fl ee an enemy, it may be helpful other will fi nd diffi cult or off -putting. With PCs, to have them see a character of similar abilities the fi rst step in dealing with this is to have the cut down and devoured by the monsters. Th at’s a player describe the character’s ideal mate. Th en, defi nite demonstration of the fact the PCs don’t the GM can create NPCs or help modify existing yet stand a chance in a physical confrontation. PCs to make them somewhat more like the ideal mate. Th e key word here, however, is “somewhat.” Romances should be rocky roads, but they’re much less likely to be if each character is a perfect Champions 41

template of the other character’s ideal mate. Example: Player character Black Swordsman is about to become part of a Romance-oriented campaign. At the GM’s request, he answers the question of what his ideal mate would be. He decides that she would be intelligent and well-educated (if not downright scholarly), somewhat serious (to contrast with his own fl ippant nature), a student of fencing and/or the martial arts (to share a hobby with him), and a movie buff . Th e GM looks over the female PCs and decides that no one is near enough to this sort of char- acter to serve, so he’ll create an NPC to act as Black Swordsman’s love interest. He creates Lillian Hughes, professor of history and author, whose fi eld of interest is the eff ect of infantry weapons on history. But the GM slips a joker into the deck by devi- ating in a substantial way from Black Swords- man’s “ideal mate” checklist. Not only is Lillian not a student of fencing or martial arts, she is a pacifi st who abhors the eff ects of violence on society — one reason why violence throughout the ages, as expressed through an interest in history’s small weapons, is her chief academic interest. Th us, in addition to having reasons to be attracted to Lillian, Black Swordsman also has reasons to come in confl ict with her. Likewise, at the moment, Lillian has only rea- sons to be in confl ict with Black Swordsman, so Establishment Of Romance. Th e GM now needs to the GM decides the hero’s great appeal to her fi nd ways to continue to have the two parties of lies in his secret identity, that of Richard Gray, the romance encounter one another. Sometimes stock analyst and newspaper columnist. Th e this is easy (such as when they work at the same GM establishes that Lillian is attracted to other place), sometimes more diffi cult (in which case the writers and admires someone with mathemati- GM may have to rely on coincidence, or manipula- cal acuity and a fl amboyant nature, both of tions orchestrated by some NPC). It is during these which Black Swordsman possesses in spades. events that the more ordinary plot details of the campaign reveal themselves — what supervillain Meeting And Initial Attraction. It’s no trick to set up is plotting a new takeover, what jewelry display is a situation where the two parties of a Romance bound to attract thieves, what criminal investiga- meet one another. Th e GM can choose to do so in tion is yielding details about one of the PCs’ Hunt- a violent situation (one party saves the other from eds. impending doom), another type of confl ict (they Th is stage of the Romance is complete when meet on opposite sides of a business deal and each both parties acknowledge their attraction to and likes the way the other conducts himself), a social continued interest in one another. At this point, the situation (a party), or some really unlikely event GM can start complicating things. (both break into the same art gallery at the same time). Th e only thing the GM has to remember is to Trouble Part I. Once the parties in a Romance are fi nd a way for each PC to demonstrate one or more certain they’re interested in one another, trouble characteristics that the other person fi nds attrac- erupts. Some examples of trouble include: tive. ■ A previously-thought-dead husband/wife/former Note that, in books, movies, and TV series, boyfriend/former girlfriend turns up, hale and characters can meet, initially dislike one another, healthy and very, very attractive. and eventually fi nd romance. In game campaigns, ■ Th e characters discover they are opposed in their this is not usually the case; whatever characters super identities (i.e., one hero, one villain). initially feel about one another tends to endure (if not worsen). So it’s best not to set up a situation ■ Th e characters discover mutual personality where the heroes initially fi nd themselves in a dis- incompatibilities (mostly related to Psychological agreeable sort of confl ict — the GM is most likely Limitations). to torpedo the entire romance that way. ■ Th e characters discover one did something potentially unforgivable to the other at some time in the past. 42 HERO SYSTEM 5TH EDITION

■ Th e characters discover they belong to opposed families or organizations. TEEN CHAMPIONS ■ Th e characters discover they belong to the same A sort of “meta-genre” or “subgenre” common to family and are too closely related for comfort. (Th is comic book superheroes are stories focusing on teen- is usually eventually followed by the revelation that age superheroes. Teen Champions heroes (who oft en, one or the other is adopted, which makes every- but not always, face off against teen villains) have to thing all right again.) deal not only with the usual travails of superheroing (risking their lives, maintaining a Secret Identity, and ■ Th e characters must oppose one another in busi- so on), but all the baggage that comes with being a ness, and business turns ugly. teenager. In addition to saving the world on a regular ■ One character achieves some result that leaves basis, they have to get their homework done on time the other hurt and jealous (the GM must normally (and get good grades!), cope with teen romance prob- utilize Psychological Limitations here). lems, deal with family-related issues, get permission to ■ One character discovers the other has a previ- use the family car and stay out late, and fi nd a date for ously-undisclosed child. the prom. ■ One character discovers he has a previously- GUIDELINES unknown child. School Daze. To run a Teen Champions game, fi rst and ■ An NPC or another PC begins to court one foremost you need a proper setting. For some Teen member of the Romance. Champions campaigns, that setting is a special school ■ An NPC manipulates things so that evidence or academy for superpowered children. Th is has some of any of the earlier Troubles appears, even if the benefi ts (all the heroes are in the same place most of actual Trouble has been falsifi ed. the time, and they automatically form a team), but also some drawbacks (it eliminates a lot of the story- Note that these discoveries can come via a driving dilemmas that confront teen superheroes). Revelatory Presence Attack, as described under Other games take place in a typical modern-day city, “Drama,” above. with the heroes attending one or more regular high schools. Trouble Part II, Part III.... Once the fi rst wave of trou- ble has been beaten into submission, the GM can Keep Power Levels Low. It’s fi ne for these teen supers introduce a new one — assuming he hasn’t done so to be able to be more powerful than their friends in even before the fi rst wave was quelled. Th e GM can high school, certainly, but they shouldn’t be able to keep this up so long as all parties are entertained; carry City Hall around or blast Mount Shasta into a once the Troubles begin to wear thin as entertain- steaming crater. If they possess a high level of power, ment (or, even better, before they do), the GM can the PCs feel powerful and dominant — which runs progress the characters’ relationship to the next contrary to what this sort of campaign is all about. It’s stage. appropriate for the GM to impose signifi cant point and eff ectiveness ceilings, such as 40 Active Points in Happily/Unhappily Ever After. Ultimately, aft er having powers, or no SPDs above 4 without special permis- weathered numerous Troubles, the couple decides sion. whether to stay together or go their separate ways; either choice ends their Romance plotline. If they Make Secret Identities A Must. A teen campaign can remain together, they can take on some other role never have an appropriate level of angst if there aren’t in the campaign. If they go their separate ways, they compelling reasons for the teen supers to keep their can be retooled for a later Romance, perhaps with heroic identities secret from their parents and class- one another, perhaps with someone else. mates. Th e reasons can be as simple or elaborate as the GM and players wish. For instance, assuming a Character Redesign Or Modifi cation. Characters who somewhat paranoid atmosphere, you might establish have survived a Romance can go through a minor that people who demonstrate superpowers are always redesign to adjust appropriate Romance-related inducted into secret branches of the armed forces, Psychological Limitations, Hunteds, and so on. with their families sequestered for study by govern- APPROPRIATE UNLIKELY ACTIONS ment scientists. If the teen hero doesn’t want that to happen, he’ll have to keep his real name a secret, and Vulnerability To Romance. Some players prefer to will have to dodge the occasional eff orts by govern- keep their characters unencumbered by romantic ment representatives to unmask him. attachments — either because the players them- selves are uncomfortable roleplaying romantic Orient Stories Around Teen Interests. Most of the scenes, or because they’d rather have their char- campaign’s stories should have at their core some sort acters do the “fun stuff ” (i.e., fi ghting) instead of of teenaged-oriented theme. Examples might include: boring roleplaying scenes. Players who are willing the struggles of holding down a job (when one’s time to open their characters up to romantic possibili- is divided not only between it and school but also ties — who take lots of DNPCs (even if they get superhero responsibilities); young love (even more no points for them), who act like someone in love complicated for teen supers than ordinary teens, since might act, who, in short, get in the campaign mood their boyfriends/girlfriends might end up being pos- — should be rewarded for their participation. sessed by demons, unknowingly being the off spring of the town’s villainous mad scientist, or hateing or fear- Champions 43

ing superheroes); struggles for independence (if an even consider holding back some of the heroes’ start- ordinary teen that his parents are too restrictive, imag- ing points, so he can hand them out in small lump ine the feelings of a teen who could fl y to the Moon... sums throughout the game to represent character if he weren’t grounded for the next week); personal growth.) Players who design characters along these attractiveness (acne and braces affl ict supers as well guidelines, and who roleplay the eff ects appropriately, as normals); disapproval (from parents, relatives, should be rewarded with more “screen time,” more and people in general who deride the heroes’ music opportunities for roleplaying, and hopefully more tastes, friends, clothes, and hobbies); and so on. Every Experience Points. menace can be a metaphor for one of the heroes’ inner Have Weaknesses And Vulnerabilities. For many struggles — for instance, the 80’ tall motorcyclist who players, the whole point of character design is to crushes the neighborhood under his wheels is both a eliminate as many weak points as possible — aft er dangerous enemy and a refl ection of what one of the all, superheroes are supposed to be strong, powerful, heroes would really like to be.... and confi dent. But that approach runs contrary to APPROPRIATE UNLIKELY ACTIONS many of the themes of Teen Champions. A teen super (whether hero, villain, or neutral) should have one or Design The Person First. A campaign like this revolves more points of vulnerability, places where he can be more around the personalities of the characters than hurt or manipulated by ordinary friends, relatives, and their powers. If at all possible, come up with the per- authorities. It’s especially appropriate for teen supers sonality, history, and home details of a player charac- to have the Only In Heroic Identity Limitation on most ter before worrying about his powers. of their powers, making them ordinary kids (vulner- Create Unusual Powers As A Basis For Others. Teen able to school bullies and sports injuries as anyone superhumans usually start out with a small suite of else) when in their Secret Identities, or to have some narrowly-defi ned powers. For example, instead of obvious, unconcealable trait they’re very sensitive being able to teleport at will, a teen hero might have about — so much so they’ll be pained by or even fl ee the ability only to teleport between patches of shadow. taunting. Instead of being super-strong all the time, he might Make Inappropriate Choices. No experienced adult need to absorb solar energy to exercise his full STR superhero is likely to fall in with a “bad crowd” (so he’s much less eff ective at night or indoors). Th is because of peer pressure, or use his superpowers refl ects the relative newness of a teen hero’s powers, in irresponsible ways — but a teen superhuman and his relative inexperience in using them. As the certainly might. Th e temptation to show off their campaign goes on, the character can spend earned powers undoubtedly preys on the minds of many Experience Points to improve his powers by buying teen heroes, especially ones who are snubbed or off Limitations, adding more eff ect, and so forth. bullied by their classmates. A player who roleplays Eventually he has unrestricted Teleportation or can these situations appropriately should be rewarded use his full super-strength at all times. (Th e GM might for doing so. 44 HERO SYSTEM 5TH EDITION SOURCES OF SUPERPOWERS n the standard four-color superhero campaign released into the atmosphere during the August — one based on the genre characteristics of 1945 bombings of Hiroshima and Nagasaki and the massive, superhero-laden universes of the atmospheric atom bomb tests by the Americans, Imajor comic book publishers — a tremen- Soviets, French, Chinese, and other nations since dous number of events or resources allow for the then. creation of superheroes and supervillains. Th ey Psionic Powers: Modern culture is steeped in an include, but are not limited to: awareness of paranormal phenomena, and the Alien Species: Th e galaxy features other sapient many powers attributed to extrasensory perception races (perhaps countless numbers of them), and — telepathy, telekinesis, distance viewing, pyrokine- in some cases, representatives of those races are sis, astral projection, and so on — make psionics a super-powered. It may be that all members of those good source for superpower origins. races are super, at least on Earth; it may be that only Super-Science: Th e assumption that the technology a few are; it may be that intermingling of alien and of tomorrow (or of the campaign world today) will Human DNA results in supers. be smaller, faster, more powerful, and more energy- Extradimensional Energies: Quantum physics, effi cient than ours — not to mention capable of high-order mathematics, natural energy fi elds in accomplishing tasks that ours simply can’t — pro- the body or completely inexplicable circumstances vides rationales for a great number of superpowers. might cause a character to interact in a strange way Build microminiaturized laser beams, ion thrust- with the very fabric of reality. Being able to slip ers, environment systems, communications, sight partway or completely into another dimension is enhancement gear, and a force fi eld into a device a a plausible explanation for powers such as Deso- human can step into and seal around him, and you lidifi cation, Teleportation, Damage Reduction, and have a set of powered armor — an instant super- super-speed. hero. Genetic Manipulation: Breakthroughs in gene Supernatural Forces: Th e existence of the supernat- replacement therapy, long theorized and now ural (ghosts, vampires, werewolves, curses, and so beginning to appear in greater and greater num- on) provides explanations for many possible super- bers, suggest a world in which superheroes not hero powers. What if someone were descended only appear, but are designed by geneticists in from a vampire, and possesses some of the vam- laboratories. Unlike many of the other power ratio- pire’s powers, only a few of his weaknesses? What if nalizations here, the “designer genes” explanation a scientifi c genius discovered that lycanthropy (the doesn’t come with a long list of genre conventions condition of being a werewolf) were a virus that or assumptions — when you say “psionics,” people caused specifi c physical modifi cations, and could think about a short list of powers, but in the comics be altered in the lab, resulting in a breed of wolf- there’s no short list associated with gene modifi ca- man that was not cursed to mindlessly hunt and tion. So this power origin serves as a very broad slaughter innocents during the full moon? (Note one; players can use it for practically any power the that “the supernatural” in the context of super- GM permits. power origins is oft en distinct from “magic,” in that Magic And Mysticism: In this world, magic really the supernatural is normally considered something exists. Ordinary people (or, if the GM prefers, a unnatural, to be feared, so any association with it select subset of people who possess some sort of by a super is cause for normal people to regard him magical ancestry) can learn sorcery, and there may with suspicion or dread.) be families that possess inherent magical powers or Training: In the comic books, training and dedica- traits. Such campaign worlds are also usually char- tion can take a seemingly-normal person a long acterized by the presence of remnants of ancient way, allowing that person to become competitive magical civilizations, connections to dimensions with true superhumans. Assume, for instance, that inhabited by the gods of various mythological pan- a genetically normal man or woman can train up theons, and the like. to a STR of 20, providing 4d6 damage in combat. Mutation: Much as with the Genetic Engineering If that person learns a martial art with a maneuver option above, this campaign allows the notion of that adds +4d6, the damage per attack becomes genes gone amok to explain the presence of super- 8d6. If the person buys four Extra DCs, the damage powers, but in this case the genes are modifi ed by becomes 12d6. Th is character can’t act in every way nature and chance. Many campaigns explain these like a character with STR 60, but can do as much genetic alterations as being the result of radiation damage in combat. Champions 45

Of course, the GM is free to add more Example: Morgan plans to have a campaign sources not described above, or to “subdivide” oriented around mutant characters. Obviously, these broad categories into more specifi c ones. he permits the Mutation source. Less common than the sources above, but equally valid in a superhero environment, include such He decides that, logically, various governments choices as extraordinary luck, use of drugs (which and medical cartels, as they discover the existence would fall under Super-Science but is seldom of mutants, will begin to try to duplicate and seen in comics these days), manipulation of the improve on those genetic patterns. Th erefore char- body’s natural electromagnetic fi eld, and so on. acters are permitted to use Mutation and Genetic Th e choice of which events or circumstances Engineering as the basis for their powers. Morgan permit superpowers on your world is a very decides to distinguish between true mutants and important one. Th e fewer events the GM chooses, deliberately engineered mutants this way: engi- the tighter the range of powers and special eff ects neered mutants do not show up on devices that PCs can manifest. scan for mutant powers (thus these characters cannot take Distinctive Features: Mutant, and are not as vulnerable to being Hunted), but only true UNLIMITED SOURCE mutants can take Multipowers, and only they can have powers with an Active Point value of CAMPAIGNS 75 (engineered mutants are limited to 60 Active Points). Most Champions campaigns are “unlimited source” games. In an unlimited source campaign, Morgan further decides Super-Science permits a the GM permits just about every conceivable small number of superpowers (defi ned as super- origin for superpowers. Th is off ers the advan- miniaturized implants and gadgets); these are tage of giving the players a very broad range of limited to Enhanced Senses and a short list of backgrounds for their characters. On the other other Powers. hand, this approach oft en risks the players’ willing Finally, Morgan says that Training, specifi - suspension of disbelief, especially when several of cally Martial Arts, allows a character to attain those players are not comic book fans and aren’t superhuman levels of damage, but does not predisposed toward this most unlikely view of the permit superpowers with martial arts rationale universe. (for instance, using the manipulation of ch’i as An unlimited source campaign presupposes an excuse to purchase Telekinesis or Damage a campaign setting that is (or once was) regu- Reduction). larly visited by a number of alien races, has one or more traditions of magical training, was once dominated by the gods of legend (perhaps by several diff erent pantheons, either concurrently or consecutively), experienced a wide variety of genetic mutations appearing primarily in the years aft er the use of the fi rst atom bombs (and later duplicated and improved upon in the labora- tory), features vampires and mummies and other thing that go bump in the night, all the while being the home of several martial arts traditions that allow the most devout students to achieve superhuman levels of ability... it’s a lot for some players to accept. It may seem more like a super- market tabloid world than a comic book world. Nevertheless, because it mimics established comic book worlds, this approach suits more Champions campaigns than any other. LIMITED SOURCE CAMPAIGNS In many cases where not all the players accept every source for superpowers, or where the GM has a specifi c type of setting or storyline in mind, the GM will want to use a subset of the available choices, relating them to one another whenever possible. In many cases, one of these sources defi nes the fl avor of the campaign, and the others support it. 46 HERO SYSTEM 5TH EDITION

Example: Dean wants to run a campaign in undersea environment, or when surface criminal which most of the PCs are sorcerous supers, organizations enact some scheme and send agents so he chooses Magic and Mysticism as the down into the watery deep). principal source for origins in the campaign. As All-Martial Arts. Every PC would have a distinct mar- with Mutants in the campaign example above, tial arts style (sibling teams and hero/sidekick pair- he decides to off er this Source an advantage ings could possess the same martial art, naturally). in character-building: only mystics can base Th e supers’ powers would have martial-arts special powers on Variable Power Pools or Multipow- eff ects; some might be based on martial arts notions ers, and only mystics’ powers can have up to 90 such as ch’i, breath control, secret techniques, and Active Points; all others are limited to 60. On so on. (See Th e Ultimate Martial Artist for plenty of the down side, mystics must have the Limitation ideas for such characters.) Requires A Skill Roll on all their powers. All-Mercenary. Th e heroes in this type of campaign Other origin Sources are available. Among them all belong to an organization that performs missions are Supernatural Forces (whose powers, though for money. Th ey might be morally and ethically less potentially mighty than those of Magic and upright missions (performing an outer space rescue Mysticism, tend to be more reliable, since they of endangered astronauts), or morally ambiguous do not call for Skill Rolls) and Training. In this and questionable ones (infi ltrating a foreign country campaign, Dean decides there’s an important and kidnapping its leader to turn over to an intelli- link between the world of magic and that of gence agency). Th is can be especially fun for players martial arts, so martial artists can buy some who don’t want to worry about the ethical side of superpowers that seem appropriate to the mys- power use; all PCs would need to be similarly disin- ticism surrounding the world of martial arts. terested in weighing questions of rights and conse- quences. Or the campaign could be set up precisely to explore these dilemmas, and the heroes must fi nd UNIFIED THEME some way to walk a moral tightrope on any mis- sion where their objective falls a little too far on the CAMPAIGNS wrong side of the line they’d prefer not to cross. Another way to defi ne a campaign is to require All-Monster. In this campaign, every character is all PCs to belong to a common theme. Th is does some type of monster. Th ey might all be of the same not mean a common source (though sources some- approximate type of monster (all vampires, all were- times act as themes) or a common set of special wolves, all golems), or each character might be the eff ects (e.g., all characters possessing powers of fi re only example in this group of his type of monster. or based on extrasensory perception). Instead, it In any case, All-Monster campaigns usually involve signifi es that all the characters have a common sort the heroes keeping out of the way of monster-slayers, of background that sets them apart both from ordi- from villagers with pitchforks to dedicated and pro- nary humanity and more other superteams where fi cient enemies of the supernatural, while combating each hero has a diff erent sort of superhero role and even more secret forces that actually are powerful background. Alternately, the GM may decide that all and evil. superheroes in the world share the same theme. All-Monster Hunter. Th e diametrical opposite of the Some examples of possible themes/campaigns All-Monster campaign is the one in which every include: character is a dedicated adversary of monsters. Th e All-Alien. Th e PCs could belong to one specifi c alien degree to which these characters can be considered race; perhaps they are extraterrestrials stranded on “superheroes” is debatable — they spend most of Earth, using their nonhuman powers to protect the their campaign time tracking down and destroying, inhabitants of this world. (Such a campaign could or sometimes curing, monsters — but when they have them be favorites of the people, or passing for interact with more customary superheroes, they can human, or feared by humanity.) An all-alien cam- perform more normal costumed crimefi ghting tasks. paign could be played for laughs, with the aliens’ All-Mystic. Every character in this campaign is a oddball perceptions of Earth customs acting as the student of the supernatural. Usually it’s not enough source for most of the humor, or could be deadly for them to have powers that derive from magic in serious, with Earth government forces determined to some way (for instance, a character possessing an hunt down and dissect/exterminate the alien heroes. enchanted ring that allows him to transform into All-Aquatic. Every character in this campaign would an indestructible fl ying strongman); all must be have the ability to breathe water (or have convenient students of magic, with their studies and curiosity technology that supplied him with a breathable leading them into adventures that chiefl y deal with atmosphere while underwater), and most of their realms of magic and the supernatural. adventures would take place in the ocean depths. All-Patriot. Every PC belongs to the same nation Th is sort of campaign tends to be similar to the and is an evident symbol of that nation. Most wear “Strange Super Societies” element described on page costumes based around the nation’s fl ag or fi gures 14, with an important distinction: all-aquatic heroes from its folklore, the better to keep the aff ection of tend to interact with “surface people” on a regular the people. Th e adventures of All-Patriot campaigns basis (for instance, when surface activities like radio- tend to revolve around the heroes’ confl icts with active waste dumping or bomb testing endanger the supers and menaces from opposed nations, and are Champions 47

best set during wartime. various law enforcement organizations (and pos- All-Tech. In this campaign, every PC has powers sibly by superheroes as well). based on technology. Th e group might include gad- geteers, powered armor characters, cyberkinetics, Th e advantage of running a unifi ed theme and many other types of heroes, but all of them are sort of campaign is that the player characters tend united by their interest in and use of super-tech. to cooperate more readily — circumstances oft en Most of their adventures revolve around technol- force them to trust one another and become more ogy as well — they have to stop industrial sabotage dependent on one another. In addition, characters (or villains who want to steal their own tech), help with common thematic backgrounds oft en have the space program solve its problems, and so forth. common elements in their background stories, meaning the GM doesn’t have to create as many All-Teen. See Teen Champions on page 42. antagonists or villain organizations. For example, in All-Vigilante. In the comics, most supers, and almost a campaign based on normal four-color superhero all superhero teams, fi nd some way to cooperate team comic books, there needs to be one supernat- with the authorities. Some operate with offi cial ural bad guy organization, one high-tech superspy government sanction, some work out informal organization, one villainous time-traveling organi- arrangements that allow supers and law enforce- zation, one intelligence agency led by a villain with ment both to operate without stepping on one a mysterious agenda, and so on, ad infi nitum. In an another’s toes too oft en. But in this sort of cam- All-Mystic campaign, you only need the supernatu- paign, all the heroes act as judge, jury, and (pos- ral bad guy organizations. sibly) executioner, distinctly putting them on the wrong side of the law. All PCs in such a campaign should take the Disadvantage of being Hunted by 48 HERO SYSTEM 5TH EDITION ELEMENTS OF THE GENRE uperhero campaigns wouldn’t be much like villains and criminals from taking revenge on the comic books if they didn’t implement the character (and his loved ones) for his actions. certain genre conventions — things that don’t (Similarly, the character may not want to expose Snormally happen in real life, and that oft en his civilian identity to arrest and prosecution by the don’t make sense, but that are all part of making authorities.) For this to be a concern, the character comic books what they are. Th is section discusses should have one or more other Disadvantages and many of them and how you can simulate them in a background circumstances that interact with his HERO System campaign. Secret Identity — one or more Hunteds, DNPCs, or Th e “rules” described here detail the way the like. things work in the comic books, and players who TO KEEP THE AFFECTION OF LOVED ONES are readers of the comics will probably expect these genre conventions to hold true for your campaign. It may be that the character has a loved one If you choose to disallow any of these comic book who would react very badly — abandon him, have conventions — for example, maybe you think the a heart attack, and so on — if he learned the char- rule about any mask, no matter how small, being acter was a super. For example, a hero might have a suffi cient to conceal a character’s identity is stupid girlfriend who loves him deeply but loathes his cos- — tell your players before the campaign starts so tumed identity due to some misunderstanding, and they’ll know to take a diff erent approach to that a sickly relative whose health might fail completely particular issue. if he learned about the character’s superheroic pur- suits. Typically the loved one is a DNPC, but that’s not required. Th e GM must remember to utilize the SECRET IDENTITIES NPC on a regular basis, placing the secret of the PC’s identity in jeopardy and causing him to have to jump Most superheroes and supervillains maintain through hoops to maintain it; otherwise the charac- Secret Identities — when they use their super- ter receives his Disadvantage points for nothing. powers, they do so while wearing a costume that conceals their true features and using a codename TO GET MORE POINTS distinct from their genuine names. In HERO System Even if a player describes in a convincing way terms, Secret Identity is a form of Social Limitation why his character has a Secret Identity, it may be (see pages 338-39 of the HERO System 5th Edition, that he has actually taken the Disadvantage primar- Revised). ily because his character needs 15 more Character In many superhero worlds, this habit came Points. Here are some danger signs that this is the about in the era of the pulp heroes, described case: above, when heroes sometimes operated outside ■ Th e character’s Secret Identity is known to all his the law. Th ose heroes generally concealed their true loved ones and teammates features behind dark overcoats, fl oppy hats, and concealing masks or scarves, and used frightening- ■ Th e character has no loved ones who might suff er sounding code-names. Th ese habits made it harder if his identity were to be revealed to the world. for organized crime or law enforcement to punish ■ Th e character has a job that causes him no incon- the heroes (or their loved ones) for their crime- venience (he is a freelancer who can adjust his fi ghting activities. work schedule and location without consequence, the character is Filthy Rich, and so on).

What The Secret If enough of these circumstances are in eff ect Identity Is For that the GM suspects the character is getting away with having a Secret Identity that does not Any character who takes a Social Limitation: disadvantage him, the GM should either require Secret Identity should inform the GM what he con- the player to buy off the Disadvantage or fi nd siders its primary purpose to be. Th e GM can then some way to make the character suff er for having make use of the Secret Identity to generate plots the Disadvantage. Tactics for the latter approach and subplots for use in the campaign. include having long-lost relatives suddenly appear, TO AVOID CONSEQUENCES FOR ILLEGAL/ having the PC grow romantically interested in an AVENGEABLE ACTIONS NPC only to realize he is afraid of or antagonistic toward supers (either in general, or the character’s Th e most common purpose for maintaining superheroic identity in particular), or having the separate civilian and hero identities is to prevent Champions 49

character temporarily lose his dream job/personal DON’T WORRY ABOUT STRAPS OR GLUE NEAR-MAGICAL fortune and suddenly have to work more at the For reasons no one has ever adequately COSTUME behest of others. explained, superhero costumes don’t slip, bunch, MATERIAL or fall off , regardless of how they are stretched or Near-Magical Costume Costumes abused. It is therefore safe for a male hero to fl it Material that is Inde- about in a costume that is little more than a pair structible or Self-Heal- In the more modern eras of the superhero, the of brightly-colored briefs — no dive into a body of ing is normally bought as an Instant Change concealing garments of the pulp hero have become water, no matter how clumsy, will ever strip them Cosmetic Transform distinctive costumes, instantly recognizable and from him. Female heroes can feel confi dent that (see the sidebar on page trademarkable combinations of clothes, accessories, their strapless tops will stay up. Th is is just a char- 238 of the HERO System and colors, oft en tight-fi tting (and perhaps a bit acteristic of the physics of a superhero world. 5th Edition, Revised). revealing). In theory, each super designs his cos- If a GM wants to be a little more realistic, he With the GM’s permis- tume to leave a distinctive impression — to cause can say that among the many materials available sion, the character can apply the Limitations others to recognize his loyalties (such as costumes to superheroes is a sheer skintight material that OIF and Only To Keep bearing patterns from a national fl ag), to fear him breathes, stretches without wrinkling, and can be Costume Undamaged (costumes bearing symbols that cause dread, such dyed to match just about any skin tone. Conse- (-1). as skulls, frightening animals, or weapons), or just quently, when a costume appears to be mostly bare Near-Magical Costume to recognize him in any circumstance (very bright fl esh, it is actually covered in part by this useful Material that provides and distinctive color combinations). material, which serves as a base for the apparently- protection to the wearer daring portions of the costume to be attached to. is bought as Armor, and WHO WAS THAT MASKED MAN? (Naturally, ice skaters and ballroom dancers will is oft en referred to as One of the most enduring costume-related make extensive use of the same material.) “bulletproof spandex.” “bits” involves the sacred nature of minor facial Bulletproof Spandex: alterations. In the comics, the smallest mask or IT’S NOT FOR SALE AT THE CLOTH STORE Armor (6 PD/6 ED) (18 most ephemeral of changes to a character’s appear- Related to the notion of the fl esh-covered Active Points); OIF (-½). Total cost: 12 points. ance constitutes a change so dramatic that people bodystocking above, another “bit” you can intro- who have known the character in both identities duce in your campaign is the Near-Magical Cos- Characters may buy more (or less) armor for years cannot penetrate the deception. Such tume Material. Th is is a type of cloth, plastic, force if they wish (up to any minor facial alterations can include: fi eld projection, or other material normally found ceiling established by ■ A change in hair style (long rather than short, one only in superhero costumes. Possible characteristics the GM — 12 PD/12 ED lock of hair falling across the forehead in one iden- for the Near-Magical Costume Material include is usually a good restric- tion), and add Limita- tity but brushed back in another) indestructibility (the costume doesn’t prevent damage from reaching the wearer, but it does not tions like Activation ■ A change in hair color (blonde for black) Roll (to represent only sustain damage itself, and so remains clean and partial coverage of the ■ Addition or subtraction of facial hair (pencil-thin untorn despite how badly its wearer is pounded), body) or Ablative (if the mustache versus no mustache) self-healing (the material does sustain damage, but armor gets worn away then proceeds to fi x itself so that, within minutes, by repeated attacks). ■ Use of a minor facial accessory (eyeglasses, false it appears as though it has never been scuff ed), or tattoo on one cheek) See Defensive Gadgets lightweight armor (it provides the character with on page 125-30 for other ■ Wearing a mask, no matter how small or non- armor that is much lighter, less cumbersome, and defensive options for concealing more breathable than any material known to law stylish superhumans. ■ Wearing a tinted faceplate over the entire face, enforcement) (see accompanying sidebar). allowing witnesses to see one’s features only in Th e general public cannot buy Near-Magical monochrome Costume Material, but it tends to be readily avail- able to superheroes. Superhero inventors help other DON’T WORRY ABOUT THAT DIET heroes out by supplying quantities of the material, Th e most common sort of costume found with for instance, or the campaign may feature one or superheroes is skintight, the majority of the cos- more NPCs who provide the material to a limited tume being as stretchable as swimwear but much clientele. less prone to wrinkle. For this reason, any superhu- TEMPORARY CONCEALMENT man character can choose to have a perfect body — one an ordinary active lifestyle maintains, one It’s also important to remember that a super- that does not gain pounds over the holiday feasting hero character, assuming he’s normal human size season, one that does not suff er severe metabolism and doesn’t have extraordinary Distinctive Features changes as the hero ages — regardless of whether (smells like a stockyard, trails tentacles out to a his powers and activities in the game seem to jus- distance of ten yards behind him, or the like) can, tify it. under normal circumstances, throw a trench coat Having a Perfect Superhero Body does not and a hat on over his costume and walk around require the character to buy a high Comeliness or on city streets without attracting too much atten- take a Distinctive Features Disadvantage. A player tion. Th is is an especially appropriate technique for can choose for his character not to have a perfect characters so mutated or scarred by their origins body, but this doesn’t warrant any sort of Disadvan- that they can’t even be mistaken for human, yet tage, either. who, driven by loneliness, must occasionally pull on some heavy-weather gear and walk among human- ity. 50 HERO SYSTEM 5TH EDITION HOW TO DESTROY Discovery Of The Typically, he’ll have to change his appearance and THE WORLD forge details of his new identity, and there is that pesky Th e methods by which Secret Identity problem with fi ngerprints and perhaps DNA being on supervillains can destroy fi le, but it is in some cases a viable option. Here’s one area where a player has a certain or conquer the world “Maybe it’s time to see if the public can accept both are myriad — the only amount of leverage on a GM: if an NPC discovers MegaMan and Clyde Carruthers.” limitations are the GM’s a hero’s Secret Identity, but the player of that hero is Th e PC could decide imagination and what’s unwilling to give up his Social Limitation: Secret Iden- to accept the consequences of the revelation of his plausible within the tity Disadvantage, the GM must fi nd some way for the identity. He might buy off the Social Limitation: Secret confi nes of the campaign identity to remain secret — even if the NPC wants to Identity Disadvantage, making his identity uncon- world. Some examples: publicize his discovery. cealed — thereaft er, people occasionally recognize Literally destroy the What this normally means is that an NPC who him in his civilian face and dress. Or he might convert world — blow it up with has discovered a hero’s Secret Identity must be ren- it to the Public Identity form of Social Limitation, MegaBombs, incinerate suggesting that the notoriety of the revelation of his it with a MegaRay based dered harmless as a threat to that identity except for on the Moon, have a those occasions when he’s an active part of a storyline true name was so great he’s now instantly recognized Giant Space Amoeba eat involving that PC. Here are some ways to accomplish wherever he goes. it, and so on. Alternately, this: the villain can blackmail the world’s leaders with “Who am I? What’s going on?” Bad guys are just as sus- NONSENSICAL VILLAINY such a threat, demanding ceptible to bump-on-the-head and traumatic-event money or power as the amnesia as PCs, and the GM can solve any number Th ough the career of superhero may seem inex- price for not unleashing of problems by having one go through some sort of plicably strange, that of the supervillain or criminal his scheme. memory-erasing injury... though of course, the NPC’s mastermind is even , and some of those Use psionic powers, amnesia fades whenever the GM wants to bring him expressions of strangeness — as impractical, counter- magic, or orbital mind back into the story, forcing the PC to fi nd some way to productive, or foolish as they oft en seem to tactically- control satellites to take minded gamers — are as intrinsic to a Champions control of every human re-induce the memory loss. campaign setting as strapless costumes that never slip. being (or at least the “I enjoy our little “game” too much to end it so ones in power) (see page abruptly, MegaMan.” Th ere are many reasons why a 123). villain might choose not to expose a PC’s Secret Iden- Destroying The World Open a gateway to tity. For instance, if he exposes the PC’s identity, some- a nether dimension, one else might choose to destroy the PC — a privilege Some supervillains, not content with just causing unleashing demonic damage or property loss in a localized area, decide to beings that kill every the villain reserves to himself alone. A more complex living being on the situation might be that the NPC is in love with or has destroy the world. Horribly deformed mad scientists planet. some other relationship with a friend or relative of may wish to avenge their losses by taking out the Cause the Moon, or the PC, and that individual might be hurt if the PC’s entire world population; alien invaders might choose asteroids, to crash into identity is exposed. Th e NPC might even develop a to kill everyone so they can terraform the Earth into Earth. grudging respect or other positive emotion toward the something more to their liking; mad robots may Unleash a super-plague PC and decide to keep the secret of the identity out of decide to exterminate all organic life to satisfy their that ends all life on Earth a sense of friendship or fair play — there are honor- warped programming. (or, even better, forces able villains out there, aft er all. Of course, “destroying the world” doesn’t nec- everyone to kowtow to essarily have to literally mean destroying it. It can the villain to obtain the “No one could have survived that!” Th e ultimate way instead involve conquering the world, or otherwise serum that keeps the to keep a villain from revealing a hero’s Secret Identity transforming it into a place people don’t want to, or plague from becoming is for that villain to die before he can tell anyone. Th is, lethal). can’t, live in. One supervillain might wish to put the of course, is what most players of heroes threatened entire world population under mind control, another Transform the air or with exposure hope for, and it happens on occasion. to melt the polar ice and make the world a better place plants into something Th ough if published comics prove anything, it’s that that won’t support higher for a secret race of aquatic humanoids, and so on. forms of life. no truly memorable villain stays dead forever.... If a Champions campaign is of a certain scale Melt the polar ice caps to Captured! — that is, the characters are not just champions of drown the world. Th e situation becomes a bit more complicated local justice, but have powers enough to defend the Crack open the planet’s if a hero in a superhero-unfriendly environment is world itself when it is threatened — then the GM will crust with an Earthquake captured and tried by the authorities; he is certain to inevitably throw at least one world-threatening plot Machine, causing dev- have his true identity revealed to the press as a matter at the PCs. Over the years, the PCs might oppose sev- astating seismic activity of public record. Th is is a more diffi cult problem to eral of them. (In other campaigns, “the world” simply and vulcanism (see page becomes “the city” or “the nation,” exposed to similar 118). resolve. Some ways to do it include: threats of somewhat lesser scale.) “But he can’t be MegaMan, I’ve seen them together!” Take control of all Earth Guidelines to remember when executing world- governments through Th e hero might fi nd a way to convince the authori- destroying plotlines include: secretive behind-the- ties and the public that they got it wrong — that they scenes manipulation identifi ed the wrong “innocent civilian” as his Secret Match The Villain To The Threat. Villains who can (or perhaps contrive Identity. (It certainly helps if the hero is able to set this threaten the world should be larger than life, even by the start of a true world the standards of a superhero campaign. Don’t just put war involving nuclear, up even before and during his trial, such as by having chemical, and biological a ringer [or a robot] take his place in his civilian life.) a planet-buster bomb in the hands of Dexter Maxwell, crime boss of Boise. Instead, transform Dexter into weapons). “Now I must leave my old life behind forever.” Th e Megalopolis, the City Who Walks Like A Man, and character can keep his Secret Identity even aft er that Continued on page 52 give him grand schemes and plans forevermore. identity is revealed if he takes on a diff erent identity. Champions 51

Make It A Multi-part Story. Signifi cant threats to an entire world shouldn’t be solved and overcome in a single play-session. Put the destruction of the world on a timer and let the heroes sweat as the clock ticks down across several episodes. Aft er all, any good plot to destroy the world probably has several sub-parts and consequences for the PCs to deal with... you just have to make sure their adversary achieves enough of his aims at each stage of the adventure that he can continue with his plans. Demonstrate The Threat. Th e player characters won’t necessarily feel the danger if it’s simply an on-off switch (i.e., the world is fi ne, the world is destroyed). Have the threat to the world be something that the villain can demonstrate (e.g., he uses his Earthquake Ray on the New Madrid Fault as an exhibition of his power) or a process that gets worse and worse over time (the atmospheric temperature of the Earth increases day by day, causing the ice caps to begin melting, animal species to begin to die, national infra- structures to fail as they can no longer keep up with power demands and medical needs...). Don’t Forget The Rewards. In addition to keeping the world as a place where they can actually live, the PCs who defend the world might profi t from an improve- ment to their reputations. Assuming the campaign is not set up to keep them in the roles of hated fugitives, the act of saving the world can turn a group of supers from costumed kooks to world-renowned heroes. Don’t Do It Too Often. If every storyline involves a threat to the entire world, the PCs rapidly lose interest in lesser dangers. Street crime may become something that is beneath them, and the notion of rescuing a kitten from a tree won’t even occur to them. Th e threat to the world is something the GM should only invoke occasionally, and which will be better-appreci- ated for that.

Th ere’s no requirement that a Champions cam- paign feature threats to the entire world. A campaign might center around a single community and not operate at the scale where a world-destroying threat is appropriate. Th ere’s nothing wrong with this, and in such a campaign a threat to the entire community has the same basic emotional importance as a threat to the world would have in a larger-scale campaign. Cockroach Durability Th ere’s nothing as durable as a supervillain: beat him, lock him up, take away his powers, kill him, he’ll probably come back for more. (If he’s popular with both the GM and the players, he’ll defi nitely come back for more.) Even if he truly, unquestionably is defeated/killed/cured, someone else will probably show up with his costume and modus operandi at a later time. Among the ways a supervillain can return: From Jail: Escapes; is paroled or pardoned (possibly through malfeasance, such as a bribe to the right person, or even through noble deeds, such as aiding the nation in a time of crisis); conviction overturned on a technicality. 52 HERO SYSTEM 5TH EDITION

Continued from page 50 From The Loss Of His Powers: Re-creates original duce storylines involving each character’s civilian jobs and lives, and those storylines should incor- Provoke a much more accident/event that caused them; duplicates original powerful alien or powers through use of high technology or magic; porate some reasonable demands made by the jobs extradimensional spe- “heals” from whatever caused the loss; has a cosmi- on the character’s time. No matter how fl exible a cies into attacking Earth. cally-powerful entity give them back to him for its character’s work schedule, a job demands results. Increase the sun’s energy own inscrutable purposes. For example, a freelance songwriter may commit to output to fry the world. From Death: Wasn’t really killed (substituted a writing the score for a movie, only to discover that a Buy a small game com- double; wasn’t really him in that adventure, but a sudden crime wave keeps him hopping and unable pany, then parley it into doppelganger; convincingly faked his death); raised to meet his obligations; a lawyer who specializes in a world-dominating research rather than court appearances may have an economic entity. from the dead by supernatural forces; a new villain, possibly an admirer or relative, assumes his costume, old friend or fellow superhero beg him to act as the Shift the Earth into an powers and identity; had a power/ability previously primary lawyer in a trial, which temporarily turns alternate, hostile dimen- his carefree work schedule into a diffi cult, regulated sion. unknown to the heroes that saved him/resurrected him. responsibility.

TYPICAL It’s perfectly all right to keep bringing a villain FAR AWAY PLACES SUPERHERO back aft er every defeat, so long as you follow three OCCUPATIONS simple guidelines: Many superhero settings feature strange and First, don’t make the villain the star of the cam- exotic locales for the heroes to visit, oft en inhab- Actor paign. No single villain (or NPC) should dominate a ited by mysterious and powerful entities. Th e most Architect campaign; it’s not his name on the front cover of the common include outer space and alternate dimen- Artist/Craft sman comic book, aft er all. sions. Astronaut Second, note the diff erence between “hate” and SPACE Athlete “love-to-hate.” Th e PCs may hate a villain while the Attorney players enjoy storylines involving that villain; that’s Many superhero settings feature sentient alien species and inhabited planets other than our own Businessman/Financier what’s referred to as a “villain we love to hate.” But if the players actually dislike the villain, and become — aft er all, the fi rst true superhero in the comics, Doctor unhappy each time he returns, it’s time to retire him Superman, is an alien himself. Sometimes the heroes Fashion model — let his latest defeat be his last. (Th is has the addi- go into outer space to visit other worlds, perhaps Law enforcement offi cer tional advantage of showing the heroes that some- to pursue an alien supercriminal or act as ambas- Martial arts instructor times their victories are lasting ones.) sadors from Earth. At other times, aliens come to our Millionaire playboy/ Th ird, make a villain’s returns plausible. Don’t planet, maybe in a spacecraft crash or as part of an Dilettante just let him show back up, again and again, for no invading armada. Musician good reason. Have a coherent, reasonable explana- If sentient aliens exist in the campaign, the GM Occultist tion for each re-appearance — preferably one you’ve needs to consider several issues: Private investigator laid the groundwork for with some foreshadowing How Technologically Advanced Are They?: Typically, earlier in the campaign. Scientist/Inventor sentient alien species are depicted as having higher Secret agent/Assassin technology than Earth (that’s how they get here, before we get the chance to go to their world, aft er Test pilot DAY JOBS all). However, that doesn’t necessarily have to be the Writer/Journalist Most superheroes, even those without Secret case. Nor does there have to be only one standard; Identities, have occupations that take up more of some aliens may be more advanced (perhaps much their time than their costumed antics. But most more advanced) than humanity, while others are superheroes’ jobs tend to be glamorous, interesting beneath us on the ladder of technological evolution. ones. (Roleplaying games tend to be about wish ful- Some may even have “evolved” completely diff er- fi llment, superhero games especially so — why not ently, with an emphasis on, say, biological technology create a character with an interesting occupation?) instead of electrical devices. Th e accompanying sidebar has a list of some of the How Much Contact With Earth?: How much contact most common ones seen in the comics. is there between Earth and alien species generally (and important species in particular)? Do aliens occasionally visit our planet in secret to kidnap and Job Interference impregnate women, or appear only to people on Regardless of how glamorous a character’s job isolated rural roads to sow seeds of doubt and fear? is (and how much free time or control over his own Or have they established diplomatic relations and schedule it gives him), regardless of whether he built embassies? Is there regular trade with alien spe- maintains a Secret Identity, a character’s job should cies (and if so, how has it aff ected Earth’s technology sometimes interfere with his adventuring. Th is is and economies)? Does the average human know of true even if the character has one of the Money and acknowledge the existence of aliens, or do they Perks — when a character is wealthy, people tend to remain supermarket tabloid fodder? try to take his wealth away, by legal, extralegal, and Similarly, the GM should determine each alien downright illegal means. (Specious lawsuits are one species’s attitude toward Earth/humans. Are the favorite tactic.) aliens friendly or hostile — bent on peaceful interac- Th is doesn’t mean a GM should punish his tion or invasion? Are they primarily interested in characters for having jobs, just that he should intro- cultural and scientifi c exchanges, or do they want us Champions 53

to buy their goods, or would they prefer to wipe out SUPER-MAGIC humanity and colonize Earth themselves? Magic spells in the Are They Superpowered?: For a Champions game, superhero genre usu- it’s important to consider whether aliens can ally are very diff erent have superpowers the way humans can. from spells in fantasy or other genres. Th ey Are alien species subject to radiation have fl ashy names (oft en accidents and mutation, can they use alliterative). Th ey have magic, do they build super-gadgets? In even fl ashier eff ects; some superhero settings, humanity is some of them make the unique in its capacity for superpowers, gaudiest superhero cos- giving it an “edge” in a universe inhabited tume look plain. Lastly, they are fairly easy for by species who mostly have much better super-mages to learn (in technology than Earth does. In others, any sentient game terms, learning a race could develop superpowers (though sometimes new spell usually just humans seem to have a stronger predilection for means adding a slot to, acquiring them than other species do). Sometimes or defi ning a new power humans keep certain types of powers (e.g., magic) for, a Power Frame- work). to themselves, while other types of powers are freely available to all. Although comic book spellcasters oft en wave ALTERNATE DIMENSIONS their hands and spout mystic phrases when Similar in many respects to outer space, alter- casting spells, this is as nate dimensions present a wealth of storytelling much for eff ect as any- and plot development oppor- tunities for thing; when push comes the GM. Th ey range from to shove, they don’t “alternate Earths” where have to Gesture or use most of the details Incantations. Th us, they don’t usually take those are the same but Limitations on their a few crucial ones powers, but they can if diff er (the PCs are they wish. all villains, and their Here are a few example enemies are heroes; spells; you can fi nd the Nazis won World some others in the dis- War II; dinosaurs evolved cussion of the Mystic to sentience), to dimensions archetype on page 76 and in the Quick Super- so diff erent from Earth’s that human Generator power it’s surprising they can exist in packages. the same continuum. Since the Iskari’s Invoked number of alternate dimensions Iridescence: Sight and is, at least in theory, infi nite, so are the Hearing Group Flash number of characters and plots GMs can create from 7d6, Reduced Endur- them — assuming the players don’t get tired of an ance (0 END; +½). Total endless diet of cross-dimensional capers. MAGIC AND cost: 60 points. Th e considerations for alternate dimensions The Lucent Lightnings are the same as those for outer space: how much MYSTICISM Of The Loyal Larethian: contact is there; how do the heroes get there; what RKA 2½d6, Armor Most published comic book settings include Piercing (+½). Total are the inhabitants of the other dimensions’ inten- as part of their background the existence of magic. cost: 60 points. tions toward Earth? Th e main diff erence is that in In these worlds, magic is real, and characters can Mantle Of Mastery: the comics, dimensional travel tends to be more manipulate it. Some are powerful wizards, able to Force Field (10 PD/10 the province of mystics and manipulators of magic, cast many types of spells based on natural talent ED/10 Mental Defense/ rather than science. Dimension-breaching devices and/or long years of study; other characters may 10 Power Defense); are certainly possible, but typically adventures that Reduced Endurance (0 have mystic superpowers bestowed on them by the END; +½). Total cost: involve travel to alternate planes of existence allow gods, or obtained via a magical “radiation” acci- the super-mage, rather than the gadgeteer, to shine. 60 points. dent, bonding with a spirit, or making a pact with a Vigor Of The Valdar: Aid Higher (or Lower) Power. Magic 3d6, any Magic Th e existence of magic implies certain things Characteristic or Power about a comic book superheroes setting, generally one at a time (+¼), speaking. First, it implies the existence of alternate Ranged (+½). Total cost: dimensions, possibly an infi nite number of them, 52 points. many inhabited or controlled by beings who can Winds Of The Zephirim: manipulate magic. Some of those beings (such as Flight 15”, Reduced demons) may threaten Earth or its inhabitants from Endurance (0 END; +½). Total cost: 45 time to time; others are nigh-omnipotent dimen- points. sional conquerors able to take on entire squads of 54 HERO SYSTEM 5TH EDITION

superhumans. Second, it tends to imply that many old leg- ends and myths — and the gods and heroes who inhabit them — are real. While mundane scientists may scoff at such tales, the PCs know the truth. Th is opens the door for ancient cults with insidi- ous agendas, PCs who are pagan deities with ava- tars in the modern world, and long-lost talismans to be a part of the campaign. When deciding whether magic exists in his campaign, and if so how it functions, the GM should consider the following issues: Does Magic Really Exist? If the answer is “No,” you’re shutting off a lot of possible character ori- gins, plotlines, and story hooks, but this option may lead to other interesting avenues for the campaign to explore. For example, if there’s no magic, what’s the source of superpowers for char- acters who think they have magic powers? If the answer is “Yes,” the GM needs to con- sider the remaining questions in this section. Where Does Magic Come From? Is there just one source of magic — does it involve gift s of power from higher beings, or the tapping of some weird extradimensional energy, or drawing on reserves of personal magical energy innate to every sen- tient being, or always require talismans (i.e., Foci)? Or are there multiple possible sources of magic? If there’s just one source, that does a lot to help the GM defi ne what magic-using characters in the game are like, but it cuts off many possibili- ties. Multiple sources make for a more diverse Magical World, but may not make mystic abilities seem distinctive from plain old vanilla superpow- ers. Who Can Learn Magic, And How? Does all magic involve chanted spells, learned only by certain naturally talented persons (perhaps from the same family or bloodline) aft er years of study and practice? Or does every sentient being have the ability to learn and use at least some magics fairly easily? Th e easier magic is to learn and use, the more of an eff ect it has on the campaign — it’s possible to envision a Champions game set in a world where high technology never developed because magic took its place, for example. In most comic book settings, magic is a rare thing, learnable only by a relatively few people with special gift s, a particularly high amount of personal discipline, or the like. As such, it’s a very secretive thing; its existence is not bandied about casually, for people are superstitious and fearful. Mystic heroes oft en have to go to extreme lengths to keep the mind-warping secrets of magic from the populace, who couldn’t stand the eldritch strain. Who Are The “Big Players” In The Magical World? A comic book setting with magic almost always features some major-league villains with mystic powers. Some are human sorcerers with decades (perhaps centuries) of learning and experience under their belts. Others are extradimensional entities, oft en inimical to Earth or humanity Champions 55

for some specifi c reason (perhaps they want to tap the vast magical energies that make Earth a special place, or they’re infuriated by humanity’s continued success at resisting their attempts at conquest). SECRET SOCIETIES A superhero world is full of secret societies — some heroic, some villainous, many straddling that fence as they pursue specifi c agendas. In adding detail to a campaign world, the GM can add any number of secret societies. Since they are, in theory, secret, the GM need reveal their existence to the players only as the PCs discover them; at any given time, any number of such soci- eties can await discovery. Some examples of secret societies: Remnants of ancient civilizations. Atlantis may have fallen, but its descendants could live in a domed city at the bottom of the ocean, a cavern system beneath North Africa, or a mercy shelter in Atlantic City, New Jersey. Other appropriate civilizations, real, mythological, or entirely fi ctitious, include Sheba, Lemuria, the Lost Tribes of Israel, the King- dom of Prester John, New World Vikings, Amazons, Neanderthals, dinosaur-men, ancient Egyptians, the Hittites, the Maya, the Aztecs, the Olmecs, the Scythians, and so on. Modern-era continuations of ancient orders. Th e Templars, the Scholomance school of sorcery, the Teutonic Knights, priesthoods of various mytholog- ical gods, the Inquisition, and so on. (In some cases, one or more of them just to make a point. such as the Knights of Malta or the Jesuits, there See page 165 for more discussion of villainous are modern-day continuations of such orders, but a agencies, and page 177 for some “generic” agent GM can create splinter groups with more extreme writeups you can use in your Champions campaign. histories or agendas.) ◆◆◆ Seekers of mystical knowledge. Occultist groups that wish to learn the universe’s magical secrets can Once the GM has dealt with all these ques- be as common as Boy Scout troops; some could tions, details, and concerns, he should have a basic be benign, some malevolent, and some neutral template for his Champions campaign. but with an unfortunate tendency to accidentally At this point, it’s time for him (not to release ancient horrors on the world. mention the players!) to turn to the question of creating characters to populate it. SUPER-AGENCIES Supervillains and criminal masterminds who need some additional muscle oft en dedicate mil- lions of dollars to building up small private armies of super-agents. Almost invariably, they equip these super-agents with garish costumes (distinct from superhero costumes in that they are all alike) and weapons that can inconvenience (and, in circum- stances involving massed attacks) even overcome superheroes. (Similarly, governments in Champions settings oft en create super-agencies of their own.) For the most part, it’s not really important to delve into the psychology or individual identities of criminal super-agents. You can assume they’re recruited from the nation’s prisons and criminal underworlds and paid enough to overcome any possible reluctance to work for someone who pits them against superheroes and might even kill 56 HERO SYSTEM 5TH EDITION

uperhero characters fall into a is, oft en based on familiar archetypes) number of types that have become and also distinctive (remaining unique recognizable to us from the to the campaign and to the player who Scomics. Th is makes it easier for us creates them). to recreate them in roleplaying games Additionally, this chapter discusses — and, by fi ddling around with player/ many other subjects relating to super- reader expectations, to create interest- hero character creation, including ing new variants on familiar types. Th is appropriate game elements for superhu- chapter talks about the fi ne art of creat- mans, what it means to be “superhuman,” ing characters who are simultaneously the diff erent types of origins used by appropriate to a superhero setting (that superhumans, and the like. Champions 57 BEING SUPERHUMAN ver the years, the HERO System and Cham- your game has unusual alien or fantasy races, that SUPERHEROIC pions rules have defi ned and redefi ned may skew things — what counts as “superhuman” POINT TOTALS what it means to be superhuman — espe- for a human may not for a dwarf, a merman, or a Th e “Standard” Superhe- Ocially in comparison with so-called “normal Rigellian. roic character defi ned by humanity.” Questions have arisen about the hard What Characteristics defi ne superhuman?: Not the guidelines on page lines separating humanity and superhumanity, 28 of the HERO System all Characteristics are the same. It’s fairly easy to th only to yield answers that the lines are actually 5 Edition, Revised is deduce or extrapolate the normal/superhuman the “default” approach rather blurry. If, for instance, the Normal Charac- divide for physical Characteristics like STR, for Champions cam- teristic Maximum for STR is 20, is someone with a DEX, and PD. But for INT, EGO, PRE, and COM paigns, including the 21 automatically superhuman? A 23? — Characteristics which represent far more sub- Champions Universe In each campaign, the GM decides where jective qualities — it’s not that simple. Th us, what setting depicted in many “normal human” ends and “superhuman” begins, Hero Games products. amounts to “superhuman” for one Characteristic Th at category describes but he should make that decision in conjunction may be too limiting for another. with the players, since their characters are the the values these rules regard as most common ones most strongly aff ected by the rules. throughout starting You need to consider several factors when RATING CHARACTERS superhero campaigns. making this decision. Th ese include: In the remainder of this How realistic is the campaign?: AND CHARACTERISTICS chapter, if examples Some games make indicate power levels an eff ort to simulate “real world” reality as closely For purposes of analyzing characters and and point values for as possible. In games like this, the range of Char- their Characteristics, the HERO System uses seven powers and do not indi- acteristics and abilities is limited: almost no char- categories: Weak, Challenged, Average, Skilled, cate some other power acters exceed 20 in their Primary Characteristics, Competent, Legendary, and Superhuman. level such as Cosmically Powerful or Low-Pow- and those above 15 are fairly rare. On the other Characteristics in the Weak range usually end of the extreme are campaigns that use the ered, the text means represent infants, the extremely aged, persons suf- Standard superheroes. “dramatic reality” of the highest-powered comics fering from terrible diseases or poisons, and the and movies, where even the seemingly “normal” For more information like. Challenged is one step up from that; it rep- on point total options, people one encounters may have a Primary Char- resents some children and elderly people, persons see pages 125-30. acteristic or two above 20. Th e range of variations suff ering from illness or handicaps, and the like. in between these extremes is infi nite. Average is just that — the range of Char- How specifi c are superpowers?: In some cam- acteristics for the typical people encountered paigns, a superhuman’s powers, and their eff ect on during the game, from children to senior citizens. his Characteristics, are tightly defi ned; in others, One step up from Average is Skilled. Character- superhuman Characteristics don’t necessarily have istics within the Skilled range can still represent to relate to one’s powers. For example, a psychic more or less normal persons without any special character might have higher-than-normal INT training or benefi ts. For example, many ordinary and EGO, but just having superhuman powers people have Skilled-range STR from exercising, wouldn’t suffi ce to give him higher-than-normal INT, EGO, or PRE due to genetics and personality, STR or DEX. But in a typical four-color superhe- and so forth. roes setting, having any sort of superpowers oft en Once you get into the Competent range, gives a character license to also have superhuman though, things become a little diff erent. Normal STR, a high COM, innate Resistant Defenses, and people can sometimes edge into Competent, but the like. usually Competent-level Characteristics result from intensive training, truly rare genetic gift s, or What classifi cation do PCs fall into?: Take a look at the like. Many heroes, even in Heroic campaigns, the Character Ability Guidelines Table on page 28 have a majority of their Characteristics in this of the HERO System 5th Edition, Revised rulebook. range or higher — that’s one of the things that It provides good guidelines for “average” ranges of makes them heroes. Characteristics (and the like) for Low-Powered, Beyond Competent is Legendary. Few Standard, High-Powered, Very High-Powered, and humans reach this loft y plateau; generally speak- Cosmically Powerful superheroes. ing, ordinary people can never attain it. Only truly What races does your campaign include?: In most exceptional individuals — heroes and superheroes campaigns, humans predominate, making it rela- — have Legendary Characteristics. Th e upper tively easy for you to determine ranges for Char- limit of Legendary is the upper limit of normal acteristics based on your own experiences. But if human attainment. 58 HERO SYSTEM 5TH EDITION

ADJUSTING At the pinnacle is Superhuman. A character though he has some Superhuman-level attributes, NORMAL cannot have even a single Characteristic in this he does not count as Superhuman for campaign CHARACTERISTIC range unless superpowers and/or a related expla- purposes. Th e same result would apply to using MAXIMA nation (such as magic, mutation, super-technol- Lightning Refl exes, extra inches of Leaping that Th e Characteristic ogy, or the like) exist. Require An Acrobatics Roll, or other such abilities ranges in the Champi- Each GM determines for his own campaign to verge into the Superhuman. ons Universe Charac- what numbers fall within these ranges. In one Each GM should decide for his own cam- teristics Standards table game, an Average person might have Primary paign, and perhaps even on a character-by-char- mesh with the standard Characteristics in the 6-10 range, and Superhu- acter basis, just how far characters can take this defi nition of Normal man ones in the 31+ range. In another game, principle. At some point, no matter how Limited, Characteristic Maxima, which assumes a typical Average might be 10-15, and Superhuman 51+. a Characteristic or ability may become “Superhu- ceiling of 20 for Primary It all depends on GM and player preference, the man.” For example, enough Lightning Refl exes Characteristics, with nature of the campaign, and many other such fac- may represent “Superhuman refl exes,” even if the costs doubling beyond tors. Naturally, each GM should distribute copies character’s normal DEX remains well within the that to refl ect the rarity of his own “Characteristics Standards Table” to his Competent or Legendary range, and the charac- of higher attributes. If players when they begin creating characters for ter tries to defi ne his Lightning Refl exes as “lots you’re running a game with a higher (or lesser) his campaign. of training.” Just be careful not to let characters degree of realism, or A character doesn’t have to have Superhu- strain the “feel” of the campaign and genre too where Legendary or man-range Characteristics to be considered a much, and you should be fi ne. Superhuman characters “superhuman.” Th e Superhuman label is simply a are even rarer (or more convenient one for defi ning a specifi c threshold. common) than usual, Being a superhuman depends primarily on having Example: The you may want to refl ect superhuman abilities of some sort, or an appropri- that by adjusting the Champions Universe NCM breakpoint. ately superhuman origin for one’s Characteristics, not on crossing that threshold. For example, look To give you an example of how to determine For example, to achieve greater “realism,” you at Sapphire on page 189. None of her Primary the diff erence between normal and superhuman, might make 15 the Characteristics fall into the 31+ range for “Super- the accompanying table describes the Characteris- threshold at which human” in the Champions Universe. And yet, she’s tic ranges for the Champions Universe, the setting Characteristic costs start clearly superhuman — she can fl y, fi re energy detailed by several books in Hero Games’s Cham- to double. Th at allows bolts, and so forth. pions product line. Since the Champions Universe PCs to become Compe- is a typical four-color, high adventure sort of tent, but not too Com- EXCEEDING THE LIMITS superhero setting, GMs can use these standards petent. On the other hand, if you’d like all the Th ere is one way a player character can for similar types of campaigns if they want to. PCs to have at least one exceed the limits for a particular Characteristics Gamemasters running other types of games can or two Legendary-level category (especially Superhuman) without actu- use these standards as guidelines, varying up or Characteristics, you ally entering that category: Limited Characteris- down depending upon the tone, degree of realism, might bump the NCM tics (and related methods, such as the Lightning and nature of the campaign. breakpoint up to 25. Refl exes Talent). With the GM’s permission, a char- acter can buy Character- CHAMPIONS UNIVERSE istics (or inches of move- CHARACTERISTICS STANDARDS ment) with appropriate Limitations and defi ne Char Weak Challenged Average Skilled Competent Legendary Superhuman them as Skills, technology, or special abilities, rather STR 1-2 3-5 6-10 11-13 14-20 21-30 31+ than as true “powers” that DEX 1-2 3-5 6-10 11-13 14-20 21-30 31+ make him Superhuman CON 1-2 3-5 6-10 11-13 14-20 21-30 31+ (or Legendary, or what- BODY 1-2 3-5 6-10 11-13 14-20 21-30 31+ ever). For example, look INT 1-2 3-5 6-10 11-13 14-20 21-50 51+ at Defender on page 182. EGO 1-2 3-5 6-10 11-13 14-20 21-50 51+ Defender’s overall STR of PRE 1-2 3-5 6-10 11-13 14-20 21-50 51+ 40 clearly boosts him into the “Superhuman” cat- COM 1-2 3-5 6-10 11-13 14-20 21-30 31+ egory for the Champions PD, ED 0-1 1-2 3-4 5-6 7-10 11-15 16+ Universe (see below). But SPD 1 1-2 1-2 2-3 4-5 6-7 8+ his STR has a Limitation REC 1 1-2 2-4 5-6 7-10 11-13 14+ — it’s bought through a Focus (his suit of pow- END 2-4 6-10 11-20 21-26 27-40 41-60 61+ ered armor). Defender STUN 3-4 7-11 12-20 21-27 28-40 41-60 61+ himself, James Harmon, is an exceptional indi- Run 1” 2-3” 4-6” 7-8” 9-10” 11-13” 14”+ vidual, certainly, but by no means Superhuman Leap 0” 1” 2” 3” 4-5” 6-11” 12”+ in any respect. Th us, even Swim 0” 1” 2” 3” 4-5” 6-9” 10”+ Champions 59 WITH GREAT POWER members could become superheroes through Character Origins radiation accidents, mutation, training, or any of the other means available to humans. Th e GM he way a character obtains his powers is of needs to decide whether only humans can become at least as much importance to a campaign superhumans (or humans somehow become as the powers themselves. If, for instance, superhuman on an unusually frequent basis), or Tthey are magical, this means there’s magic if the ability to gain superpowers is a universal at work in the campaign — a non-trivial consid- phenomena. eration for the GM. If they’re technological (for example, built into a high-tech suit of armor), the Godly Ancestry/Bestowal GM must deal with (or at least take into consid- A character with this type of origin is the eration) the existence of super-technology in the descendant of a god, and has powers appropri- hands of at least one scientist (the builder of the ate to that god. In the typical arrangement, a suit). In game terms, the origin of powers can dic- super-strong hero would be the descendant of tate the use of specifi c Advantages and Limitations a super-strong god such as Th or or Heracles; a in the construction of the powers, give the GM clever hero would be descended from someone ideas for story plots, and cause the GM to create like Athena or Coyote. A variant on Godly Ances- a great many related non-player characters (for try is Godly Bestowal — one of the Powers Th at example, super-level martial arts may suggest the Be has decided the character is especially worthy existence of other martial artists at a similar level and has bestowed tremendous powers upon him of ability, a history and tradition of superpowered (or imbued him with those powers by “merging” martial arts competition, and so forth). with him somehow). Occasionally there’s even a character who simply is a god, one of the rare ones who decides to walk the modern world instead of ORIGIN CATEGORIES staying in the land of the gods where there are no taxes, cell phones, or bad sitcoms. In Twelft h Night, Shakespeare wrote that “Some are born great, // Some achieve greatness, Mutant // And some have greatness thrust upon them.” Th e character’s genetic code is a little dif- Th at statement actually serves to defi ne the three ferent from that of ordinary people. Th ough the categories of superhero origin stories. change is subtle, it grants the character superpow- ers. In the campaign, perhaps some people feel that these mutations, as they result in the creation Born Great of more and more superpowered people, repre- Here are some of the common origins involv- sent a fundamental change in the genetic code ing being born with or inheriting powers: of humankind, and could be leading to the next evolutionary step in mankind’s development. But Alien sometimes, unfortunately for mutants, people and Th is character is from another planet or governments interpret this trend to mean mutants dimension where everybody is physically supe- are forerunners of a new species whose inevitable rior to Earth humans. If a superhero has this as goal must be the destruction, displacement, or the basis for his powers, the GM has to deal with enslavement of “true” or “pure” (i.e., non-mutant) an important question: what would happen if humanity, and they seek mutants in an eff ort to several people from this place, or several thou- control or destroy them. sand, showed up on Earth? Typical approaches to dealing with this problem include destroying that Mystic Family/Race place so our hero is the only survivor, or one of a Th e character belongs to a family or race, very few survivors; setting up some environmental normally a subset of humanity, that is imbued circumstance that makes it impossible for a typi- with magical or psychic power. Th is may result cal person from that place to survive on the Earth, from ancient pacts with powerful gods, complex though the one hero in question can; or setting up magical rituals performed by one of the charac- circumstances that make it impossible for natives ter’s ancestors, or a “mystic mutation” of some of that place to leave their home except when the sort. Everyone who belongs to the group has some GM thinks there’s a good adventure in it. power, though a player character destined to be a Of course, many alien species will be like superhero normally has an unusually high degree humans — mostly normal. But perhaps their of it. 60 HERO SYSTEM 5TH EDITION

bardment by “cosmic radiation” in space, or expo- Achieve Greatness sure to strange forms of radiation in a weapons Here are some of the common origins involv- test). Over the years, the term itself has mutated ing characters who learn or build their superhuman to include just about any of the weird sorts of capabilities: accidents that create superpowers — a “radiation” accident could involve mutagenic chemicals, magi- Build Gadgetry cal energy, transformative diseases, genetic engi- Some people, unable to acquire superpowers neering, lightning strikes, and any other situation by other means, retire to the laboratory to create that might cause an unexpected transformation in machinery to do the same thing. One typical the character. (For example, “chemical accidents” expression of the “build gadgetry” origin is “pow- were a much more common explanation for powers ered armor,” an all-in-one gadget that provides its in the Golden Age, and “genetics accidents” are wearer with protection and an array of superpower more common in the Iron Age, based on the cur- systems (see page 78). Related to this origin is rent state of science in those periods.) Radiation “know someone who builds gadgetry” — i.e., the accidents are much-beloved of GMs and players character is the friend, employee, or other benefi - alike because their results can be very dramatic and ciary of someone who builds superpowered gadgets unexpected, and because few people demand a con- rather than being the builder himself. Th e fellow sistent set of consequences from them. hired to test the gadgets oft en ends up as a super- hero or supervillain. Subject Of Experimentation Th is origin signifi es a character who has either Mental Training volunteered to be the subject of some new scien- Some powers can be rationalized as being a tifi c or mystical technique, or who’s been subjected very high level of scientifi c knowledge. Mind Con- to the technique without his approval. It covers trol through hypnosis, Teleportation and Extra- everything from the noble young test subject who Dimensional Movement through extraordinarily agrees to undergo dangerous, painful experimen- high-end mathematics, and so on are all expres- tation so he can be transformed into a superhero sions of this origin, but Mental Training acts as the during times of crisis to the hapless kidnap victim rationale for a small enough set of powers that it who’s just the latest test subject of a villainous usually does not act as the origin story for all of a organization’s research and development lab. What- hero’s abilities. Mental Training also includes many ever the reason for the experiment, the result is a of a superhuman’s non-powered skills. superpowered individual — though one who may Mystical/Magical Training be physically or psychologically scarred by his Th e character has learned to cast magic spells. transformation. He possesses and/or can direct magical energy, allowing him to do many remarkable things. Magic, as a rationale, can conveniently include every Combinations Of The Three power in the book, so it’s a popular choice among In many cases, heroes and villains combine players creating characters. two or more origin rationales in their characters. A character might be the child of a god, but even that Physical Training would not allow him to be competitive in the world Th is origin category includes all the martial of superheroes and supervillains if he had also not arts- and athletics-related origins, and many Skills. received exceptional mental and physical training. For example, you can associate numerous powers A character might be a mutant, but would still be with martial arts training; examples include breath an easy target for a thug with a handgun if he did control (Armor/Damage Resistance), healing not also wear body armor and use gadgetry. (Healing), ch’i-kung (Telekinesis), Leaping, and more. SUPERHERO MOTIVATIONS Have Greatness When you design a superhero character, it’s Thrust Upon Them important to decide why he does what he does. Fighting crime, especially in the form of superpow- Here are some of the common origins involv- ered villains, is not the best choice for most people ing accidental, unintentional, or involuntary acqui- — particularly not when they could obtain fame sition of superhuman abilities aft er birth: and money by exploiting their unusual abilities. So, Radiation Accident why does a character become a superhero instead of Th e traditional form of the comic book remaining just a superhuman? radiation accident is a mishap in which a subject is Some classic superhero motivations are exposed to an unhealthy amount of hard radiation. described below. Each one lists one or two represen- Th is causes him to experience a sudden non-fatal tative Psychological Limitations. Of course, over years mutation that gives him superpowers. Th e term of adventuring, a character could lose or overcome comes from infl uential Silver Age comics, many of whatever reason originally inspired him to be a hero, whom featured characters with origins involving meaning he must then fi nd a reason to continue... or radiation (e.g., bitten by a radioactive animal, bom- retire. Champions 61

Conditioning. Th e character might have been trained to pay a debt or to fulfi ll another’s wish. Someone for this lifestyle since he was a child — for instance, whose life was saved by a superhero may need to because one of his parents was a superhero, because pay back the debt of his life by donning a costume. he belongs to a family with a strong sense of noblesse A sympathetic supervillain might turn to a life of oblige, or even because he’s a programmed robot. No crimefi ghting as a condition of his parole. One of the other course of action occurs to him. Over time, the hero’s relatives may have asked for this with his dying conditioning may fade, leaving the hero in a quan- breath. Whatever the reason, until the hero feels he dary about whether his “choice” of a superheroic life- has met his obligation, he continues in the life of the style is the correct one. superhero. Representative Psychological Limitations: Must Representative Psychological Limitation: Feels Live Up To Family Reputation For Achievement Obligated To Fight Crime (Common, Strong; 15 (Uncommon, Moderate; 10 points); Noblesse Oblige points). (Uncommon, Strong; 15 points). Sense Of Responsibility. Th e character, typically Desire For Money. Th is character may fi ght crime, because of his personal code of ethics, believes that but he does so chiefl y to keep himself in front of the “with great power comes great responsibility” — that cameras, the better to sell his free time at exorbitant he has an obligation to utilize his superpowers for rates. When not confronting evil, he might endorse the benefi t of others. He does not necessarily have products, work construction sites in diffi cult environ- to have experienced tragedy in his life, nor does he ments, carry sensor packages to orbit the sun, and so have to have any emotional problems; he just feels on. Even less wholesome versions of this motivation that it’s his duty. Someone with this mental orienta- lead to the creation of mercenary supers, individuals tion usually fi nds himself in disagreement (whether who only use their powers for pay. serious or humorous varies with the characters) with Representative Psychological Limitation: Greedy characters who take the “Th rillseeker” or “Need For (Very Common, Strong; 20 points). Recognition” motivations, and is oft en not on good Feeling Of Fellowship. Th e character may not feel terms with those who have “Desire For Money” as a welcome, or as though he belongs, with anyone but a motivation. group of heroes. His friendship with them is real, but Representative Psychological Limitation: Code he truly only fi ghts crime because he wants to stay Of Th e Hero (Very Common, Strong; 20 points) (see with the group; the eff ect on the people he helps or page 67). saves is really of little (or much less) interest to him. Thrillseeker. Th is character is only really alive when Representative Psychological Limitation: Desper- he’s in danger, and can’t fi nd anything much more ate For Acceptance (Uncommon, Strong; 10 points). dangerous than facing a powerful supervillain. Hunger For Justice Or Revenge. Th e character or Representative Psychological Limitation: Th rill- someone he loves has been wronged (typically, this seeker (Common, Strong; 15 points). means “horribly wronged”), and he now seeks ven- geance. He may choose for his revenge to be legal For more Psychological Limitations common to (i.e., he turns villains over to the authorities) or illegal superhero characters, see page 67. (he punishes them, perhaps even kills them, without consulting the legal authorities). He may want to punish only those responsible for the crime that fi rst motivated him, or he may extend his anger to anyone with a similar motivation or modus operandi. Representative Psychological Limitations: Obsessed With Crime- fi ghting (Very Common, Strong; 20 points); Vengeful (Uncommon, Strong; 10 points). Need For Recognition. Th is character has a desperate need to be noticed or recognized as somehow exceptional. Th is need can be a pathetic one (the result of lack of suffi cient attention and support as a child) or an obnox- ious one (the character is “on stage” all the time — an amateur, comedian, or prankster who becomes sulky when ignored). Representative Psychological Limitation: Showoff (Very Common, Strong; 20 points). Obligation. Th is character fi ghts crime 62 HERO SYSTEM 5TH EDITION MORE POWERFUL THAN A LOCOMOTIVE

PLAYING THE ate knowing, for instance, that “Your character can ORIGIN STORY Creating Superhero probably last a few Phases in HTH Combat with Most characters are the average supervillain, but he’s not likely to win; built with the assump- Characters he should be able to Knock Out a talented normal tion that their origin martial artist in two or three Phases; and he’s nothing stories have already more than a one-shot target to someone like Doctor occurred, even if it was ith the advice from this book and a very recent event. You Demolisher.” the HERO System 5th Edition, Revised should consider making Be Wary Of Complicated Multipowers. Th ere’s defi - rulebook in mind, you should now the actual origin events nitely a temptation to use Multipowers to construct a fi nd it easier to construct the super- part of a play-session. W character who can do everything. But this is bad for Th ey are, aft er all, oft en hero you want to play. Here are a few ideas and exam- two reasons. First, characters who can do everything some of the most dra- ples to help you build just the right hero. You’ll prob- irritate characters who can’t do everything, and make matic and important ably also want to refer to the Superhero Archetypes life harder for the GM. Second, complicated Multip- events in a character’s section (beginning on page 69) for additional ideas. life. owers take too much time to manage during combat; Th ere are two ways to the player is constantly comparing slots to available do this: the GM can General Suggestions Active Points, comparing Fixed slots to Flexible slots, take the player aside constantly adjusting things... and slowing down the and discuss doing this; Find out What The Campaign Standards Are Likely To game. Th e same applies, to an even greater extent, or the GM can allow the player to come Be; Find Out Again When All Characters Are Built. Th e to many Variable Power Pools. So, if you use these into a game under GM should have an idea of what the campaign stan- Power Frameworks, construct them in a reason- the assumption that dards for character power levels, OCVs and DCVs, able manner so they enhance game play rather than the origin has already and other factors will be when the campaign starts. detract from it. occurred when it has Th e PCs will be built or modifi ed based on that esti- Don’t Forget Enhanced Senses, Life Support, And not. In either case, mation. Once all the characters are built, the players someone has to create a Esoteric Powers. It’s easy to concentrate on Attack, character sheet for the should have an opportunity to revise their characters Defense, and Movement Powers to the exclusion of pre-origin version of the if they are too far out of line, particularly if their DEX all others, but it’s oft en the others that give a character character. And — this is and SPD scores are well below those of their fellow his distinctive identity. important — unless the players. Having a comparatively low DEX or a SPD player is comfortable that’s 2 or more lower than that of the other PCs with running a normal leaves a player feeling frustrated and useless when Visual And Personal Style character around in a combat occurs. violent superhero envi- Before, during, or aft er you’ve settled on the ronment, it’s best for the Prepare To Have To Scale Your Character Back. When character’s point-based traits, you should also settle origin events to occur using the rules to create a character as imagined, or on the character’s visual and personal characteristics. very early in the adven- to duplicate a character from the comic books, play- ture, so the character Design the character’s superhero name, his costume, has his powers through ers oft en discover the character costs too much — he his appearance; settle in your mind details such as most of the play-session. cannot be built as envisioned with the points avail- how he moves, how he interacts with others, whether able. Th is is normal, since comics writers don’t have he’s “on” all the time or whether he reverts to his true to justify things with points, and many published personality when the cameras go away; whether he superheroes have years (or decades) of experience speaks with a distinctive accent (and whether it’s the beyind them. Be prepared to build your character at same accent from identity to identity); whether his a lesser level of power or versatility to begin with, and body language changes from identity to identity; and then improve to that preferred level through expendi- so on. All these details, once established in your mind, ture of Experience Points. let you roleplay the character with greater authentic- Review The Available Perks And Talents. Th ese low- ity, and allow others to interact with him in a more cost features permit characters to do a lot of enter- natural way. taining and interesting things, oft en functioning as low-level powers and giving characters many points of distinction. SUGGESTED GAME Compare The Character’s Attacks And Defenses To ELEMENTS Other Characters’ And To NPCs. Th e GM should tell each player in general how his character rates in Most HERO System genre books have a terms of the amount of damage he can do and how lengthy section that reviews Skills, Perks, Talents, much he can take. A player would defi nitely appreci- Powers, Power Modifi ers, and Disadvantages, Champions 63

describing ones that are particularly appropriate, NAVIGATION or discussing optional modifi cations and variants Th e Dimensional Navigation subskill, men- that apply to that genre. Champions is diff erent, tioned on page 65 of the HERO System 5th Edition, primarily because it’s such a wide-ranging genre Revised, is appropriate for Champions games fea- that virtually anything is possible — so the full turing dimension-hopping mystics, invaders from HERO System character creation rules almost Dimension Zeta, and the like. always apply, and apply in just about any way you care to use them. (Additionally, both the HERO POWER System 5th Edition, Revised rulebook and other parts Th e Power Skill gets used in more ways in of this chapter provide plenty of suggested powers Champions campaigns than in games set in just and abilities for superhumans.) So, this section is about any other genre, due to the wide variety of a fairly short one, containing just a few additional powers superhumans possess. Some of the more suggestions on various game elements that are common forms it takes include: Gadgeteering; particularly common to, or stereotypical of, the Magic; [Special Eff ect] Powers (the name changes superhero genre. based on the special eff ect of the character’s powers — Fire Powers, Weather Powers, and so on); Speed- ster Tricks (also called “Speed Stunts”); Strength Skills Tricks (also called “Brick Tricks”); and Stretching Stunts. CHAMPIONS KNOWLEDGE SKILLS Th e following KSs are particularly appropriate for Champions: Perks KS: Superheroes or Supervillains: Th is KS repre- Any of the Perks are suitable for Champions, sents knowledge of one class of superhumans (the but some are particularly common or appropriate. good guys or the bad guys). It includes what their FOLLOWER powers (and sometimes weaknesses) are and how they function, where they congregate, who belongs Particularly in the Golden and Silver Ages, to what team, which supers are archenemies or one type of Follower is quite common: the side- staunch allies, and so forth. Unlike KS: Superhu- kick. As discussed on page 10, sidekicks are the man World, it doesn’t include cultural information “junior” partners of more powerful (and usually about superhumanity; KS: Superheroes(villains) is better-established) characters. Most are younger limited primarily to the sort of data law enforce- than their partners — in fact, it’s not uncommon ment organizations and governments would track for a sidekick to be a “kid sidekick,” a teenager or about superhumans. other young person. Th e sidekick’s costume usually mimics his partner’s, though not so closely the two KS: The Superhuman World: In many campaigns, can’t be told apart easily. superhumans form their own unique subculture. Typically a sidekick is built as a Follower with Th ey tend to spend social time together (oft en in 50-100 points less than his partner, and some- special places), have romances only with other times even fewer points. His powers and abilities superhumans, and so forth. Normal humans oft en usually mirror those of his partner in some way fi nd it diffi cult to penetrate this world, lacking as (though this isn’t required). However, they usually they do the “membership card” — superpowers. have fewer Active Points or DCs in their powers Knowledge Skill: Th e Superhuman World rep- — about one-fourth to one-third less. On the other resents knowledge of the superhuman culture. A hand, they may apply the powers in slightly diff er- person with it knows about diff erent superhumans, ent ways, which both distinguishes them and makes what their powers (and sometimes weaknesses) are them eff ective in situations where their partner and how they function, where they congregate, who might not be. belongs to what team, who various superhumans are romantically involved with, which supers are FRINGE BENEFIT archenemies or staunch allies, the history of super- Th e most common Fringe Benefi t in many humanity, and so forth. It’s a common Skill not only superhero campaigns is Police Powers (either Local, among superhumans themselves, but their die-hard Federal, or International; in a Galactic Champions fans as well. campaign, a GM might even establish Intergalactic KS: Superpowers: A character with this Skill has a Police Powers as an 8-point Fringe Benefi t). Th is special knowledge of the various types of super- represents a hero (or superteam) who’s “sanctioned” powers in the campaign. He may have gained this with law enforcement powers by the appropri- knowledge through experience, study, or experi- ate authorities. A hero with sanction can function mentation. He knows what types of superpowers much like a police offi cer — he can make arrests, are common and which are rare, the nature or testify in court while maintaining his Secret Iden- origin of various types of powers, potential ways to tity, easily arrange for villains he captures to be counteract some powers, and so on. It’s a common detained in jails and prisons, and so on. Skill for scientists studying superhuman phenom- Supervillains that rule their own nations ena as well as for supers themselves. should have the Diplomatic Immunity and Head Of State Fringe Benefi ts. Alien potentates visiting Earth, diplomats from Atlantis, and extradimensional visi- 64 HERO SYSTEM 5TH EDITION

tors may all have Diplomatic Immunity as well. identity changing into the superhuman one. (Other variations are possible, such as a character with MONEY three or more states of existence — for instance, a Money is a common Perk in many Champions person who has a normal human form, a human campaigns, despite the fact that characters have to form with some wolfman powers, and a full wolf- pay Character Points for all their equipment and man form. See page 211 of the HERO System 5th abilities. Th e “industrialist/millionaire playboy who’s Edition, Revised, under Multiform, for more infor- secretly a superhero” is one of the oldest “bits” in the mation.) genre, and PCs can represent it with this Perk. Accidental Change is only a Disadvantage when the transformation puts the character at a disadvantage, and you should weigh the chosen Disadvantages circumstances not only against their frequency of Any of the Disadvantages are suitable for occurrence but also the frequency with which they Champions. Some of the Disadvantages that occur inconvenience the character. frequently in superhero campaigns include: Example: Henry Tweed, mild-mannered CPA, ACCIDENTAL CHANGE is also Earth-Mover, gigantic strongman. He Popular among werewolves, super-strong char- suff ers a physical transformation when turning acters with no control over their heroic identities, into his super identity, becoming two feet taller and other such superhumans, Accidental Change and adding 250 points of muscle and bone. He isn’t as common as Hunted or Psychological Limi- can normally change at will back and forth tation, but does appear in Champions campaigns between forms, but, when enraged or injured occasionally. to the point that he sustains BODY damage, Henry also changes involuntarily. Quickness Of Th e Change In superhero campaigns, it’s oft en important to Henry’s player thinks that being enraged and/ know how long it takes for an Accidental Change or sustaining BODY damage are Common cir- to go from start to completion. (When you’re sit- cumstances, so he builds the Accidental Change ting in a restaurant with your date and abruptly as Frequently (11-), Common, for a Disadvan- begin to transform into Kylax the Vampire Prince, tage value of 15 points. But in reviewing his the amount of time you have available to make an character sheet, the GM notices that the Henry excuse and dash off to the bathroom is crucial.) form doesn’t have all of Earth-Mover’s Psycho- As a default rule for Champions campaigns, logical Limitations; he is far less likely to get into Accidental Change takes a full Phase to complete. physical danger, become injured, or be enraged. If the character can get out of sight of witnesses So he rules that it’s an Uncommon condition, before the current Segment is over, no one will see for a Disadvantage value of 10 points. any visible signs of the transformation... though Changing from a normal form into a super they may be curious about his abrupt departure. Th e form typically endangers a character’s Secret Iden- GM may, of course, alter this default time to suit his tity, though it may pose some threat to nearby campaign. persons as well. Th e alternate use of this Disad- Depending on what the GM establishes as the vantage, changing from a super form to a normal default time for an Accidental Change, he may wish form, typically threatens both a character’s Secret to alter the value of the Disadvantage — +5 Charac- Identity and his life — it’s very dangerous for a ter Points for every step up the Time Chart (i.e., for character to be fl ying along with an Abrams tank in every step quicker the change occurs), -5 Character his hands and suddenly begin to transform into a Points for every step down the Time Chart (i.e., for powerless soda jerk. Purchase of a super-to-normal every step slower the change occurs). Of course, Accidental Change is separate from a normal-to- there should be some practical limit on this process; super Accidental Change, and is worth the same an Accidental Change should rarely take less than a amount of points as the more common form of the Phase or more than 1 Minute. Disadvantage. A character could theoretically have Optionally, the GM may allow a character two Accidental Change Disadvantages, one in each an EGO Roll to slow down his transformation. A direction, if the GM permits. character who’s changing makes his EGO Roll, and for every full 2 points by which he succeeds, he gets AGE an extra +1 Phase (or Turn, or Minute, as appropri- Th e Age Disadvantage is inappropriate for ate) before his transformation occurs. Th e GM may most Champions PCs — aft er all, even the ones choose to allow an EGO Roll only for characters who look aged don’t really act that way, or suff er who accept a -5 Character Point value for the Dis- any signifi cant impairment of their capabilities. A advantage. superhero character should only be allowed to take Age if physical frailty is an important part of the Nature Of Th e Change character’s concept. Age becomes somewhat more When you take the Accidental Change Disad- appropriate when a superhero is built with Multi- vantage for you character, you must decide whether form, or some similar power construction, with the it constitutes the normal identity turning into the idea being that he is an aged (or too young) char- super identity, or the super identity turning into acter in his Secret Identity and a superhuman in the normal identity. In most cases, it’s the normal Champions 65

his superheroic identity. If nothing else, Age brings manages to stumble into trouble again and again the character in this situation one slight advantage: (or both!). In either case, the hero constantly has to who would believe that kindly old Uncle Joe is also fi nd ways to trick the Nosy Coworker into believing studly young Captain Dimple? his guesses about the hero are wrong, rescue him from thugs and natural disasters, and so on. DEPENDENCE A Nosy Coworker is typically Normal (though Th e use and eff ects of Dependence as set out possibly Slightly Less Powerful than the PC), may in the HERO System 5th Edition rules apply as writ- have a useful noncombat position or Skills, and is ten to most superhero campaigns. Aquatic heroes unaware of the character’s superhero identity. who can only breathe and remain strong out of The Signifi cant Other: Th e Signifi cant Other — a water for a few hours at most, “regional guardian” boyfriend or girlfriend, in other words — diff ers superhumans who can’t leave particular areas of the from the Love Interest in that he or she is involved world without suff ering debilitating weakness, and in a romantic relationship with the player charac- powered armor heroes who need a constant supply ter’s Secret Identity. In some cases, the Signifi cant of spare parts and maintenance work are all classic Other actively dislikes the character’s superhero examples of how Dependence works in this genre. identity; in others the S.O. seems at least slightly DEPENDENT NONPLAYER CHARACTER attracted to the costumed persona, meaning the Th e following types of DNPCs occur fre- character has to compete with himself for his or her quently in the comics, and thus in Champions cam- aff ections! paigns as well: A Signifi cant Other is typically Normal (though possibly Slightly Less Powerful than the The Boss: If the character has a job, his boss may PC), may have a useful noncombat position or somehow get involved in his adventures from time Skills, and is unaware of the character’s superhero to time. Boss DNPCs are usually irrascible, temper- identity. amental, and annoying, and oft en have an intense Occasionally the Signifi cant Other mutates dislike for the character’s costumed identity. Th e into the Spouse following a strange arcane cer- Boss is usually a Normal, possibly has a useful non- emony that typically takes place in a church or combat position or Skills, and normally is unaware cathedral. Unlike an S.O., a Spouse usually is aware of the character’s costumed identity. of the character’s superhero identity — aft er all, The Frail Relative: Th e character has a loved one since the character and his Spouse live together, it who’s old and/or sickly. He can’t tell his relative becomes mighty diffi cult to hide the six MegaMan about his costumed identity, because the shock costumes in the closet, the secret crimefi ghting lab could cause the relative to suff er a heart attack. in the basement, or the supervillain trophy collec- So, the hero has to sneak around and go to great tion tucked away in the cupboard. Th e Spouse may lengths to maintain his Secret Identity... and occa- support the character’s superheroing, or dislike sionally rescue his relative from maniacal supervil- it, but in either case he or she worries incessantly lains, collapsing buildings, and what have you. about the danger the character puts himself in on a Th e Frail Relative is typically Incompetent, has regular basis. no useful abilities (other than home cooking skills, DISTINCTIVE FEATURES perhaps!), and is unaware of the character’s super- hero identity. In a genre where most characters wear cos- tumes that help them stand out in a crowd, you The Love Interest: Th e Love Interest diff ers from have to go to some extra eff ort to justify taking the Signifi cant Other (see below) in that he or she Distinctive Features. Distinctive Features are most has no existing romantic relationship with the hero. appropriate when: Instead, the hero simply has strong feelings for him or her, but hasn’t expressed them yet (or perhaps ■ Th ey cause NPCs to react badly to the character, has expressed them and been rejected). In either and by extension to the character’s allies and team- case, the character has the dilemma of trying to mates (for example, when the character is a big, attract the Love Interest’s attention even though scary monster, hated by the public and small chil- his costumed identity (to which the Love Interest dren even if he lives an exemplary superhero life) is oft en attracted to some degree) is more impres- ■ Th ey inconvenience the character both in super sive, braver, and so on. It doesn’t help matters that identity and in Secret Identity (this, for instance, is the character oft en “runs away” or “disappears” in where a bad body odor Distinctive Feature makes dangerous situations so he can change into costume sense) and protect the Love Interest.... A Love Interest is typically Normal (though Although in some genres a uniform consti- possibly Slightly Less Powerful than the PC), may tutes an “Easily Concealed” Distinctive Feature, in have a useful noncombat position or Skills, and is Champions, a superhero costume ordinarily should unaware of the character’s superhero identity. not be the basis of a Distinctive Features Disad- The Nosy Coworker: A particularly common DNPC vantage (except for the minions of master villains for characters who are reporters or news photogra- and villainous agencies, who are easily identifi ed as phers in their Secret Identities, the Nosy Coworker targets for superhero attack by their colorful uni- is either actively trying to fi nd out that the char- forms). Distinctive Features should be some intrin- acter is really MegaMan, or through his nosiness sic part of the character’s being. 66 HERO SYSTEM 5TH EDITION

Campaigns featuring characters who are HUNTED mutants oft en require such characters to take the Th e following are some examples of classic Distinctive Feature Mutant (Not Concealable, Hunteds in the superhero genre: Always Noticed; Detectable Only By Unusual Senses; 10 points). Th at way, villains and govern- Archenemies: Many superheroes have a single foe ment agents with special scanners can identify the who best represents all they strive against, or for character as a mutant. In games focusing on the whom they have the deepest hatred and fear (and “mutant hysteria” element (see page 17), the value vice-versa). Typically an archenemy is an As Power- of the Disadvantage might rise to 15 points if the ful Hunted, since that makes for the best match and reaction to the feature is more intense. most tightly-contested, drawn-out struggle between the two characters, but a few are More Powerful ENRAGED/BERSERK (especially if they’re also master villains). Archen- Enraged/Berserk is fairly common in the emies, being individuals, don’t usually have Non- superhero genre. Characters who are huge, nearly combat Infl uence (NCI) (though it is possible), and mindless brutes, affl icted with some sorts of super- aren’t normally confi ned to a Limited Geographical natural curse, or so alien that normal terrestrial Area. behavior can send them into attack frenzies all have Evil foreign dictators: Many comic book settings precedent in the comics. feature one or more fi ctitious (or real) nations Other types of Enraged/Berserk are appropri- ruled by a ruthless dictator against whom the ate, based not on a character’s ferocity or mindless- PCs strive from time to time — and who returns ness, but his inability to control his actions in cer- the favor by sending minions aft er them to seek tain circumstances. For example, a robot character revenge. In some cases the evil foreign dictator may might Berserk when hit by electrical attacks. Th is even be a superhuman himself. Most evil foreign doesn’t represent ferocity on the character’s part; dictators are More Powerful than the supers they the Berserk is actually nothing more than a mal- hunt, since while they’re not able to stand up to a function of his electrical system. Similarly, an alien PC in single combat, they have vast economic, mili- might be Enraged or Berserk when it accidentally tary, and diplomatic resources to call upon in their consumes specifi c chemicals that are rare in its quest to make the PC’s life miserable. For the same normal diet but common on Earth (in essence, the reasons, they also have NCI. On the other hand, Disadvantage represents a sort of “allergic reaction” most are also restricted to a Limited Geographical in this case). Area, though they do sometimes send out squads of Th e Enraged/Berserk Disadvantage makes a assassins or mercenary supervillains to take on the character more likely to be hated and feared by the PC on his home turf. public, and Hunted by the authorities. If a PC has it, Government conspiracies: Shadowy cabals of pow- it had best show up in Uncommon Circumstances erful government fi gures sometimes fi nd a reason and on a low (8-) roll, and it’s also best if his team- to go aft er a superhero (or heroes). Th ey may mates know about it and are trained in techniques believe that all superhumans represent a threat to to restrain him. national security, or they may want to co-opt the PCs to serve in the conspiracy’s private army, or they may think the PCs pose some danger to the conspiracy itself and so choose to eliminate them. A government conspiracy usually counts as an As Powerful Hunted (its power is balanced by its need to maintain secrecy); it has NCI, and usually doesn’t suff er from a geographical restriction. Law enforcement agencies: Superheroes who somehow fi nd themselves on the wrong side of the law may end up Hunted by the police depart- ment, the FBI, the DEA, or even fi ctional law enforcement organizations like the Champions Universe’s UNTIL and PRIMUS. Although most individual offi cers are markedly less powerful than your typical four-color Champions super- hero, almost any law enforcement organization counts as a More Powerful Hunted because of the investigative, paramilitary, and public rela- tions resources it can bring to bear against the PCs. A character who scoff s at the cops as a Hunted may quickly fi nd them digging into, uncovering, and revealing his Secret Identity, freezing his assets, and so forth. Law enforce- ment organizations have NCI; while they are nominally limited to the geographical area in Champions 67

which they have jurisdiction, they can call on other Code Versus Killing (Common, Total; 20 points): A law enforcement organizations for aid, eff ectively character with this Psychological Limitation refuses giving them almost unlimited reach in many cir- to kill others, even in the heat of battle, and takes cumstances. affi rmative steps to ensure that he’s not using lethal Master villains: Master villains — major super- levels of force against his foes. For example, when criminals capable of threatening the world — make fi rst fi ghting a strange foe, even oft en starts out dangerous Hunters. Th ey’re More Powerful than using attacks with fewer DCs than his maximum, any given hero (and sometimes even than his entire so that he won’t accidentally hit his opponent with superteam!), and thanks to their far-fl ung webs of dangerous force before he knows how much injury criminal infl uence and power usually have NCI. his opponent can withstand. Th ey make dangerous Hunters, for they aren’t Honorable (Common, Total; 20 points): Honor- hobbled by the bureaucratic, diplomatic, and legal able is similar to Code Of Th e Hero in many ways, restrictions that oft en govern the police or the like but it’s more personal. A hero with Honorable isn’t — and they have power that should scare even the necessarily driven to fi ght crime in a certain way, or most jaded superhero. act a certain way towards others, but to live up to Villainous agencies: Many Champions campaigns a personal code of honorable behavior. Th e player feature large criminal organizations whose mem- should specify exactly what his character’s personal bers wear uniforms not that diff erent from super- code of honor entails; typically Honorable charac- humans’ costumes. Th ese villainous agencies oft en ters are scrupulous about keeping their word aft er Hunt superheroes, and can pose a major threat they give it, are reluctant to lie or act in a deceptive to them. While no one agent is as powerful as a fashion, don’t take advantage of situations, are loyal PC, the organization as a whole is usually More to one or more authority fi gures, and the like. Powerful, and typically has NCI because of its con- Hunting (Specifi c Character) (Frequency varies, nections to corrupt politicians and businessmen, Strong): Th is is the fl ipside of the Hunted Disad- the illicit wealth it can throw around, and so on. It vantage; in cases of a personal quest for vengeance may also have police-like investigative resources, or justice, it is the Disadvantage of the character making it an even greater threat. (See page 165 for doing the Hunting. Th e character is driven to more about villainous agencies.) persecute or prosecute another, and may do so tirelessly and relentlessly, even at the cost of other PSYCHOLOGICAL LIMITATION personal goals and relationships. Th e following Psychological Limitations all Typically the Frequency of a Hunting Psycho- occur frequently in the comics, and so are perfectly logical Limitation depends on the target’s Hunted appropriate for Champions superheroes: roll: an 8- is an Uncommon Psychological Limita- Broadcasts Intentions In Combat (Common, Strong; tion for the character; an 11- is Common; and a 15 points): More a favorite of certain villains than 14- is Very Common. of heroes, this Psychological Limitation signifi es a Note, however, that a character can choose a character who can’t resist telling his victims what villain as his Hunted without the villain having a he’s about to do: “Tremble in fear, MegaMan, as I corresponding Psychological Limitation: Hunting in blast you with my Nucleonic Bolt!” Unless the char- his list of Disadvantages. Th e villain may have the acter can make an EGO Roll to resist doing this, his Disadvantage without getting any points for it, del- opponents always know when they should Abort egate a lot of the hard work to minions, or the like. to a Dodge, and may even in some cases get DCV Needs To Prove Self (Very Common, Strong; 20 bonuses against the character’s attacks, at the GM’s points): A character with this Psychological option. Limitation feels he must make up for some earlier Code Of The Hero (Very Common, Strong; 20 mistake or other perceived inadequacy by doing points): Th e “code of the hero” refers to the col- something dramatically successful or important. lection of personality traits that signify a character Th e player should work with the GM to decide who’s molded in the traditional four-color super- exactly what the earlier failure or inadequacy was, hero fashion. He always fi ghts fairly. He treats and exactly how it infl uences the character’s behav- everyone, particularly women and authority fi gures, ior at present. with respect, and always keeps his promises. He Noblesse Oblige (Common, Strong; 15 points): Due does his best to fulfi ll any request for help made to his status in society — and, typically, his wealth to him, even if it’s just to rescue a kitten trapped — the character feels he has an obligation to help in a tree. He doesn’t hesitate to risk his life to stop those less fortunate than himself. Th ough it’s oft en crime, save disaster victims, thwart supervillains’ tinged with touches of condescension, arrogance, schemes, rescue hostages, and perform other heroic or even racism, this is still at heart a worthy moti- actions. vation for a hero (and one that oft en betokens a Th is Psychological Limitation sometimes goes complex personality and many story hooks for the by diff erent names, but they all mean essentially the GM to use). same thing. Other ways of referring to the Code Of Novice Hero Th e Hero include True-Blue Hero; Fearlessly Heroic (Very Common, Strong; 20 points): — Risks His Life In Even Obviously Lethal Situa- Th is Disadvantage is appropriate for a character tions; Four-Color Hero; and simply Heroic. who’s very new to superheroing. Since he hasn’t had any formal training or mentoring, he’s prone 68 HERO SYSTEM 5TH EDITION

to making mistakes — he employs bad combat SUSCEPTIBILITY tactics, accidentally blurts out a teammate’s real fi rst You may want to check with the GM to see if name, and so forth. Any time the GM perceives the his game uses the optional “contact with substance” character doing something that suggests experience rules for Susceptibility, or the rules for applying or superhero worldliness, he should ask the player, eff ects other than damage, both described on page “With your Novice Hero Disadvantage, would 158. Some Susceptibilities (not using those rules) you really be doing that?” If the player thinks the common to the superhero genre include: answer is “Yes,” the GM should have the character make an EGO roll at a minimum -4 penalty. Obvi- Counter-Power: A character with powers associated ously, this is a Disadvantage the character should with a particular element, substance, or the like buy off with Experience Points (or, with the GM’s may experience pain when exposed to his powers’ permission, replace with another Psychological “opposite” — a fi re-based character may be Sus- Limitation), since no hero remains a novice forever. ceptible to Ice/Cold Powers, a light-using character may be Susceptible to Darkness Powers, a character Overconfi dence (Very Common, Moderate; 15 with green energy powers may take damage from points): It’s hard not to gain an overweening sense yellow energy powers, and so on. Th e commonality of confi dence when one has the strength to juggle of a counter-power varies; you can check the Vul- Mack trucks, the ability to fl y at hundreds of miles nerabilities Frequencies Table on page 159 for some an hour, or the power to read minds. A superhero guidelines, but ultimately the GM has the fi nal say. with this Psychological Limitation is likely to bite Counter-power Susceptibilities usually take the off more than he can chew in a lot of situations. “eff ect is instant” modifi er, but in the case of Con- Protective Of Innocents (Very Common, Strong; stant Powers, the eff ect may linger instead. 20 points): A superhero with this Psychological Sensory Overload: A character with extensive or Limitation goes out of his way to protect innocent sensitive Sensory Powers may suff er harm when people from harm. If it’s a choice between pursu- he encounters intense sensory input (including ing a fl eeing supervillain and saving a troop of Flashes) — loud noises or bright lights cause him Girl Scouts from the truck that villain just threw searing pain (though perhaps only for a few sec- at them, the hero will make sure the girls are safe onds, until his senses adjust). In most campaigns, every time. intense sensory input is a Very Common condition, Showoff (Very Common, Strong; 20 points): A and the eff ect is instant. superhero with this Psychological Limitation is a Strange Alien Mineral: A character whose powers compulsive extrovert who takes every opportunity result from his alien physiognomy, or who gets his to demonstrate his skills or powers, especially the powers from weird alien substances, may be Sus- fl ashy ones. Doing so costs the hero time (he has ceptible to bits of his home planet (or the planet to be dragged away from crowds), causes him to from which his powers derived). Most strange alien sustain extra damage (the GM can give him PER minerals are Uncommon, but when they do show Roll penalties to reduce his chance to see incoming up, the eff ects are severe (2d6 or 3d6) and long-last- attacks or concealed enemies while he’s showing ing (every Segment or every Phase). off ), annoys NPCs who might otherwise have been helpful, focuses supervillain attention on the char- Teleportation: A character who can Teleport, or acter, and so on. who has an odd body structure, may take damage when other people Teleport him — it wreaks havoc SOCIAL LIMITATION with his physical form. In most campaigns, being Th e Secret Identity Social Limitation, as dis- Teleported is an Uncommon condition, and the cussed on page 48, is extremely common in the eff ect is instant. superhero genre, whether it’s a Golden Age story, a gritty modern-day crimefi ghting drama, or any- Of course, one question the GM must consider thing in between. A few heroes have Public Iden- is: how do NPCs (villains or otherwise) fi nd out tity (HERO System 5th Edition, Revised, page 338 about the Susceptibility? If the character keeps it sidebar) instead, and some have neither (meaning such a well-guarded secret that no one ever uses it an NPC who works at it can uncover the hero’s against him, it’s not much of a Disadvantage, so he identity, but it’s not well-known to the public in should receive fewer points for it (perhaps none). general). Th e Susceptibility should either be something that Other than Secret Identity, no Social Limita- at least a few NPCs can deduce or guess (maybe tion is particularly common in the typical Cham- because of the nature of the character’s powers), or pions campaign. Heroes who work for the govern- something that’s revealed (to a reasonably signifi - ment, or who have offi cial sanction, may be Subject cant degree) early in the campaign. To Orders. More than one hero (or villain) has a Harmful Secret besides his true identity. Champions 69 SUPERHERO ARCHETYPES n the more than sixty years since the fi rst cos- Banner” normal human form when he calms down, is POSSIBLE BRICK tumed superheroes began appearing in comic another classic embodiment of this concept. SPECIAL EFFECTS books, many standard superhero types have Th e Brick is probably the most popular arche- Some (but by no means Ideveloped, and Champions players oft en plan to type. Because of his versatility and durability, he’s all) of the special eff ects play characters similar to their favorite types. Th is oft en the cornerstone of a superhero team, though that can explain brick section talks about many of those types and how to not necessarily its leader. Because the Brick is thought powers include: construct them with the HERO System rules. of as a normal person who is just more, in some ■ Exposure to radia- In addition, on page 81 you’ll fi nd a Quick sense, than normal people, Bricks are oft en looked tion super-energizes all Superhuman Generator, a set of character-building on by normal people as one of their own, and are of the character’s cells, components a player or GM can use to construct a expected to be decent, comparatively well-adjusted granting him prodigious physical powers. character in just a few minutes. It’s arranged by arche- heroes; when they turn out not to be, they are even type and includes many example superpowers. more feared than many other archetypes (and with ■ Th e character builds a Th e information about each of the following good reason, thanks to their almost unparalleled abil- suit of powered armor that enhances his STR Archetypes discusses the following character traits: ity to wreak havoc and cause property damage). and resilience. Skills. Most superhero archetypes have Skills related SKILLS, PERKS, AND TALENTS ■ A god of strength or to the type of super they are. A Weaponmaster, Bricks aren’t oft en expected to have a specifi c war (, Th or, for instance, can probably build weapons, while a set of Skills. Th is doesn’t mean bricks are necessarily Huitzilopochtli...) Mentalist is more likely than most characters to be imbues the character unskilled or stupid, just that there’s no consistent set acquainted with the fi eld of parapsychology. with phenomenal might. of Skills they as a group possess. (Some Bricks, par- ■ Perks and Talents. Not all superheroes possess these ticularly those who act as muscle for supervillains, do Th e character is an alien (or has alien little personal advantages, but some do relate to cer- tend to be unskilled or uneducated, which contrib- blood) and is super- tain superhero archetypes. utes to the brick-as-simpleton stereotype.) strong on Earth (even Powers. Naturally, no discussion of superhero arche- Bricks are oft en good in combat (they buy though he’s just an types can really cover the topic thoroughly until the Combat Skill Levels with HTH Combat). Few take ordinary person back home). subject of superpowers is included. Martial Arts to improve their fi ghting ability, though some low-level bricks (those with STR scores of 40 or Disadvantages. Finally, some Disadvantages do lend less) choose to do so, and a high-STR brick who sup- themselves to specifi c superhero archetypes. For plements his fi ghting skills with Martial Maneuvers EXAMPLE BRICK instance, if a superhero is super-strong, there could that do no extra damage but grant greater fi ghting POWERS be a material or methodology to make him tempo- versatility can be frightening in a scrap. Some Bricks Shockwave: Th e Brick rarily weak... and you can be sure the bad guys will take a Strength Tricks Power Skill to simulate their slams his fi sts into the eventually discover and exploit it. ability to occasionally pull such stunts as squeezing ground with such force diamonds out of coal with their super-strong hands that he creates a small, (as usual, if a character wants to use a “trick” like this but high-powered, seis- BRICK mic shockwave around frequently, he should pay Character Points for it). him. Bricks are among the fl ashiest and best-regarded A Brick is a superhuman whose main attributes Explosion for up to 60 are super-strength and resistance to damage. One of of supers, so it’s not unknown for them to have the STR, Hole In Th e Middle the earliest costumed superheroes, Superman, is one Local Police Powers Fringe Benefi t (representing their (the one hex the brick classic image of the Brick, and his many imitators set excellent relationship with local authorities) and the is standing in when he the stage for the Brick becoming a superhero arche- Reputation Perk. uses the power; +¼) type: an individual who can pick up naval vessels, No Talents are specifi cally better-suited to Bricks (45 Active Points); Only than to other supers. Aff ects Targets On Th e leap great distances or fl y, bounce projectiles (bullets, Ground (-¼), Extra explosive shells, sometimes powerful missiles) off his POWERS Time (Full Phase; -½), skin, and so forth. Only Does Knockdown, With the earliest comic book Bricks, all these Obviously, the most important power to a Not Knockback (-0). powers were intrinsic to the character, but later Bricks Brick is high STR. A character is most likely to be Total cost: 26 points. introduced the notion of someone who was super- regarded as a Brick if he has a STR of 40 or more. The Big Wrap-Up: Th e powered only when he needed to be and spent the Typically a Brick’s STR is as high as the campaign Brick uses available rest of his time in a physically normal Secret Identity standards allow (e.g., STR 60 in a game with a 12 materials — I-beams, a DC cap on Attack Powers — remember, STR’s func- chain-link fence, even — the original Captain Marvel (he of the magic word rolled-up asphalt — to “Shazam!” which transformed him back and forth tion in the game is mostly as an Attack Power). Many other powers are appropriate to the bind and confi ne a foe. between his super form and the body of unpowered Th e eff ectiveness of this teenager Billy Batson) was an early example of this Brick. Armor or Damage Resistance allows him to tactic depends largely type. Th e , who transforms back to his “puny duke it out with villains armed with Killing Attacks. Flight allows him to get to the scene of the action. Continued on next page 70 HERO SYSTEM 5TH EDITION

Continued from last page Enhanced Senses allow him to detect danger at on the strength of the a distance. Anything else a player can reasonably materials used. As a justify as a refl ection of a super-strong body — Life useful side eff ect, the Support (super-strong lungs), Telescopic for the Brick can also employ Sight Group (super-strong eye muscles), and the this Entangle to create like — could qualify as a proper power for a Brick. walls of whatever scrap materials happen to be Beyond these standard choices, it is also lying around. appropriate to have powers that simulate really Entangle 6d6, up to 6 unusual uses of superhuman Strength. For DEF (60 Active Points); instance, an Energy Blast with the OIF (appropriate materi- Explosion and Personal Immunity als of opportunity; -½), Advantages and the No Range No Range (-½), Extra Limitation simulates the abil- Time (at least a Full ity of some supers to hit the Phase, and oft en longer, depending on how ground and cause a minor long it takes to get the earthquake (see sidebar). materials; -½), Defense Sample Brick-style Depends On Materials powers appear in the Used (-½). Total cost: 20 Quick Superhuman points. Generator section Optionally, you can of this chapter in apply the Entangle Has the descriptions 1 BODY Limitation, representing the fact of the Brute that anyone who loosens Strength, Den- the materials a little can sity, Growth, wiggle out of the Entan- and Strength gle easily. Projector sets Thunderclap: Th e Brick of powers. claps his hands together so forcefully that the DISADVANTAGES resulting sound deafens For Bricks that have alternate anyone nearby. forms (such as the Hulk and Captain Hearing Group Flash Marvel), Accidental Change makes 8d6, Explosion (-1d6/3”; for an interesting Disadvantage. +1), Hole In Th e Middle (the one hex the brick Th e character’s eff orts not to have is standing in when he his Secret Identity revealed by an uses the power; +¼), impromptu change of identity, or Does Knockback (+¼) his eff orts to hold back the trans- (60 Active Points); Extra formation until innocents can get to Time (Full Phase; -½). safety, make for some great (and oft en Total cost: 40 points. humorous) scenes. The Finger Of Unconsciousness: Th e Enraged/Berserk is a fairly common Brick fl icks a foe in the Disadvantage among Bricks, particu- head with his index larly those with relatively low intel- fi nger, knocking him out ligence. Berserk In Combat is a favorite without infl icting any of many villainous Bricks — though serious harm. But if the Brick miscalculates, the not necessarily of their allies. target takes the Brick’s Other than that, few Disadvantages full STR damage (not are specifi cally suited to Bricks, but multiplied by Hit Loca- one such is: tion modifi ers). EB 6d6, NND (defense Physical Limitation: Doesn’t Know Own is Lack Of Weakness on Strength (Frequently, Slightly; 10 points). defenses covering the When the character interacts with deli- head, or any innate rPD cate or fragile items — or people — the protecting the head; +1) GM occasionally calls on him to make (60 Active Points); No Range (-½), Requires a DEX Roll. (Th e GM may choose to A Strength Tricks Roll make the roll for the player with- (-½), Side Eff ects (if roll out informing him of the fact, is failed, opponent takes the better to surprise him with character’s full STR possible consequences.) On a damage; -¼). Total Cost: failed roll, the character acciden- 27 points. tally exerts his Casual STR on whatever he’s holding, possibly damaging it. Champions 71

Some Energy Projectors, rather than just POSSIBLE ENERGY ENERGY PROJECTOR using or controlling energy, are actually made of PROJECTOR An Energy Projector is a super whose pri- energy — they have bodies of pure light, SPECIAL EFFECTS mary expression of superpower is the use of plasma, or the like. Such characters (and Some (but by no means high-powered energy at range. An Energy even some “normal” Energy Projec- all) of the special eff ects Projector (also called a “Blaster”) might shoot tors) may have energy-based powers that can explain Energy lasers from his eyes, fl amethrower-style fi re like Absorption (the character “feeds” Projector powers from his fi ngertips, plasma from his mouth, on incoming energy), Energy Damage include: beams of ice/cold from his hand, or any other Reduction, or Desolidifi cation. ■ Th e character is type of power from any appropriate part of his Since so many of their powers are doused with a mys- body. designed to operate at Range, it’s oft en terious chemical, and helpful for an Energy Projec- somehow gains energy Energy Projectors are perhaps even powers thereby (for more spectacular in their use of powers tor to have Enhanced Senses example, if soaked in a than Bricks, though they don’t have — particularly since several super-fuel, he develops quite the Everyman appeal Bricks do. Enhanced Senses can be fi re powers). On the other hand, Energy Projec- defi ned as involving energy ■ Th e character’s body tors are vital to a superteam, since emissions (Radar and Active takes in and processes they provide “artillery support” and Sonar, for instance). solar energy, allowing allow the team to make attacks at Sample Energy Projec- him to manipulate it in great ranges. tor-style powers appear in various ways. the Quick Superhuman ■ Th e character taps the SKILLS, PERKS, Generator section of this energy of the atoms in AND TALENTS chapter in the descrip- his body and can use it It helps Energy Projectors to tions of the Mega- for various eff ects. have Combat Skill Levels with Blast, Modulated ■ A bizarre accident their attacks and Range Skill Blast, Sniper Blast, involving enormous Levels to diminish the eff ects Trick Ammo Spe- amounts of electricity cialist, and Very Big grants the character of the Range Modifi er. Simi- energy powers instead larly, the Talent Absolute Gun Wielder sets of simply frying him. Range Sense is very of powers. apt for Energy DISAD Projectors. VAN EXAMPLE ENERGY POWERS TAGES PROJECTOR Energy POWERS Projectors tend Fire Blast: RKA 2d6, to have Energy Energy Projec- Armor Piercing (+½). Blast and/or Killing tors tend to interact with energy Total cost: 45 points. Attack (Ranged) powers, usually bought sources in odd ways, and this may Sonic Blast: Energy as a Multipower so they can have diff erent give rise to Disadvantages. Such a Blast 9d6 (total cost: 45 points) plus Hearing slots refl ect the varying ways they apply their character might take extra damage Group Flash 5d6, Linked powers (one slot is a full-power EB, several (as a Vulnerability) from an energy (-½) (total cost: 10 others are EBs with various Advantages, and so type thematically opposed to the one points). Total cost: 55 on). But that’s far from the limit of their abilities. he manifests, or may even take extra points. Th ey can project or manipulate energy in such a damage from the same type of energy Radiation Blast: Energy way to propel the character (Flight, Faster-Th an- he uses. An Energy Projector composed Blast 9d6 (total cost: 45 Light Travel), to open holes in reality (Teleporta- of or suff used with pure energy may points) plus Drain CON tion, Extra-Dimensional Movement), to stand as suff er harm (Susceptibility or Vulner- 1d6, Ranged (+½) (15 Active Points); Linked a barrier between the hero and incoming damage ability) when physical objects (especially (-½) (total cost: 10 (Force Field, Force Wall), to hold an atmosphere metal ones, like bullets and knives) enter points). Total cost: 55 around the hero (Life Support), to move objects his body and signifi cantly disrupt its points. at range (Telekinesis), and even to aff ect the envi- energy matrix. Magnetic Manipulation: ronment (Change Environment, weather-based Telekinesis (30 STR) Telekinesis and Darkness, and so on). (45 Active Points); Only Versus Ferrous Metals (- ½). Total cost: 30 points. 72 HERO SYSTEM 5TH EDITION

POSSIBLE POWERS GADGETEER Th ere really is no limit or focus SPECIAL EFFECTS to the type of powers a Gadgeteer Some (but by no means can possess (except those deriving all) of the special eff ects from any GM-imposed campaign that can explain Gadge- restrictions on the extent and teer powers include: nature of super-science; see page ■ Th e character is an 32). In fact, Gadgeteers incredibly learned and oft en imitate other gift ed scientist/engi- archetypes of super- neer/inventor. heroes, with the sole ■ Th e character is diff erence being that a mutant with an their abilities are instinctive grasp of how technol- based on gadgets ogy works, though rather than innate he’s never studied the powers. Multipowers subject. and Variable Power ■ Th e character stum- Pools are extremely bled into an arsenal of appropriate power struc- gadgets built by some- tures for a Gadgeteer. one else; he can’t build Sample Gadgeteer-style new ones, but has so powers appear in the Quick many mix-and-match Superhuman Generator section possibilities with the GADGETEER components available of this chapter in the descrip- to him that he’s not very Th is character builds high technol- tions of the Checklist Hero, Mystic limited by that lack. ogy devices to act as superpowers. Master, and Trick Ammo Specialist ■ Th e character can’t Instead of having natural laser-emis- sets of powers. sion powers, he builds a laser gun; build gadgets himself, DISADVANTAGES but has the support of a instead of having innate powers of patron who can. fl ight, he constructs an antigravity Some Disadvantages device. Of course, a character who uses common to Gadgeteers gadgets doesn’t necessarily have to invent include: EXAMPLE them himself — he might hire someone Physical Limitation: Unable To GADGETEER to make them for him, steal them from Walk: Some gadgeteers (includ- POWERS a criminal gadgeteer, or fi nd them aban- ing powered armor heroes; see Gravity Globes: Th ese doned in an alley. Th e following advice below) have this problem. Th e tiny fl ying spheres (they applies solely to characters who both character builds a hover-chair, come in groups of four) invent and use their own devices. exoskeleton, or suit of armor that surround a target and helps him overcome this disability. generate a gravitic fi eld SKILLS, PERKS, AND TALENTS that prevents him from (For this reason, unlike the 20- A Gadgeteer character should have a point version of this Disadvantage moving. wide selection of Skills related to his chosen Entangle 4d6, 4 DEF, on page 336 of the HERO System “profession,” including Computer Program- 5th Edition, Revised rulebook, the Indirect (+¾) (70 Active ming, Demolitions, Electronics, Inventor, Points); OIF (diffi cult GM may want to allow this Dis- to grasp spheres; -½), 4 Mechanics, and Systems Operation. In particular, advantage only as Infrequently, Charges (-1). Total cost: he should have one or more Science Skills for the Fully Impairing [15 points].) 28 points. specifi c fi elds his powers relate to. For instance, if Psychological Limitation: Easily Pogo-Boots: Th ese boots he uses poison darts, he would have SS: Pharma- have electronically-aug- cology/Toxicology, SS: Botany, and/or SS: Biology. Distracted By Scientifi c Matters mented springs, allow- If he creates energy-emission powers, he might (Common, Strong; 15 points): ing the wearer to leap have SS: Physics. If he climbs into a large robot Whenever the character prodigious distances. that moves and attacks, he comes across any scientifi c Leaping +20” (20 Active would have SS: Robotics, SS: object, detail, or technique Points); OIF (-½). Total Mechanical Engineering, within his fi eld of interest but cost: 13 points. and SS: Cybernetics. new to him, he automatically Power Helmet: Th is Take a look at the Technician wants to explore or investigate device provides a gad- Set of Skills under the Quick Superhu- it... meaning he sometimes geteer with a variety forgets his primary goal. of minor but useful man Generator section for examples of sensory and defensive Skills appropriate for Gadgeteers. powers. Other devices may also be installed. Infrared Perception (Sight Group), Ultra-

Continued on next page Champions 73 MARTIAL ARTIST chological Limitation: Obsessive (Common, Strong; Continued from last page 15 points): Th e character, once he decides on a goal, violet Perception (Sight Th is character is normally at a human or refuses to give up on it. Group), +6 versus Range for Sight Group, Sight slightly-above-human level of physical performance, Psychological Limitation: Vengeful (Uncommon, but augments his abilities with extensive training in Group Flash Defense Strong; 10 points): Th e character is determined to (10 points), Hearing formal or informal martial arts. He isn’t necessarily punish those whom he believes deserve punishment. Group Flash Defense best-known for his fi ghting skills; he may be thought Martial Artists also undergo rigorous physical condi- (8 points) (total of 37 of foremost as an investigator or an acrobat, for points); all OIF (-½). tioning that makes them very strong in some ways but instance. Total cost: 25 points. can weaken them in others, such as: Universal Defense Field SKILLS, PERKS, AND TALENTS Susceptibility: Missing With (Specifi c Attack) (takes Belt: Th is belt creates a In addition to Martial Arts and related Combat 3d6 instantly; Common; 20 points): Th e character’s broad-spectrum force Skill Levels, a Martial Artist usually has Skills related preferred attack requires very exacting biomechanics. fi eld that off ers protec- to his martial training. He may have Knowledge Skills When the character misses with the attack, he sustains tion against most forms of attack. pertaining to strange arts, foreign lands, or martial- physical harm. A character should only have this Dis- arts subcultures. He may speak Languages related to advantage if the GM is sure the character will use the Force Field (10 PD/10 ED/10 Sight Group the cultures that developed his fi ghting styles. attack frequently (several times per combat). Flash Defense/10 Martial Artists oft en have physical Skills that are Susceptibility: Poisons And Gases (takes 1d6 per Mental Defense/10 natural off shoots and consequences of their train- Phase; Common; 10 points): Th e character’s system is Power Defense), ing. Acrobatics, Breakfall, Climbing, Concealment, Reduced Endurance (0 unusually delicate; whenever an invasive atmosphere Contortionist, Fast Draw, Shadowing, Sleight Of END; +½) (75 Active or substance enters his lungs or a toxic substance Hand, Stealth, and Weapon Familiarity are all frequent Points); OIF (-½). Total enters his bloodstream, he begins to suff er damage. choices. If the character also has an investigative bent, cost: 50 points. Alternately, this may result because the character’s Bugging, Lockpicking, and Security Systems are also system functions so effi ciently, due to his high level of good possibilities. physical conditioning, that poisons and gases spread See the Dedicated Fighter, Investigator, Patriot, POSSIBLE throughout it quickly. Playboy, and Tactician Sets in the Quick Superhuman MARTIAL ARTIST Generator section for appropriate Skill examples for SPECIAL EFFECTS Martial Artists. Some (but by no means all) of the special eff ects POWERS that can explain Martial Martial Artists oft en have weapons or gadgets Artist powers include: — not so many as the Gadgeteer, of course, and Mar- ■ Th e character has tial Artists are not always the designers or builders of spent years at an ancient the gadgets they use. Martial Artist gadgets tend to monastery hidden deep be oriented toward improving combat (some will be in the Himalayas studying a powerful melee weapons or thrown weapons, armor, and so on) fi ghting style long or mobility (swinglines, cling-grips). thought forever lost. Some Martial Artists emphasize the mystic or ■ Th e character is a magical aspect of their powers. Th ey buy many ch’i- mutant with a natural based powers, develop secret mystic abilities as part gift for or grasp of hand- of their training, or even study full-blown Oriental to-hand combat. sorcery. ■ Th e character is a Sample Martial Artist-style powers appear in the “living cartoon” escaped Quick Superhuman Generator section of this chapter from an anime movie. in the descriptions of the Grasshopper, Knight, Sensei, ■ Th e spirit of a long- and Super-Boxer sets of powers. dead noble warrior has merged with the DISADVANTAGES character and granted Martial Artists are oft en very focused charac- him powerful fi ghting ters — the dedication they need to train abilities. up to a superhero level of perfor- mance is clear evidence of this. So a couple of appropriate EXAMPLE MARTIAL Disadvantages for them ARTIST POWERS include: The Delicate Kick Of Psy- Han Chen: HKA 2d6, NND (defense is Resistance; +1), Does BODY (+1) (90 Active Points); Concentration (½ DCV; -¼), Increased Endurance Continued on next page 74 HERO SYSTEM 5TH EDITION Continued from last page MENTALIST Clairvoyant, Telekinetic, and Telepath sets of powers. Cost (x2 END; -½), DISADVANTAGES Activation Roll 12- (-¾). Th is character has psionic powers — abilities Total cost: 36 points. deriving from the energy of the mind. Psionic Mentalists oft en have a heightened sense of the feelings of people around them, so their players Drunken Defense: +6 powers have some of the same characteristics DCV (30 Active Points); as magic (they are somewhat mysterious and might choose one or more Disadvantage that Extra Time (Full Phase; spooky), but usually are not as extensive in their refl ect this enhanced sensitivity. -½), Requires An Acro- versatility and do not derive from a rationale that Enraged/Berserk: Sympathetic batics Roll (-½). Total Berserk (Berserk when cost: 15 points. is explicitly magical or supernatural. anyone else in LOS goes Fists Of The Dragon: HA SKILLS, PERKS, AND TALENTS Berserk [Uncommon], go +6d6 (30 Active Points); Hand-To-Hand Attack Mentalist characters oft en receive training 14-, recover 14-; 35 points): (-½), Requires A Ch’i in parapsychology, the formal Whenever someone within Manipulation Roll (-½). examination of psychic phe- line of sight goes Ber- Total cost: 15 points. nomena. Parapsychologists serk, the character Thunder-Leap: HA usually start as students does, too — he’s +8d6 (40 Active Points); of psychology. Th us SS: simply overcome Hand-To-Hand Attack Psychology and SS: by the other (-½), Only Works With Parapsychology are person’s intense Move Th rough (-½). common choices. Total cost: 20 points. emotions. Th e Danger Enraged/Berserk: Sense Talent is Sympathetic Enraged (Enraged when also very appro- anyone else in LOS goes Enraged or Ber- POSSIBLE priate. MENTALIST serk [Uncommon], go 14-, recover 14-; SPECIAL EFFECTS POWERS 25 points): Th is is the same as the Sym- Some (but by no means Th e pathetic Berserk, but the character only all) of the special eff ects powers that are becomes Enraged; he does so whenever that can explain Mental- normally thought anyone in line of sight becomes either ist powers include: of as related to the Berserk or Enraged. ■ Th e character is a world of the psychic include Clairsen- Physical Limitation: Plagued By Voices mutant, born with awe- tience (Distant Viewing, Precognition, In Head (Frequently, Slightly Impair- some psychic powers. Postcognition), Ego Attack, Enhanced ing; 10 points): Th is Disadvantage, ■ Th anks to a radiation Senses (Detect Psychic Energy, appropriate especially to telepaths accident, mutation, or Detect Spirits), Flight (Levitation), (and particularly to telepaths unusual ancestry, the Healing, Killing Attack, Ranged with the Always On Limitation character’s brain func- tions on a much higher (Pyrokinesis), Mental Defense, on their Telepathy), means the level than that of other Mental Illusions, Mind Control, character constantly hears a humans, allowing him Mind Link, Mind Scan, Teleki- drone of mental voices in his to access higher-order nesis, and Telepathy. However, head (unless he’s completely scientifi c principles that depending on how far one isolated from other humans). manifest in our reality as wishes to stretch the defi ni- Th is makes him jittery, allows psychic powers. tion of “psionic,” particularly in the GM to assign him PER ■ Th e character has regard to psychokinetic eff ects, Roll penalties because of his received mystical train- many other abilities are pos- level of distraction, and forces ing focusing on the arts of glamour, illusion, sible. Characters in the comics the character to take occa- domination, and telepa- have used “mental energy” not sional breaks where he can thy. only to control minds and get away from people. ■ Th e character has built move objects, but to alter Susceptibility: Mind Con- gadgets that grant him targets at the cellular level trol (takes 1d6 per Phase, Mental Powers. (Transform), defl ect attacks Uncommon; 15 points): or create defensive barriers A character with an (Force Field, Force Wall, unusual mental struc- EXAMPLE Missile Defl ection), reach ture or very touchy MENTALIST inside an opponent’s mind mental powers might POWERS or body to wreak all sorts suff er damage when of havoc (various Drains, Distant Viewing: aff ected by another’s Clairsentience (Sight Flash, RKA NND), and so Mind Control (you can Group), 32x Range on. easily substitute some (3200”) (45 Active Sample Mentalist- other Mental Power if Points); Concentration style powers appear in you like). (0 DCV; -½), Requires the Quick Superhu- An EGO Roll (assuming man Generator sec- EGO Roll of 14-; -½). tion of this chapter in Continued on next page the descriptions of the Champions 75 METAMORPH Swinging: Using stretched arms to permit fast travel. Continued from last page Tunneling: Shaping one’s body into a bore-like appara- Total cost: 22 points. Th is character is a shapechanger. His body can tus to travel through the earth. Enhance Rage: Mind alter its shape, dimensions, coloration, density, and/or Sample Metamorph-style powers appear in the Control 10d6 (50 Active malleability. Characters with Growth and Shrinking Quick Superhuman Generator section of this chapter Points); Only To Control/ technically fall in this category, but oft en fi t into in the descriptions of the Bendy Toy and Doppel- Infl ict Anger (-1). Total some other archetype as well — just larger or ganger sets of powers. cost: 25 points. smaller (i.e., tiny Martial Artist, gigantic Brick, Psychic Obliteration: tiny Mystic, and so on). DISADVANTAGES RKA 2d6, BOECV Metamorphs are oft en (Mental Defense applies; SKILLS, PERKS, AND TALENTS unhappy with their physical +1), Does BODY (+1) Metamorphs oft en use their powers in (90 Active Points); condition — they and others Only Works On Beings spy-like ways — sneaking into dangerous areas, consider them freakish and With Minds (-½), Lim- assuming the identities of other people, and so inhuman. So appropriate ited Range (10”; -¼), on. So all Skills related to spy activities are Disadvantages include: Requires An EGO Roll appropriate, including Acting, Con- (assuming EGO Roll of Physical Limitation: Requires cealment, Conversation, Cram- 14-; -½), No Knockback Specialized Medical ming, Disguise, Mimicry, Oratory, (-¼), Beam (-¼). Total Attention (Infre- cost: 33 points. Persuasion, Seduction, Shadow- quently, Greatly ing, and Stealth. Psychokinetic Shield: Impairing; 10 Force Field (12 PD/12 Th e Metamorph’s ability points): Th is ED). Total cost: 24 to alter his physical nature also Disadvantage points. supplies a suffi cient justifi - means an ordi- cation for buying several nary doctor in physical Skills and Talents, an ordinary POSSIBLE including Acrobatics, Break- medical facil- METAMORPH fall, Contortionist, Defense ity has a very SPECIAL EFFECTS Maneuver, Ambidexterity, hard time and Double Jointed. Some (but by no means helping this all) of the special eff ects POWERS character. that can explain Meta- morph powers include: Multiform, Shape Shift , Any time ■ Stretching, Growth, and a character Th e character is a Shrinking are the most common without a mutant, born with shapeshift ing powers; and most obvious Metamorph specifi c Knowledge Skill or Science Skill he may not even have a powers. But any number of others “true shape.” are appropriate if you consider the concerning the medi- ■ An animal-god grants many ways a metamorph might cal care of the specifi c person or his specifi c the character the power reshape his body: to assume the forms of race tries to make a Armor: Hardening the skin. various creatures. Paramedics or other ■ Clinging: Squeezing fi ngertips and medicine-related roll, he While researching or working near new other portions of the skin into rough receives a penalty of at plastics, the character is surfaces. least -4 (for minor situ- accidentally exposed to Entangle: Wrapping an enemy up ations) or -8 (for crisis them and ends up with situations). a malleable body instead in loops of one’s own body (usually of dying. requires the Feedback and Cannot Psychological Limita- ■ Form Barriers Limitations). tion: Desperate For Th e character is an Acceptance alien from an entire spe- Extra Limbs. (Uncom- cies of metamorphs. mon, Strong; 10 points): Flight/Gliding: Creating wings, fl ying in Metamorphs oft en feel the shape of a bird, spreading one’s cut off from the rest malleable body into a parawing. of humanity, so they EXAMPLE META- MORPH POWERS Killing Attack, HTH: Shaping make extra eff orts to be body parts into melee weapons accepted into a group Mace-Hands: Th e or sharp points, growing claws. (such as a superteam). metamorph transforms his hands into spiked Th is Disadvantage Leaping: Stretching the legs to allow extravagant leaps maces, using them to means the char- — metamorphs oft en form their legs into spring-like smash his opponents. acter should make coils to leap. HKA 1½d6 (plus STR), choices that fi t right in with the group dynamic and Reduced Endurance (½ Missile Defl ection: Turning one’s body rubbery to may be more easily manipulated by teammates, END; +¼). Total cost: catch and repel missiles. friends, and even villains in an ongoing eff ort to fi t in. 31 points. Running/Swimming: Stretching the legs to allow for a Psychological Limitation: Self-Loathing (Very longer, faster stride/kick. Common, Moderate; 15 points): A character with Continued on next page this Psychological Limitation tends to be unusually 76 HERO SYSTEM 5TH EDITION

Continued from last page courageous in battle alternate dimensions), the priestly Right To Marry Parachute Form: Th e (a refl ection of his Fringe Benefi t, Reputations as mystic protectors of metamorph shapes his unconscious Earth, and secret Bases (“sanctums”). malleable body into a death- Universal Translator is Talent frequently parachute-like form, wish or found among dimension-traveling Mystics. allowing him (and up desire to be POWERS to one person holding punished) and fails onto his arms and legs) Th ere is really no limit or even focus to drift gently to the to pursue opportu- ground. nities that permit to the type of powers a mystic might have. However, cer- Gliding 6”, Usable him a measure of per- Simultaneously (char- sonal happiness (meaning tain structures of powers acter and one other the GM should remind this char- are common. Mystic person; +½) (9 Active acter’s player of the Disadvantage powers oft en Points); Limited Move- any time the character does some- Require A Skill ment (character cannot thing smart in his professional or Roll (based on gain altitude, and must Magic), and move at least 12” down- personal-relationship life). ward for every 1” for- sometimes ward; -½). Total cost: 6 require Ges- points. MYSTIC tures, Incanta- Rubbery Body: Physical tions, Concentra- attacks just bounce off Mystics are characters trained in tion, Extra Time, and/or the character’s malleable the use of magic, who have a natural Increased Endurance Cost. In body, or have diffi culty affi nity for magic, who have magic- short, Power Limitations are aff ecting so fl exible a derived powers, or who possess and use very common among Mystics. form. enchanted items. When not participat- On the other hand, sometimes Physical Damage ing in more general team adventures, super-mages just look Limited; Reduction, Resistant, they oft en confi ne their movements they may, for example, gesture 50% (30 Active Points); and activities to a subculture that is and incant for show, but when Requires A Malleable exclusively magical, mystical, and Body Powers Roll (-½). push comes to shove they can Total cost: 20 points. supernatural in origin... mean- cast spells even if bound and Squeezing Through ing teammates who visit their gagged, so they take no Ges- Cracks: Th e metamorph houses and other haunts may tures or Incantations Limi- can ooze his malleable end up with a case of the wil- tations on their powers. body through even the lies (“Th e lamp spoke to me Sample Mystic-style tiniest openings. — I swear!”). powers appear in the Desolidifi cation Having Mystic char- Quick Superhuman (aff ected by any attack) acters in a campaign Generator section of (40 Active Points); Does implies that magic really this chapter in the Not Protect Against exists in that campaign Damage (-1), Cannot descriptions of the Pass Th rough Solid world, and that raises Checklist Hero, Objects (-½), Con- some issues for the Mystic Master, and centration (0 DCV; GM to consider (see Summoner sets of -½), Extra Time (Extra page 53). powers. Phase; -¾). Total cost: 11 points. SKILLS, PERKS, DISADVAN AND TALENTS TAGES Appropriate Mystic Mystics oft en POSSIBLE MYSTIC Skills include Knowledge suff er Hunteds SPECIAL EFFECTS Skills in a variety of occult based out of the Some (but by no means subjects (arcane and occult lore strange and eerie all) of the special eff ects generally, monsters, mysterious environments that can explain Mystic sites, secret histories, secret soci- that are their powers include: eties, necromancy, thaumaturgy, homes. ■ Th e character has the gods, demons, alternate Other studied magic for years dimensions, and so on) and Disadvantages (perhaps decades) and Languages (especially dead or common to this archetype include: is an accomplished mysterious ones). (Cryptog- manipulator of arcane raphy only to translate is also Dependence: Must Recharge (Very Common/Easy To energies. oft en appropriate.) Many Mys- Obtain, Character’s Powers Are Aff ected [Activation ■ A curse has “granted” tics also have a Power Skill called Roll 11-], 1 Day; 0 points): A character with this Dis- the character mystical Magic upon which many of their powers are based. advantage must regularly return to or summon forth powers (but also some Mystics are very Perk-oriented, sometimes a battery-like item or lose his powers. (Th is assumes heft y Disadvantages). a power recharger that normally comes when sum- ■ having Access to occult sites, Contacts with a wide A dying wizard, sens- variety of occult experts, Favors from individuals moned. If the character must go to a specifi c place, which cannot occur when he is captured or far away Continued on next page they’ve helped, animal-companion Followers (famil- iars), Head Of State Fringe Benefi ts (usually from from home, the Very Common becomes Common, Champions 77 and the Total becomes 5 points.) become powerful enough, to dispel the curse is oft en a Continued from last page Dependence: Must Drink Blood (Very Common/Easy big motivator for the character. ing the character’s innate To Obtain, 1d6 damage, 1 Day; 0 points): Th ere are goodness and heroism, a lot of vampiric player characters out there, aft er all. gift ed the character with Th is Disadvantage isn’t really any diff erent from any PATRIOT his mystical powers. ■ other character’s need to ingest sustenance on a daily Th e Patriot is a character who deliberately Th e character is a descendant of a famous basis, but since obtaining blood may cause the char- embodies traits that his nation fi nds especially acter problems, it’s worth noting as a Disadvantage for magician (Merlin, admirable, and chooses to represent that nation in Cagliostro, whoever) and some PCs. a symbolic way. Alternately, he may embody some has an innate ability to Psychological Limitation: Easily Distracted By Magi- other concept, belief system, religion, philosophy, or use magic even though cal/Occult/Supernatural Matters (Common, Strong; principle, one not necessarily related to nationalis- he’s never studied it. 15 points): Th is is the Mystic’s equivalent of tic fervor. Patriots oft en acquire their powers the Gadgeteer’s Disadvantage. Whenever through service to that which they represent the character comes across any appropri- (they suff er a radiation accident while serv- EXAMPLE MYSTIC ate object, detail, or ing in the military, volunteer for a “superhu- POWERS technique man soldier” project, or the like). The Amulet Of The Aandiri: within his fi eld SKILLS, PERKS, AND TALENTS, Force Field (8 PD/8 ED/ 8 Power Defense), Usable of interest but POWERS new to him, he By Other (+¼), Reduced Patriots are archetypes only in a sym- Endurance (0 END; becomes distracted +½) (42 Active Points); by it. Th is includes bolic sense (though that’s still important, especially in a genre where sym- OAF (-1). Total cost: 21 strange enchanted items, points. tomes of forbidden lore, unusual bolism is oft en so prominent). Th ere’s no standard set of abili- The Blasting-Wand Of magical creatures, and so on. Berala The Bold: EB 15d6 ties most Patriot characters Susceptibility: Contact With Iron (75 Active Points); OAF possess; their powers tend (-1), 4 Charges (-1). Total (takes 1d6 per Phase, Very to emulate or refl ect cost: 25 points. Common; 25 points): Th is is whatever the character The Scintillant Shackles: a Susceptibility appropriate embodies (making it Entangle 5d6, 5 DEF, to characters with the blood possible for other Stops Sight Group (60 of elves or faerie-folk in characters to pre- Active Points); Requires their veins. If they touch dict their abilities in A Magic Roll (-½), ferrous metal with their Cannot Form Walls (-¼). many cases). Speaking Total cost: 34 points. bare fl esh, they suff er in a character design burns and pain. A Simple Spell Of sense, Patriot characters Comprehension: Univer- Susceptibility: Holy tend to belong to any of the sal Translator (INT Roll), Objects And Places other archetype groups, Usable Simultaneously (takes 2d6 per especially Brick and (usable by up to eight Phase in contact, Martial Artist, so when characters at once; +1) Common; 25 you create a Patriot, you (40 Active Points); Con- should choose Skills and centration (0 DCV when points): Vampires, casting; -½), Requires A demons, and Powers from the choices Magic Roll (-½). Total other innately evil most prevalent among cost: 20 points. mystical creatures the other archetype oft en cannot associated with your stand to touch character concept. EXAMPLE PATRIOT holy ground, DISADVANTAGES POWERS holy symbols, Dada Fugue: Th e holy water, and Th ere are two types of Patriots Avant Guard, living other such embodiment of dadaist, objects. Typi- — Heroic and Vil- abstract, and surreal art, cally, a vigor- lainous. A Heroic can infl ict his unusual ous display Patriot displays the viewpoint upon others, of a holy item most virtuous traits temporarily confusing the hell out of them. suffi ces to drive of his nation; a Vil- them off , or at lainous one displays Drain INT 4d6, Ranged (+½) (60 Active Points); least persuade them the nastiest. Heroic Patriots are Requires An Oratory to come no closer. Roll (-½). Total cost: 40 likely to have Disadvantage points. Unluck: Cursed (2d6; 10 such as: points): Some mystic charac- Justice-Sight: Justicar, ters have enemies who have infl icted Psychological Limitation: Code a hero possessed by a a curse on them, represented by Of The Hero or Honorable: Spirit of Justice who grants him crimefi ght- Unluck (and/or other Disadvan- See page 67. tages). Trying to learn enough, or Continued on next page 78 HERO SYSTEM 5TH EDITION

Continued from last page Psychological Limitation: Overprotective Of (Class of People) ing powers, has the abil- (Uncommon, Strong; 10 points): A Patriot ity to discern criminal with this Psychological Limitation feels a special culpability. kinship with or responsibility for one specifi c Detect Criminal Cul- category of people — women, children, computer pability Or Intent (PER nerds, teachers and child-care personnel, and so Roll) (no Sense Group), on, particularly if they are a subset of the nation Discriminatory, Analyze, he represents. Th e presence of this Disadvantage Range. Total cost: 20 means the character will be extra-diligent about points. protecting this type of person and unusually out- Let Freedom Ring: raged when this type of person is harmed, endan- Captain Liberty, the national hero of the gered, or even insulted. United States, can aff ect Villainous Patriots are likely to have Disadvan- his foe with the sound tages such as: of the Liberty Bell ring- ing when he throws a Psychological Limitation: Racist (Very punch. Common, Strong; 20 points): Th e character Hearing Group Flash chooses only to represent one race of a mul- 10d6 (30 Active Points); tiracial national population, and is happy to No Range (-½), Linked oppress or even kill members of other races. (to Punch; -½). Total A character known to be a Racist may also cost: 15 points. have a Reputation refl ecting that fact. Liberte, Egalite, Fraternite: Tricolor, the Psychological Limitation: Superpatriot national hero of France, (Common, Total; 20 points): Th e can split into three sepa- character believes in his nation, rate selves, each with right or wrong, to such an extent he powers refl ecting one can acknowledge no faults. When his of the qualities of the French motto, “Liberty, nation’s interests or government confl icts Equality, Fraternity.” in any way with any other, he considers Duplication (creates two his nation to be 100% correct and will 350-point Duplicates), enforce his nation’s wishes without ques- Altered Duplicates tion. (100%; +1) (150 Active Either type of Patriot may have Social Points); Extra Time Limitation: Subject To Orders if he’s a part of (Full Phase; -½). Total his nation’s military. cost: 100 points. POWERED ARMOR EXAMPLE POWERED ARMOR Th is character is a variant form of the POWERS Gadgeteer (above), with the main diff erence being that the Powered Armor hero has an all- Boot-Jets: Flight 20”, Reduced Endurance (0 in-one gadget — he integrates all his devices into END; +½) (60 Active a single suit of powered armor. Also, he’s not as Points); OIF (-½). Total likely to be the actual inventor of the apparatus cost: 40 points. (he might just be an employee, tester, or friend of Gauntlet Blasters: the inventor, or even someone who actually stole Energy Blast 12d6 (60 the suit from the inventor). Active Points); OIF Typically, players build Powered Armor (-½), 12 Charges (-¼). characters using the Power Armor together with Total cost: 34 points. a suite of Attack Powers (usually grouped into Protective Capabili- a Multipower or Variable Power Pool) and some ties: Armor (18 PD/18 ED), Hardened (+¼) Movement Powers (most oft en Flight). Th e char- (67 Active Points); OIF acter may also build Enhanced Senses or many (-½). Total cost: 45 other miscellaneous powers into his battlesuit. points. But other options are possible. For example, Searchlight: Sight a character may prefer to use Force Field, Group Images, +3 to Damage Resistance, or even Damage PER Rolls, Increased Reduction as his main Defense Power. Size (8” Cone; +½) (28 Players with detailed knowledge of the Active Points); OIF (-½), No Range (-½), HERO System might even experiment Only To Create Light with building the powered armor as a (-1). Total cost: Vehicle, though this is generally not recom- 9 points. mended. Champions 79 SPEEDSTER POWERS POSSIBLE In addition to Movement Powers, Speedsters SPEEDSTER Th is character’s powers are based around move- oft en have powers such as these: SPECIAL EFFECTS ment, usually (but not always) at high velocities. Th e Change Environment: Just by waving arms around Some (but by no means all) of the special eff ects typical speedster either runs or fl ies very fast, and very fast, a Speedster could fi ll an area with static elec- probably has extremely high refl exes in addition, all of that can explain Speed- tricity. (Th is is of no consequence most of the time, ster powers include: which makes him a high-mobility, hard to hit target but could justify an Energy Blast and serve as the with some unusual abilities. Other speedsters focus on ■ Th e character is a means to recharge a character who has an electricity- mutant, born with the unusual Movement Powers (e.g., Teleportation) and based END Reserve.) He could also make an area very their implications. ability to fl y, teleport, or windy, clean it up in a single Phase, or the like. what have you. SKILLS, PERKS, AND TALENTS Desolidifi cation: Th e character moves or vibrates him- ■ Th e character manipu- Speedsters tend to have extraor- self in such a way as to put himself out of tune with lates time and/or other dinary fi ghting skills based on the reality. dimensions to make notion that they move so fast they himself seem to move Energy Blast: Th e character could create static electric- faster, when in fact it’s can more easily dodge out of the ity (see Change Environment, above), throw ordinary not that he’s fast, but way of attacks or correct their own objects very fast, shove air in concussive waves, and so on. that he can slow other blows to strike their enemies more people down. Extra-Dimensional Movement: Th e character vibrates oft en or more accurately. Th ere- ■ out of synch with reality and enters a diff erent reality. Th e character taps the fore, large numbers energy of the atoms in of Combat Skill Force Field: Th e character could vibrate in such a way his body and can use it Levels are to compact air in a defensive shield around him. to move at tremendous velocities. appropri- Hand-to-Hand Attack: Enough HA dice can simulate ■ ate for striking multiple blows in a very short amount of Th e character has been blessed with speed time. Th e Speedster may want to apply the Autofi re powers by a god such as Advantage instead of just using large numbers of Hermes or Rabbit. dice to create the rapid-fi re punch. Images: Th e Speedster could move so fast he leaves aft erimages behind as he runs or fl ies, creating EXAMPLE images of himself that enemies must sort through SPEEDSTER when trying to attack him. POWERS them. Invisibility: Th e character might vibrate in such a way Hyper-Running I: Run- Th ose that he goes out of phase with conventional reality, ning +26” (32” total) allowing him to turn invisible. (total cost: 52 points) CSLs plus Clinging (normal are usu- Killing Attack, HTH: Th e character could rub his hand STR) (10 Active Points); ally for across an object so fast that he creates tremendous Linked (-½), Cannot HTH Combat friction energy, setting the target on fi re. Resist Knockback (-¼) (5 points each) or (total cost: 6 points). Killing Attack, Ranged: movement-based As per Energy Blast, above, but Total cost: 58 points. attacks such as with sharp objects. Hyper-Running II: Flight Move Th rough, Missile Defl ection: Th e character simply grabs com- 32” (64 Active Points); paratively slow-moving bullets and the like out of the Only In Contact With A Move By, and Grab By (3 points Surface (-¼). Total cost: each for the group). Some Speed- air and hurls them in another direction. 51 points. sters buy CSLs for DCV to represent Teleportation: Th e character puts on a burst of speed Hyper-Running III: Tele- the way they “blur” themselves, or their and appears to travel instantaneously to his destina- portation 20”, MegaScale ability to move out of the way of attacks. tion. Th e character might be limited to Teleporting (1” = 10 km; +½) (60 With the GM’s permission, many speed- along open pathways, or might transform into a form Active Points); Only In Contact With A Sur- sters also buy Penalty Skill Levels to counteract of energy and reappear at his destination. the penalty for performing non-combat tasks face (-¼), Must Pass Sample Speedster-style powers appear in the Th rough Intervening more quickly than normal (see page 45 of the Quick Superhuman Generator section of this chapter th Space (-¼). Total cost: HERO System 5 Edition, Revised). Th is allows in the descriptions of the Dimensional Innovator and 40 points. them to, for example, clean an entire house in Hyper-Combat sets of powers. Vibro-Phasing: Deso- the blink of an eye, program a supercomputer lidifi cation (aff ected in just one minute, and perform other such “speed DISADVANTAGES by energy attacks, or tricks.” Appropriate Speedster Disadvantages include: attacks by other hyper- Speedsters are oft en scientists who have geneti- velocity characters). Dependence: Requires Enormous Caloric Intake cally modifi ed themselves, created apparati that speed Total cost: 40 points. (Very Common/Easy To Obtain; Weakness, 1 Day; 0 them up, or developed unusual sciences that allow points): Th e character must sustain his hyper-accel- their hyperkinetic abilities. Th us, Science Skills may be erated metabolism by feeding a tremendous appetite. appropriate, along with technical Skills like Computer He’s always stopping off in mid-patrol for a snack. Programming or Inventor. Physical Limitation: Requires Specialized Medi- cal Attention (Infrequently, Greatly Impairing; 10 points): As per the Metamorph, above. 80 HERO SYSTEM 5TH EDITION

POSSIBLE Psychological Limitation: Irked By Slowness Multipowers (or occasionally WEAPONMASTER (Common, Moderate; 10 points): When a character other Power Frameworks). An SPECIAL EFFECTS can perform tasks in the blink of an eye, having to e x a m - ple of this sort of Some (but by no means wait on others tends to make him frustrated and power arrange- all) of the special irritable. Th is does little to ingratiate him to ment is the Trick eff ects that can explain the people he’s annoyed with. Ammo Specialist Set Weaponmaster powers in the Quick Superhu- include: Vulnerability: 2 x STUN From Unexpected Collisions (Common; 20 points): Th e man Generator section ■ Th e character acquires character doesn’t withstand collision (page 85). his martial skills damage well when he isn’t prepared A Weaponmaster’s through intense training powers do not have to be and devoted eff ort. for it, such as when someone runs into him by surprise, in a Focus — they could ■ Th e character pos- be natural to the character sesses a magic weapon instantly erects a Force Wall right in front of (for example, perhaps he that tells him what to do can “generate a spear of life- in a fi ght. him, is the victim of energy” innately). Focus-based ■ A god of war, such as a Martial Th row, or the like. Weaponmasters are, however, Odin or , imbues far more common. the character with amaz- ing warrior powers. Sample Weaponmaster-style powers appear in the Quick Super- ■ WEAPONMASTER Th e last surviving human Generator section of this member of his spe- cies, the character Th is character has a powerful chapter in the descriptions of the carries within him weapon (or a set of powers that are Super-Warrior, Trick Ammo Special- the combined martial weapon-like) and relies on it almost ist, and Very Big Gun Wielder sets of knowledge of his people, exclusively in combat. powers. programmed into him by his people’s greatest SKILLS, PERKS, AND TALENTS DISADVANTAGES scientists before they Like Martial Artists, Weapon- Weaponmasters typically have the died. masters have a fairly heavy Skill/ same sorts of Disadvantages as Martial Talent focus. Th e Weaponmaster Artists (see above). tends to have a large number of EXAMPLE Combat Skill Levels, plus other WEAPONMASTER weapon-related and combat-related NOT USING POWERS skills — Autofi re Skills, Defense : Energy Maneuver, Fast Draw, Martial Arts, ARCHETYPES Blast 7d6, Reduced Rapid Attack, Tactics, Teamwork, Naturally, players are not required to Endurance (0 END; Weapon Familiarities, Weapon- base their characters around the classic +½) (52 Active Points); smith, technical or scientifi c skills OAF (character must comic book archetypes. Many Champions use 1 Combat Skill Level pertaining to the construc- campaigns are better if they include some to make boomerang tion or maintenance of the characters unique to them. Non-arche- return to his hand in the weapon, and so on. type characters might include: a hero event of a miss; -1), No A Weaponmaster will with the ability to chemically aff ect a Knockback (-¼), Range certainly fi nd it helpful to victim’s body (combining some of the Based On STR (-¼). have a Weapon Permit Fringe Benefi t, particularly if Total cost: 21 points. characteristics of the Energy Projector, he’s oft en singled out by the authorities for carrying the Mentalist, and the Mystic); a hero Cleaving Through Weak a blatantly illegal weapon (“I don’t care if you are a Points: Armor Piercing with enhanced animal traits (combin- (+½) for up to HKA member of the Justice Crusaders, lady, you can’t go i n g some of the characteristics of the Brick, the 3d6, Reduced Endur- carryin’ that pigsticker around on the street!”). Martial Artist, and the Weaponmaster); a hero who ance (0 END; +½) (33 Appropriate Talents for Weaponmasters include simulates the powers of supers he has recently been Active Points); OIF (any Combat Luck, Combat Sense, Danger Sense, and in contact with (combining traits from any number sword of opportunity; - Lightning Refl exes. of diff erent archetypes); and a crusading vigilante ½). Total cost: 22 points. POWERS with a wide variety of abilities (combining some The Enchanted Blade Of of the characteristics of the Gadgeteer, the Martial Rendrak: HKA 1½d6 A Weaponmaster, naturally, uses one or more (plus STR), Armor Artist, and/or the Weaponmaster). weapons built with Attack Powers (typically Energy Similarly, players should not feel restricted Piercing (+½), Reduced Blast, Hand-to-Hand Attack, or Killing Attacks). Endurance (0 END; by the explanations of archetypes — they should +½) (50 Active Points); Some focus on a single weapon, perhaps develop- base new characters on those archetypes if they feel OAF (-1). Total cost: 25 ing multiple maneuvers and abilities that repre- inspired by them, and ignore them otherwise. If a points. sent diff erent ways to use it. Another category of player has a diff erent take on a particular archetype Explosive Arrow: RKA Weaponmaster is the character whose weapon fi res or power than what’s described above, he should 1d6+1, Explosion (-1 a bewildering variety of ammunition types, some build to his own preferences. Archetypes aren’t sup- DC/2”; +¾) (35 Active of which are weapons and some of which perform Points); OAF (-1). Total posed to be straitjackets; they’re intended as inspi- other functions (like establishing swing-lines and ration and guidance only. cost: 17 points. climb-lines, acting as signal fl ares, and so on). Th ese Weaponmasters usually defi ne their weapons with Champions 81 QUICK SUPERHUMAN GENERATOR he following charts and descriptions work together as a system with which you can SUPERHUMAN GENERATOR: create a superhero or supervillain quickly TYPES AND SUBYPES TABLE T— a convenience for a player jumping into a game for which he has no character, and for a GM Roll 2d6 Type and Subtypes who has to put together one or more superpowered NPCs on short notice. 1.1 to 1.3 Brick To use the Quick Superhuman Generator, you 1-2 All-Around Fighter 3-5 Flying Brick fi rst roll two dice on the chart below to fi nd the 6 Palooka general Type of the super, then roll any additional 1.4 to 1.5 Energy Projector dice called for on the chart to determine the Sub- 1-3 Air Superiority type of character. For the initial two dice roll, read 4-6 Artillery the fi rst die as 1 (a result of 1 or 2), 2 (a result of 3 1.6 to 2.1 Martial Artist or 4), or 3 (a result of 5 or 6); read the second die 1-3 Acrobat as the usual 1-6 range. Th at generates a roll of two 4 Young Lion single digits — 1-1, 1-2, 1-3, and so on — instead of 5 Master the normal 2-12 bell curve. (Th is ensures an equal 6 Martial Mystic chance of any given roll occurring.) For instance, 2.2 to 2.3 Mentalist a roll of 1-3 on the dice roll would yield a result of “Brick”; to fi nd out the exact subtype of Brick, you’d 2.4 Metamorph roll 1d6, where, for instance, a result of 2 would 2.5 to 2.6 Mystic indicate an All-Around Fighter. 1 Bestowed/Spirit-Bonded Having found the Subtype, you proceed to the 2-3 Elementalist 4-6 Sorcerer-Sage text for that subtype, which tells you to roll dice to randomly determine the character’s Characteristics 3.1 to 3.2 Powered Armor Set, Primary Powers Set, Secondary Powers Set, and 1-2 Reroll as Brick 3-4 Reroll as Energy Projector Skills/Perks/Talents Set. (Alternately, you can also 5 Reroll as Weaponmaster simply choose the sets you want your character to 6 Checklist Power Armor Hero have; a character gets 1 Characteristics, 1 Primary 3.3 to 3.4 Speedster Powers, 1 Secondary Powers, and 1 Skills/Perks/ Talents sets.) Write down the names of the sets you 3.5 to 3.6 Weaponmaster have rolled or selected. Th e Gadgeteer is subsumed into the Powered Th en continue further in the chapter to the Armor and Weaponmaster results; the Patriot descriptions of those sets. All you have to do is appears as a Skills Set found among several write the information from those descriptions on diff erent archetypes. your character sheet. At the end of the Quick Superhuman Gen- erator, you’ll be able to randomly roll or choose sets of Disadvantages for your character as well. SPECIFIC SUBTYPE When that’s done, you’ll have in hand a simple but DETAILS fully functional character who needs only a name, costume description, and personality to make him For each of the following subtypes, roll 1d6 for ready to play. He may not be as detailed, or have as each of the four sets of components the character complex power constructions, as a character built receives (Characteristics, Primary Powers, Second- from scratch, but he can still hold his own in the ary Powers, and Skills/Perks/Talents). Take notes campaign. on the results of those rolls; once you’ve chosen all four, you can go to the Details Of Th e Sets section and fi nd out what exact traits each set provides. 82 HERO SYSTEM 5TH EDITION Brick ARTILLERY Th is character uses energy powers or the equiva- ALLAROUND FIGHTER lent to pound an enemy from a distance. He’s the long-range equivalent of several of the Brick subtypes. Th is character fi ghts well and is likely to be a ■ good front-line combatant. Characteristics: 1-4 Nimbleness Set, 5-6 Rugged- ness Set. ■ Characteristics: 1-3 Nimbleness Set, 4-6 Rugged- ■ ness Set. Primary Powers: 1-4 Mega-Blast, 5-6 Sniper Blast. ■ ■ Primary Powers: 1-2 Brute Strength Set, 3 Density Secondary Powers: 1-2 Fight or Flight Set, 3 Flight Set, 4-5 Growth Set, 6 Strength Projector Set. and Sight Set, 4 Freight Train Set, 5 Sensory Platform Set, 6 Space Set. ■ Secondary Powers: 1-2 Fight or Flight Set, 3 Flight ■ and Sight Set, 4 All-Terrain Set, 5-6 Space Set. Skills/Perks/Talents: 1-2 Gunman Set, 3 Playboy Set, 4 Scientist Set, 5 Tactician Set, 6 Technician Set. ■ Skills/Perks/Talents: 1 Dedicated Fighter Set, 2 Patriot Set, 3 Playboy Set, 4 Spy Set, 5-6 Tactician Set. FLYING BRICK Martial Artist Th is character has good mobility and a high ACROBAT Strength to bring to bear on enemies. Th is character is a whirling, leaping, bouncing ■ Characteristics: 1-2 Nimbleness Set, 3-6 Rugged- hero. His martial arts may be a recognizable style, ness Set. but is just as likely to be a personal art he has devel- ■ Primary Powers: 1-4 Brute Strength Set, 5-6 Den- oped in conjunction with his acrobatic skills. sity Set. ■ Characteristics: 1-4 Nimbleness Set, 5-6 Health ■ Secondary Powers: 1-2 Fight or Flight Set, 3-4 and Intellect Set. Flight and Sight Set, 5-6 Space Set. ■ Primary Powers: 1-4 Grasshopper Set, 5-6 Super- ■ Skills/Perks/Talents: 1 Dedicated Fighter Set, 2-3 Boxer Set. Patriot Set, 4 Scientist Set, 5-6 Tactician Set. ■ Secondary Powers: 1-2 Bouncing Ball Set, 3-4 PALOOKA Flight and Sight Set, 5-6 Sensory Platform Set. Th is character is a bit of a bruiser — he’s strong, ■ Skills/Perks/Talents: 1 Acrobatics Set, 2 Dedicated but not necessarily as versatile as other sorts of Fighter Set, 3-4 Investigator Set, 5 Patriot Set, 6 Spy Set. Bricks. YOUNG LION ■ Characteristics: 1-6 Ruggedness Set. Th is character is a youthful, perhaps brash, ■ Primary Powers: 1-4 Brute Strength Set, 5-6 Den- most likely inexperienced hero; he probably has a sity Set. good heart, but is likely to be aggravating to more seasoned, world-wise characters. ■ Secondary Powers: 1-3 Bouncing Ball Set, 4 Earth- Mover Set, 5-6 Freight Train Set. ■ Characteristics: 1-4 Nimbleness Set, 5-6 Health and Intellect Set. ■ Skills/Perks/Talents: 1-4 Dedicated Fighter Set, 5-6 Patriot Set. ■ Primary Powers: 1-3 Grasshopper Set, 4-5 Knight Set, 6 Super-Boxer Set. Energy Projector ■ Secondary Powers: 1-3 Bouncing Ball Set, 4-6 Freight Train Set. AIR SUPERIORITY ■ Skills/Perks/Talents: 1 Acrobatics Set, 2 Dedicated Fighter Set, 3-4 Patriot Set, 5-6 Tactician Set. Th is character moves quickly, strikes from range, and can then move up on inconvenienced MASTER targets or get back out of range again. Th is character is a martial arts master. He may ■ Characteristics: 1-4 Nimbleness Set, 5-6 Rugged- not be as good a fi ghter as other superheroes — mas- ness Set. tery of an art does not automatically result in supe- ■ Primary Powers: 1-2 Mega-Blast Set, 3 Modulated riority over all others in a superhero environment Blast Set, 4 Sniper Blast Set, 5 Trick Ammo Specialist — but he is a wise, experienced fi ghter and probably Set, 6 Very Big Gun Wielder Set. a teacher. ■ ■ Secondary Powers: 1 Fight or Flight Set, 2-3 Flight Characteristics: 1-2 Health and Intellect Set, 3-4 and Sight Set, 4 Sensory Platform Set, 5-6 Space Set. Nimbleness Set, 5-6 Brains and Will Set. ■ ■ Skills/Perks/Talents: 1 Dedicated Fighter Set, 2 Primary Powers: 1-4 Sensei Set, 5-6 Super-Boxer Patriot Set, 3 Scientist Set, 4 Spy Set, 5 Tactician Set, 6 Set. Technician Set. ■ Secondary Powers: 1-3 Flight and Sight Set, 4-6 Ground-Pounder Set. ■ Skills/Perks/Talents: 1 Acrobatics Set, 2 Dedicated Fighter Set, 3-4 Spy Set, 5-6 Tactician Set. Champions 83

MARTIAL MYSTIC Telekinetic Set, 6 Telepathic Set. Th is character has developed martial arts skills ■ Secondary Powers: 1-2 All-Terrain Set, 3-4 Fight while exploring the world of mysticism and the or Flight Set, 5-6 Mental Tools Set. supernatural; he belongs in both the martial world ■ Skills/Perks/Talents: 1 Acrobatics, 2-4 Dedicated and the occult world. Fighter Set, 5 Patriot Set, 6 Tactician Set. ■ Characteristics: 1-2 Health and Intellect Set, 3 Nimbleness Set, 4-6 Brains and Will Set. ELEMENTALIST Th is character taps the power of primal magi- ■ Primary Powers: 1-4 Super-Boxer Set, 5-6 Check- cal elementalism; he is likely to have powers based list Hero Set. around earth, air, fi re, water, even metal or wood ■ Secondary Powers: 1 All-Terrain Set, 2-3 Flight (elements of the Oriental mystic-element set). Th is and Sight Set, 4 Ground-Pounder Set, 5-6 Sensory character is more likely to be an instinctive rather Platform Set. than a trained magician. ■ Skills/Perks/Talents: 1 Acrobatics Set, 2 Investiga- ■ Characteristics: 1-4 Health and Intellect Set, 5 tor Set, 3 Patriot Set, 4 Playboy Set, 5-6 Tactician Set. Brains and Will Set, 6 Ruggedness Set. ■ Primary Powers: 1-2 Checklist Hero Set, 3 Mega- Mentalist Blast Set, 4 Modulated Blast Set, 5-6 Telekinetic Set. ■ Th is character has psychic powers. He may Secondary Powers: 1 Earth-Mover Set, 2-4 Fight spend most of his non-adventuring time investigat- or Flight Set, 5-6 Flight and Sight Set. ing the world of the paranormal, but his psionic ■ Skills/Perks/Talents: 1-4 Dedicated Fighter Set, 5 abilities are strong enough to make him competi- Patriot Set, 6 Tactician Set. tive in the superhero arena. SORCERERSAGE ■ Characteristics: 1-4 Brains and Will Set, 5-6 Th is character is a trained magician; most of Health and Intellect Set. his powers come from spells that are invocations of ■ Primary Powers: 1-2 Clairvoyant Set, 3-4 Teleki- greater powers. Th is character is likely to be wise, netic Set, 5-6 Telepath Set. even serene. ■ Secondary Powers: 1-2 Ground-Pounder Set, 3-6 ■ Characteristics: 1-3 Health and Intellect Set, 4-6 Mental Tools Set. Brains and Will Set. ■ Skills/Perks/Talents: 1-4 Investigator Set, 5-6 ■ Primary Powers: 1 Checklist Hero Set, 2 Modu- Playboy Set. lated Blast Set, 3-4 Mystic Master Set, 5 Summoner Set, 6 Trick Ammo Specialist Set. Metamorph ■ Secondary Powers: 1-2 Flight and Sight Set, 3-4 Mental Tools Set, 5-6 Sensory Platform Set. Th is character’s body is malleable (or he can ■ Skills/Perks/Talents: 1-4 Investigator Set, 5-6 change form), allowing him a tremendous range of Playboy Set. combat and noncombat abilities. ■ Characteristics: 1-2 Brains and Will Set, 3-5 Health and Intellect Set, 6 Ruggedness Set. Powered Armor ■ Primary Powers: 1-3 Bendy Toy Set, 4-6 Doppel- Th ree of the four Powered Armor results ganger Set. required you to re-roll as Brick, Energy Projector, ■ Secondary Powers: 1 All-Terrain Set, 2-3 Bounc- or Weaponmaster. ing Ball Set, 4 Fight or Flight Set, 5 Ground- Th e fourth option is: Pounder Set, 6 Wall-Crawler Set. CHECKLIST POWERED ARMOR HERO ■ Skills/Perks/Talents: 1 Dedicated Fighter Set, 2 Th is character has built or obtained powered Investigator Set, 3 Scientist Set, 4 Spy Set, 5 Tacti- armor (or, for a Gadgeteer, an arsenal of gadgets) cian Set, 6 Technician Set. that permits him to perform a surprisingly broad set of tasks; he is oft en considered to be a living Mystic multi-tool. ■ Characteristics: 1-2 Health and Intellect Set, 3-4 BESTOWED/SPIRITBONDED Brains and Will Set, 5 Nimbleness Set, 6 Rugged- ness Set. Th is character has received his mystic powers as a gift from another being (a god, an archmage, ■ Primary Powers: 1-3 Checklist Hero Set, 4 Mystic a demon...). His powers usually seem more like Master Set (substitute another special eff ect for innate abilities than spellcasting. Magic wherever noted), 5-6 Trick Ammo Specialist Set. ■ Characteristics: 1-3 Health and Intellect Set, 4-5 Brains and Will Set, 6 Ruggedness Set. ■ Secondary Powers: 1 All-Terrain Set, 2 Fight or Flight Set, 3 Freight Train Set, 4-5 Sensory Platform ■ Primary Powers: 1 Brute Strength Set, 2 Checklist Set, 6 Space Set. Hero Set, 3 Mystic Master Set, 4 Super-Boxer Set, 5 84 HERO SYSTEM 5TH EDITION

■ Skills/Perks/Talents: 1 Patriot Set, 2 Playboy Set, 3-4 Scientist Set, 5 Tactician Set, 6 Technician Set. DISADVANTAGES BY POWER CATEGORY

Speedster Power Level Number Of Sets Th is character is accelerated to the point that Low-Powered 2 his sheer speed makes him competitive against Standard 3 supervillains, or has other unusual movement High-Powered 3 powers. Very High-Powered 4 Cosmically Powerful 4 ■ Characteristics: 1-3 Health and Intellect Set, 4-6 Nimbleness Set. If a set doesn’t seem right for the character’s Powers and Skills, or for the background and origin ■ Primary Powers: 1-3 Dimensional Innovator Set, you have conceived for him, choose another, or 4-6 Hyper-Combat Set. re-roll to get a diff erent result. If you prefer, you can ■ Secondary Powers: 1-2 Freight Train Set, 3-4 simply choose from among the selections rather Ground-Pounder Set, 5 Space Set, 6 Wall-Crawler than roll. Set. ■ Skills/Perks/Talents: 1 Acrobatics, 2 Playboy Set, DISADVANTAGE SETS 3-4 Tactician Set, 5-6 Technician Set. Roll 3d6 Disadvantages Set 3 Anti-Violence Set Weaponmaster 4 Hunter Set 5 Curse Set Th is character uses a single weapon or related 6 Infamy Set power (which may have a great number of variant 7-13 Standard Set uses) against his enemies. 14 Normal Guy Set 15 Radiation Accident Set ■ Characteristics: 1 Brains and Will Set, 2-3 Health 16 Tragic Past Set and Intellect Set, 4-5 Nimbleness Set, 6 Ruggedness 17 Cultural Alien Set Set. 18 Over-Refi ned Set ■ Primary Powers: 1-2 Super-Warrior Set, 3-4 Trick Ammo Specialist Set, 5-6 Very Big Gun Wielder Set. Adjustments ■ Secondary Powers: 1 Freight Train Set, 2-3 Ground-Pounder Set, 4-6 Sensory Platform Set. Once you have the basic set of Characteristics, Powers, and Skills/Perks/Talents in place, you can ■ Skills/Perks/Talents: 1 Acrobatics, 2 Dedicated begin fi ddling with them. Fighter Set, 3 Gunman Set, 4 Investigator Set, 5 Spy First, adjust all values according to the power Set, 6 Tactician Set. level of the campaign. Th e values provided in these sets are all designed assuming a Standard cam- Disadvantages paign; you should modify those values if you are playing at any other power level. Use the accompa- With the character’s benefi cial attributes all nying Power Level Adjustments Chart, multiplying chosen, you can now begin choosing his Disadvan- the Active Point value of the powers by the number tages as well. Th e choice of Disadvantages is nor- shown in the chart. mally tied very directly to his character conception Sometimes, things will not be as simple as and background. However, some sets of Disadvan- merely multiplying a point value — for instance, a tages related to recurrent themes are possible. 4-point Martial Arts maneuver does not multiply Roll on the accompanying table to determine up into a 60-point maneuver. Use common sense the character’s Disadvantages sets, rolling for a and dramatic sense when adjusting point values number of sets determined by the character’s power (for instance, by adding Martial Arts maneuvers level. to a set, by rounding point values to appropriate values for a power, and so on). Th ird, when two or more sets contribute to the POWER LEVEL ADJUSTMENTS CHART same Characteristic or power, combine their values Multiply This Feature By This Amount if possible. For instance, one set might grant a STR Primary Secondary Skill/Perks/ +40 and one a STR +10; put them together for a If The Campaign Is Characteristics Powers Powers Talents STR +50, for a total STR of 60. If one set grants a Low-Powered x.8 x.75 x.66 x.5 Leaping +5” and another a Leaping +10”, combine Standard x1 x1 x1 x1 them into a Leaping +15”. In this step, you can also High-Powered x1.2 x1.25 x1.33 x1.5 combine separate Multipowers into a single Mul- Very High-Powered x1.6 x2 x1.66 x1.5 tipower if you wish, or move powers from one set Cosmically Powerful x1.6 x3 x1.66 x1.5 into the Multipower of another set. Fourth, when those combinations exceed the GM’s maxima or point/eff ectiveness ceilings for the campaign, you’ll need to trim the fi nal power back Champions 85

to be within the campaign limits. NIMBLENESS SET RANDOM Fift h, go through and decide whether to Th is set is optimized for characters best- ADVANTAGES modify any powers or sets of powers with Limita- known for grace and agility, but the term “nimble- If you’d like to randomly tions. Th e most common, and most appropriate, use ness” does refl ect a certain keenness of mind as determine one or more of this step is to apply the Focus Limitation to some well. Advantages for an ability powers — armored skin becomes an armored suit, your character acquires as part of a power set, an Energy Blast becomes a blaster pistol, and so on. Cost Characteristic For at least one archetype — Powered Armor/Gad- use the following tables. 8 +8 STR If you get an inappropri- geteer — having Foci is mandatory; it’s also almost 39 +13 DEX ate result, roll again. universal among Weaponmasters. 16 +8 CON Sixth, use any points saved through use of 6 +3 BODY +¼ Advantages Limitations to purchase any additional traits you 5 +5 INT Roll one die to deter- think the character should have. 6 +3 EGO mine which table to roll on, and one die to 5 +5 PD determine results on 5 +5 ED that table. DETAILS OF THE SETS 27 +2.7 SPD First roll: Each of the sets mentioned above is detailed 8 +4 REC 1-2 = Table 1 below. Th e fi rst line gives the name and total cost RUGGEDNESS SET of the set; subsequent lines break down the compo- 3-4 = Table 2 Th is set is optimized for someone who is nents of the set. 5-6 = Table 3 tough of body and, to a certain extent, of spirit. Table 1 Characteristics Sets Cost Characteristic 1: Aff ects Desolidifi ed 8 +8 STR (single special eff ect) Each of these sets costs 125 Character Points. 30 +10 DEX 2: Autofi re (2-3 shots) BRAINS AND WILL SET 20 +10 CON 3: 32 Charges 10 +5 BODY Th is set is optimized for characters who are 4: Delayed Eff ect 10 +5 EGO both smart and forceful of personality. 5: Diffi cult To Dispel 5 +5 PRE 6: Does Knockback 8 +8 PD Cost Characteristic 6 +6 ED Table 2 5 +5 STR 20 +2 SPD 15 +5 DEX 1: Hole In Th e Middle 2 +1 REC (fi xed hole) 16 +8 CON 6 +6 STUN 6 +3 BODY 2: Indirect (choose appropriate eff ect) 13 +13 INT 26 +13 EGO 3: Increased Maximum Primary Powers Sets Range (x5) 13 +13 PRE 5 +5 PD Each of these sets costs 100 Character Points. 4: Invisible Power Eff ects (choose appro- 3 +3 ED BENDY TOY SET priate eff ect) 15 +1.5 SPD Th is set is suitable for a superhuman who can 5: MegaScale (1” = 1 8 +4 REC mold and stretch his malleable body to accomplish km) HEALTH AND INTELLECT SET tasks. 6: Personal Immunity Th is set is optimized for characters who are Table 3 Cost Power healthy of body and mind. 1: Reduced Endurance 30 Malleable Body: Stretching 4”; Reduced (½ END) Endurance (0 END; +½) Cost Characteristic 2: Sticky 40 Stretching Powers: Multipower, 40-point 8 +8 STR 3: Time Delay 30 +10 DEX reserve 4: Trigger (set trigger) 20 +10 CON 1u 1) Molding To Surfaces: Clinging 10 +5 BODY (normal STR) 5: Usable By Other 8 +8 INT 3u 2) Resilient Form: Physical Damage 6: Variable Special 10 +5 EGO Reduction, Resistant, 50% Eff ects (limited group) 7 +7 PD 1u 3) Pseudopods: Extra Limbs (as many as +½ Advantages 4 +4 ED desired) 20 +2 SPD 1u 4) Parawing Form: Gliding 15” Roll one die to deter- mine which table to 8 +4 REC 2u 5) Big, Hard Hands: HA +6d6; Hand-to- Hand Attack (-½) roll on, and one die to determine results on 1u 6) Clothing Mimicry: Cosmetic Transform that table. 2d6 (Instant Change) 1u 7) Spring-Legs: Leaping +15” 4u 8) Bouncing Missiles: Missile Defl ection (arrows/projectiles), +5 OCV, Range (+1) 4u 9) Long, Stretchy Legs: Running +20” Continued on next page (26” total) 86 HERO SYSTEM 5TH EDITION

Continued from last page 4u 10) Shapechanging: Shape Shift (Sight, CLAIRVOYANT SET Touch, and Radio Groups, any shape) First roll: Th is set is for characters who can detect 8m 11) Enhanced Malleability: Stretching +8” danger and images from the past and future. Th is 1 = Table 1 BRUTE STRENGTH SET type of Clairvoyant has Martial Arts not as a result 2 = Table 2 of study and training, but simply because he knows Th is set is for Brick characters who have a very 3 = Table 3 which attacks are coming and has a sense of where simple set of powers — they do nothing more than 4-5 = Table 4 he should counter-attack. dish out and take a lot of damage. 6 = Table 5 Cost Power Table 1 Cost Power 20 Fighting Skills: Martial Arts (choice of 20 75 Super-Strength: +60 STR; Reduced Endur- 1: Aff ects Desolidifi ed points’ worth of Maneuvers) ance (½ END; +¼) 2: Area Of Eff ect (One 24 Premonitions: Danger Sense (self only, out of 21 Tough Skin: Damage Resistance (18 PD/10 Hex) combat) (PER Roll +4) ED); Hardened (x2; +½) 3: Armor Piercing 56 Foresight: Precognitive and Retrocognitive 4 Heavy: Knockback Resistance -2” 4: Autofi re (5 shots) Clairsentience, Sight and Hearing Groups; 5: 64 Charges CHECKLIST HERO SET Concentration (½ DCV; -¼) 6: Cumulative Th is set is for characters who try to be all DENSITY SET things to all situations, such as many Gadgeteers. Table 2 Th is set is for Brick characters who increase You can easily create even more diff erent types of 1: Damage Shield their density. characters by substituting a few powers here and 2: Double Knockback there. (x1½) Cost Power 60 Density Alteration: Density Increase 3: Explosion Cost Power (400,000 kg mass, +60 STR, +12 PD/ED, 4: Hole In Th e Middle 20 Fighting Skills: Martial Arts (choice of 20 -12 KB) (variable) points’ worth of Maneuvers) 36 Superhard Skin: Armor (12 PD/12 ED) 5: Increased Maximum 40 Bunch Of Useful Abilities: Multipower 4 Too Heavy To Shove: Knockback Range (x25) (60-point reserve); choose -½ worth of Limi- Resistance -2” 6: Indirect (choose tations (OIF, Requires A Skill Roll, Activa- appropriate eff ect) tion Roll 14-, or the like) and apply them to DIMENSIONAL INNOVATOR SET Table 3 the reserve and to each slot Th is set belongs to Speedsters whose powers 1: Invisible Power 3u 1) Bodily Safety: Life Support: Total aff ect the very fabric of reality, or work via dimen- Eff ects (choose appro- 2u 2) Booster: Aid 3d6 (choice of aff ected sional manipulation of some sort. priate eff ect) Characteristic or Power) 2: Line Of Sight 3u 3) Deadly Attack: RKA 2½d6 Cost Power 3: MegaScale 4u 4) Defense Shield: Physical and Energy 60 Dimensional Manipulation Movement: (1” = 10 km) Damage Reduction, Resistant, 50% Multipower, 60-point reserve 4: NND (equally 1u 5) Enhanced Personal Defenses: Force Field 12m 1) Hyperrunning: Running +24”; Reduced common defense) (10 PD/10 ED) Endurance (½ END; +¼) 5: No Range Modifi er 1u 6) Heat Sensing: Infrared Perception (Sight 4u 2) Hyperdimensional Movement: Flight 18”, Group) 6: Penetrating Reduced Endurance (0 END; +½); Only In 1u 7) Heightened : +8 versus Range for Contact With A Surface (-¼) Table 4 Sight Group 2u 3) Running On Air: Gliding 16” 1: Persistent 1u 8) Improved Reach: Stretching 4” 3u 4) Hyperkinetic Strike: HA +9d6; Hand-To- 2: Ranged 3u 9) Intangibility: Desolidifi cation Hand Attack (-½) 3-5: Reduced 3u 10) Invisibility Screen: Invisibility to Sight 4u 5) Attack Avoidance: Missile Defl ection (all Endurance (0 END) Group, No Fringe, Reduced Endurance (0 Ranged attacks), Range (+1) 6: Sticky END; +½) 6u 6) Phase Shift ing: Desolidifi cation (aff ected 4u 11) Mental Blast: Ego Attack 6d6 by magic or dimension-based powers), Table 5 4u 12) Power-Blast: Energy Blast 12d6 Usable Simultaneously (+½) 1: Transdimensional 1u 13) Radar: Radar (Radio Group) 6u 7) Running Between Dimensions: Extra- 2: Trigger (variable 2u 14) Size Increase: Growth (+30 STR, +6 Dimensional Movement (any location in trigger) BODY, +6 STUN, -6 KB, 6,400 kg, -4 DCV, a related group of dimensions [alternate 3: Uncontrolled +4 PER Rolls to perceive character, Earths]), x4 Increased Weight, Reduced 4: Usable On Others 8 m tall, 4 m wide) Endurance (0 END; +½) (choose appropriate 1u 15) Size Reduction: Shrinking (.5 m tall, 1.6 2u 8) Aft erimages: Sight Group Images, -8 to eff ect) kg mass, -4 to PER Rolls to perceive PER Rolls, Increased Size (8” radius; +¾); 5: Variable Advantage character, -4 DCV, takes +6 KB) No Range (-½), Set Eff ect (multiple images (+¼ Advantages) 3u 16) Strength Enhancer: +60 STR (60 Active of self; -1) 6: Variable Special Points); No Figured Characteristics (-½) 1u 9) Quick-Change Artist: Cosmetic Trans- Eff ects (any special 2u 17) Telekinetic Manipulation: Telekinesis form 2d6 (Instant Change) eff ect) (20 STR) 1u 18) UV Sensing: Ultraviolet Perception (Sight Group) Continued on next page Champions 87

DOPPELGANGER SET. KNIGHT SET Continued from last page Th is set is for Metamorphs who can change their Th is set belongs to Martial Artists who tend to +1 Advantages shape. use weapons or weapon-like powers in addition to Roll one die to deter- Martial Arts. mine which table to Cost Power roll on, and one die to 45 Alternate Form: Shape Shift (Sight, Hearing, Cost Power determine results on and Touch Groups, any shape), Cost Endur- 13 Well-Developed Muscles: +13 STR that table. ance Only To Change Shape (+1/4) 20 Fighting Style: Martial Arts (choice of 20 First roll: 55 Animal Forms: Multiform (change shape points’ worth of Maneuvers) 1-2 = Table 1 into any eight animal forms, chosen during 3 Martial Arts Weapons: Use Martial Arts with character creation, of up to 200 points each) Choice of 3 Weapons Groups 3-4 = Table 2 27 Iron Skin: Armor (9 PD/9 ED) 5-6 = Table 3 GRASSHOPPER SET 37 Killing Blow: HKA 1½d6, Reduced Endur- Table 1 Th is set belongs to martial artists who bounce ance (0 END; +½) around the landscape in a frenetic fashion. 1-4: Any two +½ Optional substitution: replace Martial Arts Weap- Advantages Cost Power ons and Killing Blow with Swinging 20” and an 5: Area Of Eff ect HKA 1d6+1. 30 Well-Honed Refl exes: +10 DEX 6: Armor Piercing (x2) 20 Fighting Style: Martial Arts (choice of 20 MARTIAL ARTS SETS Table 2 points’ worth of Maneuvers) Wherever a set indicates a character has a choice 1: Autofi re (6-10 shots) 16 Fighting Prowess: +4 Extra DCs for Martial of Martial Arts, he can choose up to 20 points’ worth 2: BOECV Arts of Martial Maneuvers. If he pleases, he can choose 15 Wuxia Leaping: Leaping +15” 3: Continuous from or roll between these four sets (some of which 4: Explosion (-1 DC/3”) 19 Attack Avoidance: Missile Defl ection (bul- include Martial Maneuvers from Th e Ultimate Mar- lets/shrapnel), +2 OCV 5: Indirect (choose tial Artist); each set costs 20 points. appropriate eff ect) GROWTH SET 1-2 — Hard Style: Fast Strike (4 points), Killing 6: Invisible Power Th is set belongs to Bricks who like to get big Strike (4 points), Martial Block (4 points), Off ensive Eff ects (choose appro- and stomp hard. Strike (5 points), Takedown (3 points). priate eff ect) 3-4 — Soft Style: Defensive Block (5 points), Table 3 Cost Power Defensive Strike (5 points), Legsweep (3 points), 1: MegaScale 60 Size Increase: Growth (+60 STR, +12 BODY, Martial Dodge (4 points), Martial Th row (3 points). (1” = 1,000 km) +12 STUN, -12 KB, 400,000 kg, -8 DCV, +8 2: NND PER Rolls to perceive character, 32 m tall, 16 5 — Weapons Style: Basic Strike (3 points), Martial m wide) Block (4 points), Martial Disarm (4 points), Martial 3: Penetrating (x2) 24 Long Legs: Running +12” Weapon Strike (4 points), Off ensive Weapon Strike 4: Transdimensional 16 Tough Skin: Damage Resistance (5 points). (choose appropriate eff ect) (20 PD/12 ED) 6 — Shoving Style: Martial Escape (4 points), Martial Grab (3 points), Root (4 points), Shove (4 5: Usable On Others HYPERCOMBAT SET (choose appropriate points), Sacrifi ce Strike (5 points). eff ect) Th is set indicates someone who uses super- speed powers chiefl y to hammer on targets. MEGABLAST SET 6: Variable Advantage (+½ Advantages) Th is set is for Energy Projectors who hit their Cost Power targets very hard but don’t exhibit a lot of versatil- 48 Super-Running: Running +24” (30” total) ity. 40 Speedster Powers: Multipower, 40-point reserve Cost Power 2u 1) Impact Resistance: Armor (26 PD/0 ED); 13 Energy Resistance: +13 ED Only To Protect Against Damage 87 Mega-Blast: Energy Blast 14d6; Reduced Sustained When Performing Move Endurance (½ END; +¼) Th roughs/Move Bys (-1) MODULATED BLAST SET 3u 2) Rapid-Fire Punch I: HA +8d6; Hand-to- Hand Attack (-½) Th is set is for Energy Projectors who know 2u 3) Rapid-Fire Punch II: HA +5d6; Autofi re how to modulate their energy emissions to perform (5 shots; +½); Hand-to-Hand Attack -½) diff erent tasks. 4u 4) Friction Attack: HKA 2½d6 1u 5) Heightened Reactions: +1 SPD; Costs Cost Power Endurance (-½) 75 Energy Powers: Multipower, 75-point reserve 7u 1) Basic Blast: Energy Blast 10d6; Reduced Endurance (0 END; +½) 7u 2) Explosive Blast: Energy Blast 10d6; Explosion (+½) 7u 3) Piercing Blast: Energy Blast 10d6; Armor Piercing (+½) 4u 4) Deadly Blast: RKA 3d6 88 HERO SYSTEM 5TH EDITION

RANDOM MYSTIC MASTER SET SNIPER BLAST SET LIMITATIONS Th is set is for Mystics who can create a broad Th is set is for Energy Projectors who are adept If you’d like to randomly range of magical eff ects. By altering the special at hitting targets from a very long away, oft en with determine one or more eff ects (and perhaps a few of the Powers), you can the advantage of surprise. Limitations for an ability use this set for other types of characters as well. your character acquires Cost Power as part of a power set, use the following tables. Cost Power 100 Energy Blast 10d6, Armor Piercing (+½), No If you get an inappropri- 53 Mystic Powers: Multipower, 80-point reserve; Range Modifi er (+½) ate result, roll again. choose -½ worth of Limitations (Activation Roll 14-, Concentration, Gestures, Incanta- STRENGTH PROJECTOR SET -¼ Limitations tions, Requires A Skill Roll, or the like) and Roll one die to deter- apply them to the reserve and to each slot Th is set is for Bricks who can do more with mine which table to 4u 1) Æthereal Form: Desolidifi cation (aff ected their Strength powers than merely hit things. roll on, and one die to by magic), Reduced Endurance (0 END; +½) determine results on Cost Power that table. 3u 2) Bright Flames Of Th e Valdar: RKA 2½d6 1u 3) Cloak Of Th e Unseen: Invisibility to Sight 21 Armored Skin: Armor (7 PD/7 ED) First roll: Group 60 Strength Tricks: Multipower, 60-point 1-2 = Table 1 2u 4) Dampen Magic: Suppress Magic 5d6, reserve 3-4 = Table 2 any Magic power one at a time (+¼) 4u 1) Controlled Adrenaline Rush: +40 STR; 5-6 = Table 3 5u 5) Disrupt Magic: Dispel Magic 21d6, Reduced Endurance (0 END; +½); No Fig- any Magic power one at a time (+¼) ured Characteristics (-½) Table 1 2u 6) Farsensing: Clairsentience (Sight and 4u 2) Concussive Hand-Clap: Energy Blast 6d6, 1: Activation Roll Hearing Groups), 2x Range (300”) Area Of Eff ect (7” Cone; +1); No Range (-½) (choose appropriate 5u 3) Rending And Tearing: HKA 2½d6 (plus eff ect) 4u 7) Invoked Shadows: Darkness to Sight Group 6” radius STR), Reduced Endurance (½ END; +¼) 2-3: Charges (choose 4u 4) Allmighty Smackdown: HA +8d6; Auto- appropriate eff ect) 4u 8) Magical Enhancement: Aid 2d6, all Magic powers simultaneously (+2) fi re (5 shots; +½); Hand-to-Hand Attack (-½) 4: Concentration 2u 5) Super-Strong Legs: Leaping +25” (½ DCV) 3u 9) Pathways Of Th e Adepts: Extra-Dimen- sional Movement (any location in any 5: Extra Time (Delayed SUMMONER SET Phase) dimension), x4 Increased Weight 3u 10) Shield Of Th e Aandiri: Force Wall Th is set is for Mystics whose normal tactic 6: Gestures (10 PD/10 ED) is to summon magical creatures to deal with an Table 2 5u 11) Siphon Magic: Drain Magic 4d6, any enemy. In this structure, the Mystic can summon 1: Focus (IIF) Magic power one at a time (+¼), four 100-point creatures and has Mind Control with which to control them, if necessary. 2: Incantations Ranged (+½) 3u 12) Torments Of Th e Mind: Ego Attack 5d6 3-5: Limited Power Cost Power (choose appropriate 3u 13) Valdarian Fire: Energy Blast 10d6 eff ect) 3u 14) Valdarian Lights: Sight Group Flash 75 Conjuration: Summon 4 100-point crea- tures (defi ned by character), Expanded Class 6: Limited Range 10d6 2u 15) Touch Of Th e : Growth (+30 (defi ned by character; +1), Reduced Endur- ance (0 END; +½) Table 3 STR, +6 BODY, +6 STUN, -6 KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 25 Conjuror’s Control: Mind Control 8d6, Tele- 1: OIHID m tall, 4 m wide), Costs Endurance Only To pathic (+¼); Only Works Against Summoned 2: Reduced By Range Activate (+¼) Creatures (-1) 3: Reduced Penetration SENSEI SET SUPERBOXER SET 4: Requires A Skill Roll (choose appropriate Th is set is for experienced martial-arts teachers. Th is set is for characters with extraordinary eff ect) physical abilities derived from nearly mystical mar- 5: Side Eff ects (choose Cost Power tial arts techniques. appropriate eff ect) 20 Fighting Style: Martial Arts (choice of 20 Cost Power 6: Visible points’ worth of Maneuvers) 20 Fighting Style: another Martial Art (choice of 30 Fighting Style: Martial Arts (choice of 30 -½ Limitations 20 points’ worth of Maneuvers) points’ worth of Maneuvers and Extra DCs) Roll one die to deter- 20 Fighting Prowess: +5 Extra DCs for Martial 10 Ch’i-Powered Leaping: Leaping +10” mine which table to Arts 40 Ch’i Powers: Multipower, 40-point reserve roll on, and one die to 5 Martial Arts Weapons: Use Martial Arts with 4u 1) Ch’i Control: Simplifi ed Healing 4d6 determine results on Choice of 5 Weapons Groups 3u 2) Iron Shirt: Armor (12 PD/12 ED); Activa- that table. 35 Sensei’s Strike: Find Weakness 16- with one tion Roll 15- (-¼) First roll: attack type 4u 3) Lei Kung’s Fire: Energy Blast 8d6 1-2 = Table 1 3u 4) Ox-Felling Blow: HKA 2d6 (plus STR) 4u 5) Sublime Energy Control: Missile Defl ec- 3-4 = Table 2 tion and Refl ection (all Ranged attacks) 5-6 = Table 3 1u 6) Unshakable Balance: Flight 5”; Only In Contact With A Surface (-¼), Only To Stand Continued on next page And Move On Small, Fragile Surfaces (-½) Champions 89

1u 7) Wire-Fu Wall-Scaling: Clinging (normal Increased Endurance Cost (x2 END; -½) Continued from last page STR); Requires An Acrobatics Roll (-½) 5u 4) Infl icted Hallucinations: Mental Illusions Table 1 10d6 SUPERWARRIOR SET 2u 5) Psychic Searchwaves: Mind Scan 10d6; 1: Activation Roll Th is set is for characters who have a superhu- Concentration (0 DCV throughout; -1) (choose appropriate eff ect) manly broad range of combat abilities. 2u 6) Premonitions: Danger Sense (self only, out of combat, any danger) (PER Roll) 2: Charges (choose appropriate eff ect) Cost Power 3u 7) Mindsense: Detect Minds (PER Roll) 15 Combat Sense (PER Roll) (Mental Sense Group), Discriminatory, 3: Concentration (0 DCV) 5 Defense Maneuver II Analyze, Sense, Targeting Sense 15 Deadly Aim: Find Weakness 12- with one 4: Costs Endurance attack type TRICK AMMO SPECIALIST SET 5: Extra Time (choose 18 Combat Protection: Armor (6 PD/6 ED) Th is set is for characters who have a vast appropriate eff ect) 22 Power Strike: HA +9d6; Hand-to-Hand number of diff erent attacks available to them (typi- 6: Any two -¼ Limita- Attack (-½) plus one additional -½ Limita- cally through a weapon, such as a gun or bow). tions tion of choice (Activation Roll 14-, OIF, IAF, Table 2 or the like) Cost Power 1-2: Focus (OIF or IAF) 15 Ducking And Dodging: Missile Defl ection 60 Trick Ammo: Multipower, 60-point reserve 3: Increased Endurance (bullets/shrapnel) or +3 DCV 2u 1) Air Concussion Ammo: Dispel Darkness Cost (x2 END) 10 Swift : Running +5” 10d6, Area Of Eff ect (3” Radius; +1); Only 4: Instant Versus Smokes, Mists, And Related Dark- TELEKINETIC SET nesses (-½), 4 Charges (-1) 5: No Range Th is set is for Mentalists and some other 4u 2) Blast Ammo: Energy Blast 12d6; 8 6: Any two -¼ Limita- archetypes adept at moving objects with their Charges (-½) tions minds. 6u 3) Deadly Ammo: RKA 4d6; Charges 16 (-0) Table 3 4u 4) Explosive Ammo: Energy Blast 8d6, 1-3: Limited Power Cost Power Explosion (+½); 8 Charges (-½) (choose appropriate 60 Telekinetic Mastery: Multipower, 60-point 3u 5) Flare Ammo: Sight Group Flash 6d6, Area eff ect) reserve Of Eff ect (3” Radius; +1); 4 Charges (-1) 4: Requires A Skill Roll 6u 1) Telekinetic Manipulation I: Telekinesis 4u 6) Glue Ammo: Entangle 6d6, 6 DEF; 8 (choose appropriate (40 STR) Charges (-½) eff ect) 6u 2) Telekinetic Manipulation II: Telekinesis 2u 7) Line Ammo: Stretching 12”; 2 Recover- 5: Side Eff ects (choose (32 STR), Fine Manipulation able Charges (-1), Only For Grabbing, appropriate eff ect) 6u 3) Telekinetic Manipulation III: Telekinesis Pulling, And Climbing (-1) 6: Variable Limitation (26 STR), Reduced Endurance (0 END; +½) 4u 8) Neural Interference Ammo: Drain STR (-¼ Limitations) 6u 4) Telekinetic Blast: Energy Blast 12d6 4d6, Ranged (+½); 8 Charges (-½) -1 Limitations 3u 5) Telekinetic Bubble: Life Support (Self- 5u 9) Smoke Ammo: Darkness to Sight Group Contained Breathing), Usable Simultane- 6” radius; 4 Continuing Charges lasting 1 Roll one die to deter- mine which table to ously (up to 8 people at once; +1), Reduced Minute each (-¼) Endurance (0 END; +½), Persistent (+½) roll on, and one die to 6u 10) Swingline Ammo: Swinging +60”; 8 determine results on 3u 6) Telekinetic Flight: Flight 15” Recoverable Charges (-0) that table. 1u 7) Telekinetic Sensing: Detect Limited Class Of Physical Objects (PER Roll) (no Sense VERY BIG GUN WIELDER SET First roll: Group), Discriminatory, Range Th is set is for a character who has a powerful 1-3 = Table 1 5u 8) Telekinetic Shield: Force Field (18 PD/18 weapon with a fair number of diff erent functions. 4-6 = Table 2 ED), Reduced Endurance (0 END; +½) You can substitute Ranged Killing Attacks for Table 1 4u 9) Whirling And Debris: Darkness to Energy Blasts in this design at an exchange rate Sight Group 4” radius, Reduced Endurance of 1 DC Killing per 1d6 Normal. Following the 1: Activation Roll (choose appropriate (0 END; +½); OIF (suffi cient dust and debris usual practice in this section, the Focus Limitation eff ect) of opportunity; -½) has not been applied yet, so you could use this set 2: Charges (choose as-is for a character with powerful natural attacks TELEPATHIC SET appropriate eff ect) (provided you could justify the Charges as part of Th is set is for mentalists who specialize in 3: Concentration (0 his special eff ect, or substituted a diff erent Power DCV throughout) mind-to-mind contact. Modifi er with the same value). 4: Extra Time (choose appropriate eff ect) Cost Power Cost Power 5 Psychic Defenses: Mental Defense (5 points, 5: Increased Endurance 6 +2 with Multipower Cost (x3 END) plus points from EGO) 75 Very Big Weapon: Multipower, 75-point 20 Psychic Communication: Mind Link, specifi c 6: Side Eff ects (choose reserve appropriate eff ect) group of up to 4 minds at once (teammates) 7u 1) Main Blast: Energy Blast 12d6, 32 50 Telepathic Powers: Multipower, 50-point Charges (+¼) Table 2 reserve 7u 2) Auto-Blast: Energy Blast 7d6, Autofi re (5 1-2: Focus (OAF) 5u 1) Psychic Communication: Telepathy 10d6 shots; +½), 4 clips of 32 Charges each (+½) 3-4: Limited Power 5u 2) Mental Assault: Ego Attack 5d6 5u 3) Explosive Blast: Energy Blast 10d6, 3u 3) Psychic Domination: Mind Control 10d6; Explosion (+½); 8 Charges (-½) Continued on next page 90 HERO SYSTEM 5TH EDITION Continued from last page Secondary Powers Sets FIGHT OR FLIGHT SET Th is set provides a very simple group of fl ight (choose appropriate Th ese sets all cost 75 Character Points. Each eff ect) and defensive powers. provides some mobility and some defenses, and 5: Requires A Skill Roll many provide other powers as well. (choose appropriate Cost Power eff ect) ALLTERRAIN SET 18 Toughness: Armor (6 PD/6 ED) 50 Flying: Flight 20”, x8 Noncombat 6: Any two -½ Limita- Th is set allows a character to move through tions 7 Aerial Dodger: +2 DCV; Only When most environments. Flying (-½) Cost Power FLIGHT AND SIGHT SET 15 Toughness: Armor (5 PD/5 ED) Th is set provides fl ying, some defensive, and 2 Environmental Immunity: Life Support decent perception powers. (Safe Environment: Low Pressure/Vacuum) 2 Environmental Immunity: Life Support Cost Power (Safe Environment: High Radiation) 9 Toughness: Damage Resistance (9 PD/9 ED) 2 Environmental Immunity: Life Support 40 Flying: Flight 20” (Safe Environment: Intense Cold) 10 Keen Eyes: +5 PER with Sight Group 2 Environmental Immunity: Life Support 6 Keen Eyes: +4 versus Range for Sight Group (Safe Environment: Intense Heat) 10 X-Ray Vision: N-Ray Perception (stopped by 10 Environmental Immunity: Life Support lead, gold, or Force Fields) (Sight Group) (Safe Environment: Self-Contained Breathing) 30 All-Terrain Travel: Multipower, FREIGHT TRAIN SET 30-point reserve Th is set is for characters who run very fast (but 1u 1) Wall-Walking: Clinging (normal STR) normally lack Speedster-level powers) and like to 3u 2) Flying: Flight 15” run into targets very hard. 3u 3) Glide-Capable: Gliding 30” 2u 4) Runs Like Th e Wind: Running +10” Cost Power (16” total) 39 Impact Resistance: Armor (13 PD/13 ED) 2u 5) Swims Like A Fish: Swimming +18” 6 Impact Resistance: +6 PD (20” total) 30 Runs Like Th e Wind: Running +15” 1u 6) Digging: Tunneling 2” through DEF (21” total) 2 material GROUNDPOUNDER SET BOUNCING BALL SET Th is set is for characters who have to run to Th is set is for characters who have superhu- get to the scene of the action, are capable of incred- man leaping or bouncing abilities. ible leaps when they need them, and have a suf- fi cient affi nity for being on the ground that they Cost Power don’t get knocked off their feet as oft en as some 36 Toughness: Armor (12 PD/12 ED) others. 9 Heightened Senses: +3 PER to all Sense Groups 30 Prodigious Leaping: Leaping +30” Cost Power 12 Toughness: Damage Resistance (12 PD/12 ED) EARTHMOVER SET 8 Rooted: Knockback Resistance -4” Th is set is for characters who move through 10 Incredible Leaping: Leaping +10” the earth; their powers allow them to move very 45 Runs Like Th e Wind: Running +20” (26” quickly atop it as well. total), x4 Noncombat

Cost Power MENTAL TOOLS SET 21 Toughness: Armor (7 PD/7 ED) Th is set is for psychics whose telekinetic 5 Underground Breathing: Life Support powers allow them to fl y around and resist damage. (Expanded Breathing: Breathe Underground) 40 Earth Movement: Multipower, 40-point Cost Power reserve 15 Mindsense: Detect Minds (PER Roll) 3u 1) Avalanche Riding: Running +20” (Mental Sense Group), Analyze, (26” total), Side Eff ects (ground/pavement Discriminatory underneath character’s feet suff ers 2d6 Kill- 20 Telekinetic Powers: Elemental Control, ing Damage; -½) 40-point powers 4u 2) Delving: Tunneling 8” through DEF 8 20 1) Telekinetic Flight: Flight 20” materials 20 2) Telekinetic Shield: Force Field 1u 3) Earthwalls: Entangle 4d6, 4 DEF; Only (20 PD/20 ED) To Form Barriers (-1), Increased Endurance Cost (x3 END; -1) 1u 4) Earthmoving: Telekinesis (20 STR); Only Versus Earth/Rock (-1) Champions 91

SENSORY PLATFORM SET ACROBAT SET Th is set is for characters with a broad array of Th is set is for characters who have tremendous sensory powers. Such characters oft en have some gymnastic and balance skills. fl ight and defensive powers as well, though the rationale for those powers is usually tied up in the Cost Skill character’s origin rather than being related to the 7 Acrobatics sensory suite. 7 Breakfall 15 Combat Skill Levels: +3 with HTH or Cost Power Ranged Combat (player’s choice) 10 Toughness: Damage Resistance (10 PD/10 ED) 3 Contortionist 20 Flying: Flight 10” 10 Martial Arts (choice of 10 points’ worth of 15 Heightened Awareness: +5 PER with all Sense Maneuvers) Groups 8 Personality/Background Skills (player’s 5 Heat-Sight: Infrared Perception (Sight choice) Group) DEDICATED FIGHTER SET 10 Unstoppable Perception: N-Ray Perception (player chooses Sense Group and defi nes Th is set is for characters whose lives revolve nature of power) around fi ghting. 15 Radar-Sense: Radar (Radio Sense Group) Cost Skill SPACE SET 3 Acrobatics Th is set is for characters who fl y into outer 3 Breakfall space. 30 Combat Skill Levels: +6 with HTH or Ranged Combat (player’s choice) Cost Power 11 Personality/Background Skills (player’s 12 Toughness: Armor (4 PD/4 ED) choice) 8 Radio-Sense: Radio Perception 3 Absolute Range Sense 19 Spaceworthy: Life Support (Self-Con- GUNMAN SET tained Breathing; Safe Environments: Low Pressure/Vacuum, High Pressure, High Th is set is for characters who specialize in Radiation, Intense Cold, Intense Heat) ranged attacks. 30 Space Traveler: Multipower, 30-point reserve 3u 1) Flying: Flight 15” Cost Skill 3u 2) FTL Flight: FTL Travel (1,000 LY/Year) 20 Combat Skill Levels: +4 with Ranged Combat WALLCRAWLER SET 5 Fast Draw Th is set is for characters who can run across 10 Range Skill Levels: +5 level with Tight walls as easily as they can across level ground, Ranged Group whether because of super-speed powers, teleki- 2 Weapon Familiarity: Small Arms netic powers, insectile powers, or something even 3 Weaponsmith (Firearms, Muscle-Powered stranger. HTH) 10 Personality/Background Skills (player’s Cost Power choice) 10 Wall-Walking: Clinging (normal STR) INVESTIGATOR SET 9 Toughness: Damage Resistance (9 PD/9 ED) 40 Wallcrawling Powers: Multipower, 40-point Th is set is for characters whose profession or reserve superhero motif involves investigation. It is suited 4m 1) Incredible Leaping: Leaping +20” to detectives, mystic researchers, and the like. 6m 2) Run Like Th e Wind: Running +15” 6m 3) Swingline: Swinging +30” Cost Skill 3 Bribery 3 Bugging Skills/Perks/Talents Sets 3 Bureaucratics 5 Conversation All these sets cost 50 points each. Most have up 3 Criminology to 11 points assigned to “Personality/Background 7 Deduction Skills” of the player’s choice, to allow for the pur- 3 Interrogation chase of Skills appropriate for the specifi c character 2 Area Knowledge: Campaign Area 11- as the player conceives of him. Because the exact 2 City Knowledge: Campaign City 11- roll depends on the character’s Characteristics, rolls 3 Persuasion are not listed (but note that some are bought with 3 Shadowing boni — for example, 7 points spent on Acrobatics 3 Streetwise gives a character a DEX Roll +2). 10 Personality/Background Skills (player’s choice) 92 HERO SYSTEM 5TH EDITION

PATRIOT SET ence Skills at 11- each Th is set is for characters who belong to the 10 Skill Levels: +2 with All Science Skills Patriot archetype. It is a broad mix of Skills allow- 3 Scientist ing the character to be profi cient at a number of 10 Personality/Background Skills (player’s diff erent tasks; it is versatile but lacks the focus of choice) other Skill sets. 10 Base (Laboratory), 50-point SPY SET Cost Skill Th is set is for characters whose skills lean 5 +5 PRE toward espionage or perhaps even assassination. 3 Acrobatics 3 Breakfall Cost Skill 10 Combat Skill Levels: +2 with HTH or 3 Acting Ranged Combat (player’s choice) 3 Bribery 3 Conversation 3 Bugging 4 Area Knowledge: Home Nation 3 Combat Driving or Piloting (player’s choice) 3 Oratory 3 Concealment 3 Paramedics 3 Conversation 3 Persuasion 3 Cryptography 3 Tactics 3 Disguise 10 Personality/Background Skills (player’s 3 Lockpicking choice) 3 Security Systems 3 Seduction 3 Stealth 3 Systems Operation 11 Personality/Background Skills (player’s choice) TACTICIAN SET Th is set is for characters who are adept at battlefi eld tactics; such characters are likely to be the battle coordinators for their teams.

Cost Skill 12 +4 PER with all Sense Groups 5 Combat Skill Level: +1 with HTH or Ranged Combat (player’s choice) 5 Defense Maneuver II 5 Tactics 8 Personality/Background Skills (player’s choice) 15 Danger Sense (self only, in combat) (PER Roll) TECHNICIAN SET Th is set is for characters who work extensively PLAYBOY SET with machinery, including gadgeteers and inven- Th is set is for characters who have a lot of tors. wealth to back up their crimefi ghting interests. Cost Skill Cost Skill 3 Computer Programming 3 Conversation 3 Demolitions 3 High Society 3 Electronics 10 Personality/Background Skills (player’s 3 Inventor choice) 3 Mechanics 15 Money: Filthy Rich 4 Science Skills: player’s choice of two Science 19 Vehicle or Base, 95-point Skills at 11- each 3 Security Systems SCIENTIST SET 15 Skill Levels: +3 level with Technical Skills Th is set is for characters who develop their 3 Systems Operation own powers in the laboratory. 10 Personality/Background Skills (player’s choice) Cost Skill 10 +10 INT 7 Science Skills: player’s choice of seven Sci- Champions 93 Disadvantages Sets INFAMY SET Value Disadvantage Each of the following sets provides 50 points’ 5 Hunted: the press 8- (Less Pow, NCI, Watch- worth of Disadvantages for the character. A char- ing) acter may have several sets, up to the campaign 15 Hunted: Personal Enemy Character Has Disadvantage point limit. Wronged 8- (As Pow, Capture/Kill) STANDARD SET 15 Social Limitation: Public Identity (may not be taken with Standard Set unless a diff erent Value Disadvantage Disadvantage is substituted for this one) 15 Hunted: Personal Enemy 11- (As Pow, 15 Reputation: Did Something Very Bad, 11- Capture/Kill) (Extreme) 20 Psychological Limitation: Code Versus Kill- ing (Common, Total) NORMAL GUY SET 15 Social Limitation: Secret Identity Value Disadvantage ANTIVIOLENCE SET 15 DNPC (choose appropriate circumstances) 20 Psychological Limitation: Overcompensates Value Disadvantage For Lack Of True Powers (Very Common, 20 Psychological Limitation: Pacifi st; Refuses Strong) To Injure Or Harm Others (Very Common, 15 Vulnerability: 1½ x STUN from Falling and Strong) Knockback Damage (Very Common) 30 Vulnerability: 2 x STUN from Physical Attacks or Energy Attacks (player’s choice) OVERREFINED SET (Very Common) Th is set is for characters whose extreme train- CULTURAL ALIEN SET ing regimens and diets leave them vulnerable to environmental circumstances other people have no Value Disadvantage problem with. 5 Distinctive Features: Rube (Easily Con- cealed, Noticed and Recognizable) Value Disadvantage 10 Enraged: when insulted through cultural 10 Physical Limitation: Must Maintain Very misunderstandings (Uncommon), go 11-, Careful Diet (Infrequently, Greatly recover 14- Impairing) 10 Hunted: the authorities 8- (Mo Pow, NCI, 15 Physical Limitations: Hyper-Refl exes, Watching) Attacks Without Meaning To (Frequently, 10 Physical Limitation: Unfamiliar With Earth Greatly Impairing) Culture (Frequently, Slightly Impairing) 5 Rivalry: Professional (with a character who 15 Psychological Limitation: Naive (Very has similar powers/origins) Common, Moderate) 20 Vulnerability: 2 x STUN from Gas/Poison CURSE SET Attacks (Common) Value Disadvantage RADIATION ACCIDENT SET 15 Accidental Change (choose appropriate Value Disadvantage circumstances) 11- 20 Hunted: Villain Involved in Origin 8- (Mo 15 Enraged/Berserk (player’s choice of condi- Pow, NCI, Capture/Kill) tions) 10 Psychological Limitation: Fear Of [Energy/ 15 Distinctive Features: monstrous/cursed form Circumstance Related To Origin] (Common, (Easily Concealed, Causes Extreme Fear or Moderate) Disgust) 20 Vulnerability: 2 x STUN from [Energy/Cir- 5 Unluck 1d6 cumstance Related To Origin] (Common) HUNTER SET TRAGIC PAST SET Value Disadvantage Value Disadvantage 10 Distinctive Features: Obsessive, Creepy 15 Hunted: Someone Related to Past 11- Manner (Easily Concealed, Always Noticed (As Pow, Capture/Kill) and Causes Major Reaction) 15 Psychological Limitation: Hatred of [Group 15 Hunted: Personal Enemy 11- (As Pow, of Choice] (Common, Strong) Capture/Kill) 10 Psychological Limitation: Vengeful or Self- 10 Psychological Limitation: Vengeful (Uncom- Destructive (player’s choice) (Uncommon, mon, Strong) Strong) 15 Psychological Limitation: Hunting Personal 10 DNPC (choose appropriate circumstances) Enemy (Common, Strong) or Destitute or Unluck 2d6 (player’s choice) 94 HERO SYSTEM 5TH EDITION SUPERTEAMS

hough many comic books showcase the Th is technique is fairly easy to pull off . Th e GM adventures of solo heroes, or of hero-side- will want to keep the heroes together and endan- kick teams, Champions is more commonly gered during the fi rst several episodes, so they’re Tall about team adventures, such as those forced to depend on one another for survival. By the depicted in comic books like Th e , Teen time the menace that caused them to gain powers or Titans, Th e X-Men, Justice League, and the like. So, that appeared just as they were gaining their powers players designing characters need to consider team- is ended, they eff ectively are a team — the only thing related issues — how their characters will form a left is for one or more members to realize it and to team, each character’s role in the team, and so on formalize the arrangement. — during the character creation process. Th e GM Master Organizer. In campaigns where characters are should also give some thought to these issues, since all supposed to be relative new to the world of super- whether the PCs form a team can signifi cantly heroing but have not met and have little in common, eff ect the course of the campaign and the nature of the GM should consider resorting to an organizer the adventures he runs. — someone who brings the supers together to propose that they work together as a team. Possible organizers include wealthy philanthropists, retired HOW TEAMS superheroes, mysterious supernatural beings, or a GET TOGETHER teenaged fan who writes a brilliant letter. Th is is perhaps the easiest approach to creating In a Champions environment, superheroes band a superteam. One way to ensure its success is to have together to form superteams in one of a few diff erent the organizer provide a few things the characters ways. otherwise lack — for instance, a Vehicle or Base, Catalyst After Long Association. With characters who training, communications devices, and/or a group have been played in separate campaigns, or with identity. Characters who are aware of their inability characters who are presumed to have had a consid- to cope with Hunteds, the emotional consequences erable amount of pre-campaign experience (even of their origins, and so on oft en leap at the opportu- though this wasn’t gamed out), an event or pressing nity to band together. social need may unite them. Of the techniques discussed here, this approach Th e GM should evaluate these three is perhaps the trickiest to pull off . Th e GM nor- approaches, and also consider other approaches mally must put together an adventure that brings appropriate to his particular campaign setting, and these separate heroes together and puts them into choose the one that best fi ts his game as it’s forming. a situation they can only resolve as a group. Once the adventure’s done, the characters may not “get the idea” that it’s advantageous for them to work TEAM MEMBER TYPES together, meaning the GM may have to concoct one When putting a team together, the GM and or more additional scenarios with the same struc- players should consider both the personalities and ture, or provide additional incentive (like a Vehicle the possible team roles of all the characters. or Base). Alternatively, the GM might have to meta- game the notion — approaching one or more play- ers to fi nd out if their characters would have come Team Personality Types up with the idea of creating a permanent team and begun organizing such a thing. Th en those players Superteams in the comics tend to be made up can get the ball rolling during a play session. of members with a broad range of personalities. While there is no mechanism to ensure that the Common Origin. Especially in campaigns which have same thing happens in a campaign (nor should there a limited number of sources for superpowers, super- be!), it may be valuable to the GM to look at the heroes might all acquire their powers at the same range of PC personalities and determine whether place and time (or through some other common there are too many of any one type. origin that inevitably draws them together). Th ey If the players are creating characters at the same might all be willing test subjects for a military ser- time, they, too, should fi nd out what the range of vice, which gives them common goals and circum- personality types is to see if there is a pressing need stances. Th ey might all be caught up in the same for one or more types. radiation accident, which tends to make them cling Among the personality types commonly seen in together out of common experiences. superteams are: Champions 95

Captain Daffy: Th is character has only a casual Ho tends to take control, and the team fi nds only relationship with organization and perhaps reality military solutions to its problems. itself. He probably does as the team leader says, The Natural Leader: Th is character tends to be but in a madcap way — fl irting with enemies, quiet and charismatic. He may have skills such playing pranks, showing off , cracking jokes. Such as Tactics, Persuasion, Oratory, and SS: Psychol- a character can bring some much-needed levity ogy. He leads less out of a desire to be in charge to a situation, or can inject inappropriate levity to than out of a recognition that without his plan- an occasion that ought to remain serious. Daff y ning skills and directorial impulses, the team will characters can be the emotional centerpieces of a perform in an ineffi cient, perhaps self-destructive team, since everyone tends to like them. fashion. The Loner: Th is character is usually quiet and The Rebel: Th is character just wants to do his emotionally distant. Tactically, he may perform own thing. When trouble starts, he adopts his just as described for the Rebel (in which case he favorite tactics, oft en “not hearing” or deliberately shares all the diffi culties of that personality type), disobeying leader instructions. Note that this is a or he may perform perfectly well within the team particularly tricky personality role to adopt in a structure and yet remain an enigma. In the latter campaign. In the comics, the writers always fi nd situation, the GM should consider running the a reason for such a character to remain with the occasional story in which facts about the charac- team, but in campaigns, an excess of rebellion ter become known and in which he must make results in enough hard feelings (among the char- a rare display of emotion or need to the other acters, and perhaps even among the players) that characters. this character becomes unwelcome. Th e player of Mr. Dependable: Th is character does his job, such a character and the GM should talk about doesn’t talk back, doesn’t run away, doesn’t cause ways to keep the Rebel character as a welcome trouble. He may be morose or cheerful, but is team member — for instance, limiting instances likely to be quiet. When the Natural Leader is of solo action so they’re fewer than occasions unavailable, Mr. Dependable is most likely to be when he acts according to team needs, providing his second-in-command. Skills and Powers no one else has (such as Heal- Mr. Gung-Ho: Th is character is anxious for direct ing), and so on. confrontation. He’s oft en a front-line fi ghter when The Survivor: Th is character has experienced action starts, but he’s also a bit too ready to make tragedy and is still around, but is not yet fully sure that action gets started — he prefers a bit recovered. He’s likely to be a bundle of Psychologi- of splatter to negotiations. Unfortunately, in a cal Limitations (even temporary ones for which campaign without a Natural Leader, Mr. Gung- he receives no points). It’s very common for such 96 HERO SYSTEM 5TH EDITION

a character to have a tremendous need for others But teams do have support needs in two major cat- (hence his staying with the team) but be unable egories: transportation and medical. If not all team to express it. As with Captain Daff y, this character members can travel at the kind of pace the team might be the emotional glue that holds the team needs to sustain, then one or more members has to together, as everyone tries to help, or a bone of con- carry others, or the team needs a common Vehicle tention as the other members disagree on the best like the Team Transport on page 112. Similarly, it’s way to help. useful for a team member to be able to handle Tele- The Thinker: Th is character is always thinking one portation and Extra-Dimensional Movement chores. step ahead — trying to outplot the enemy, manipu- Also, it’s invaluable for a team member to have medi- late the NPC, anticipate the surprise lurking around cal skills and/or Healing. the corner. He lives to outwit. As with Mr. Depend- able, this character can be a good stand-in when the With a good mix of the above team roles, a Natural Leader is not around, but he’s not so good as superteam can be a very eff ective organization the full-time leader of the team. His desire to outwit indeed. the enemy sometimes causes him to create schemes more complicated than necessary, to lose valuable time coming up with the “perfect plan,” and so on. TEAM CHARACTERISTICS Th e GM and players should also consider sec- ondary team characteristics. Th ough this is not nec- Team Member Roles essarily a concern at the very beginning of a team’s In addition to considering the best mix of per- adventures, these questions will come up. sonality types, the GM and players should consider the best mix of team member roles. If, for instance, every member of the team is a high-STR brick with Team Name no ranged attacks other than thrown Chevrolets, the A team needs a name if the public and press are team is going to be somewhat one-sided in its tactics, to be able to deal with it. But naming a team can be and thus limited in the solutions it can attempt for even trickier than naming a character — it has to be problems. somehow representative of everybody and also be It’s best to think in quasi-military terms when agreeable to all the founding members. deciding what roles a team needs, since the roles are Here are some things to remember when work- most important in combat. ing up a team name: Artillery/Air Support: Th e team profi ts if one or more You Don’t Have To Have One At The Beginning. Th ough members can make attacks from range. Th ese char- any team comic book features the team name on the acters need good mobility (typically through Flight) cover of every issue starting with #1, a Champions and Ranged attacks. campaign team doesn’t have to have its name in Infantry: Th e team needs one or more members who place from the fi rst episode. In fact, it’s sometimes can stand up front to infl ict and sustain damage. best to wait a half-dozen episodes or so before set- Th ese characters need to be good fi ghters with good tling on a name. Th e reason is this: a team that’s just defenses. Bricks, Powered Armor characters, and come together and had no adventures (or only one Martial Artists oft en fulfi ll this role. adventure) probably hasn’t settled on a team motif yet, has not yet developed a signature tactic, and so Intelligence: A team benefi ts if at least one character on. Once the campaign is a little ways along, such can coordinate complex communication eff orts, dig factors are easier to spot. information out of computers, and sneak around in secure emplacements. Martial Artists, Weaponmas- Consider The Goal. All teams have one or more goals ters, and/or Gadgeteers with an investigative orienta- to accomplish, even if those goals are very broad or tion usually take on this role. ill-defi ned. And those goals may off er suggestions for a team name. Does the team want to protect the Offi cer: A team can have more than one offi cer. At public? It could be the Protectors. Does the team the minimum, it needs one — someone to speak for want to watch out for bad guys? It could be Vigil, the the team when there’s no time to consult, and to bark Guardians, the Watch, or the Sentries. orders in combat. But two or more team members can divide offi cer roles. One might be the peace- Have A Suggestion Box. When the characters decide time leader but delegate direct control of the team it’s time for their team to have a name, give the play- to someone with more martial skills when combat ers an episode or two during which they can send breaks out. the GM any number of suggestions. Th en, prior to an adventure, list out all the suggestions and distrib- Special Ops: It’s helpful for one or more team mem- ute the list among the players, allowing each to vote bers to have skills and powers that are diffi cult to for three to fi ve names. If the name with the most anticipate or detect — psychic powers like Telepathy votes is agreeable to everyone (even those who didn’t and Mind Scan, abilities of impersonation like Shape vote for it), you have gained a team name with a Shift , strange powers like Desolidifi cation, and so on. minimum of trouble. Support: Generally, supply is not a concern to a Watch Out For Unintentional Humor. Carefully superhero team; each member tends to be respon- consider any superhero team in light of possible sible for his own ammunition, recharging, and so on. unwanted meaning. Th e Penetrators and the Look- Champions 97

outs would not last long in the wiseacre-fi lled envi- Give Them A Comparison: Have them go through an ronment of the superhero world. adventure in which they meet and cooperate with a team that has a really good base, and have the adventure demonstrate the base’s usefulness. Little RANDOM SUPERTEAM things like seeing how useful a thorough suite of NAME GENERATOR laboratories and a rapid-deployment hangar housing the team jet are can act as a motivator. A millionaire Having trouble thinking up a name for your playboy’s mansion, with features such as hot tubs, a superteam? Try this handy chart! Roll two dice wine steward, and a masseur, can also be a real con- once for the two words in the name. Read the fi rst vincer. die as 1-3 (“1”) and 4-6 (“2”), and the second die as 1-6 in the usual fashion. Th at generates 12 pos- sible words in each category, with an equal chance Th is raises the question of who pays for the of each one occurring. base. Typically, each PC chips in the points needed to buy a Base (and/or Vehicle; see page 60 of the th 2d6 Roll First Word In Name HERO System 5 Edition), but there are several other 1.1 Atomic options: 1.2 (Color of your choice) The PCs Get Their Base For Free: To encourage the 1.3 Destiny PCs to form a team, work together as a team, and act 1.4 Freedom like a team, the GM might simply give them their 1.5 Hero base for free. Th is means the GM builds it for them, 1.6 Honor 2.1 Justice which has the additional benefi t of allowing him 2.2 Liberty to insert various plot hooks and story development 2.3 Power points. 2.4 Secret The PCs Get Their Base Partly For Free: Oft en, it’s 2.5 Super- best if the GM, in the guise of a philanthropist or 2.6 Victory NPC hero, pays for the basic headquarters functions 2d6 Roll Second Word In Name (land, location, exterior defenses, and perhaps a team 1.1 Brigade vehicle), then allow the PCs to pay for other features. 1.2 Corps Th e PCs are oft en glad to pay for personal facilities 1.3 Crew 1.4 Crusaders such as laboratories and computers, and that might 1.5 Force set them on the path of occasionally purchasing base 1.6 Guard/Guardians upgrades. 2.1 Knights The PCs Pay For Their Base... Slowly: Rather than 2.2 League having to pony up the cost of a Base all at once, the 2.3 Legion PCs may want to do it slowly, by saving up Experi- 2.4 Patrol 2.5 Squad(ron) ence Points. For example, the GM should consider 2.6 Vanguard asking the players, “Would anyone object if I held back one Experience Point every other game from every character to put into a common point pool for the base?” If the players agree to this, the GM can Bases establish this “account” for purchasing a Base, and It’s good for a team to have a base of operations, perhaps for regular Base upgrades. but sometimes diffi cult to convince them to build one (aft er all, it costs Character Points they may Several sample bases appear on pages 106-11. prefer to spend on personal powers or resources). Note that it’s only diffi cult to convince them of Equipment such a thing if they feel all their needs are being met by their current circumstances. If they like using a In a similar vein, many teams issue specifi c local park as a mustering-point and not having a items of team equipment to all members. Th ese central lab where they can coordinate their wrist- range from minimalist radios using the same fre- radios, they have much less motivation to build a quency to emergency life support devices, fl ight real base. apparati, even common Perks. Th ere are a few things the GM can do to per- Th e GM can either grant such items for free to suade them to build a base, however. all team members as long as they remain with the Give Them A Rotten Little Base: In a very early team (an appropriate technique, especially if the adventure, an NPC hero may volunteer his personal point value of the items is low), require each player hideout, or a grateful rescuee may off er the heroes to set aside a number of his character’s points for his hunting cabin, giving the PCs a place to meet. As team equipment, or include the team equipment in the size and lack of facilities of the place begin to get the same “Experience Point account” set up for team on the heroes’ nerves, they’ll either begin exploring bases. alternatives or start to rebuild their current site into Sample team equipment appears in Chapter something more fi tting. Th ree, Superhero Technology. 98 HERO SYSTEM 5TH EDITION GOVERNMENT Relationship With Authority players who don’t want to worry too much about LIAISONS the “realistic” implications of their activities vis-a- One staple of many Th ough the question won’t necessarily come vis the government. team-oriented comic up in the team’s fi rst few adventures, its members Pursued By The Law: Th e team is Hunted by the books is the “govern- have to decide how they intend to interact with local and perhaps federal authorities, who regard ment liaison” — an the area’s legitimate government authorities. Most its members as outlaws for some reason (even if NPC assigned by the such relationships fall into one of the following authorities to work with it’s just because of “illegal use of superpowers” the PC superteam in categories. Note that the players ought to be the or “aggravated assault by superpower”). Th e PCs various capacities. In ones to decide what relationship they want; if may have diffi culty establishing a Base, conduct- some cases this person they do not like the relationship they have with ing their patrols, and even living their daily lives is a law enforcement the authorities and that relationship continues for as a result of this “interference” with their heroic offi cer who actually goes more than a few episodes, they begin to lose adventures. out and takes part in the interest in and aff ection for the campaign. team’s missions. More Th e GM can, of course, change the oft en, the government liaison is a bureaucrat or nature of the relationship temporar- Team Charters ily (by having an enemy frame the offi cial of some sort who A Charter is a document prefers to keep well out team for murder, for example), laying out details of the team’s of harm’s way. but should be wary of changing it goals, intended methodol- Th e government liaison permanently unless that’s ogy, rules of governance typically has one of two what the players want. roles in the campaign: and conduct, and the rights “good cop” and “bad Government-Employed: and restrictions it extends to cop.” Th e good cop liai- Th e superteam is actu- its members. Charters typically son is, basically, a friend ally part of some govern- cover things like: and ally of the PCs. ment agency. All team ■ statement of team goals, philoso- He genuinely admires members should be given phy, and/or purpose them, supports what the Federal/National they’re doing, and so ■ on. He does his best to Police Powers Fringe induction of new members make their jobs easier, Benefi t. Th ey pay (procedure, limits on team smooth things over with for that, and some size) the government when other team gear, ■ removal of team members they get in trouble, by taking the Dis- (grounds and procedure and obtain whatever advantage Hunted resources they need for ejecting a member that he can provide. (Watched by their from the team) employer) — a Of course, he’s still a ■ a description of team government employee result of their doing a government job, employers member privileges and so his bosses may some- keeping a benefi ts (salary, insur- times force him to act in close ance, residuals from ways he’d rather not, but eye on licensing deals, team credit at heart he’s on the side cards, and so on) of the angels. them. ■ Th e bad cop liaison, on Govern- a description of team the other hand, either ment-Sanctioned: Th e member responsibilities, possibly includ- doesn’t trust (or like) team is not part of any ing scheduling details (the team has the PCs, or is more government agency but has a a meeting on the fi rst day of every concerned about doing month and each member must his job “by the book” formal right to engage in crimefi ght- ing activities, so long as those activities attend, each member must take than about really help- monitor duty on a rotating ing them. He spies on remain within the scope of some federal the PCs and reports or local restrictions. (For instance, one restric- schedule, required charity their every move to his tion might be that the team communicate with work or public appear- bosses; says unfavor- the government about all investigations and ances, all team members able things about them chip in to pay the butler’s salary, and so on) to other government combats.) Depending on the exact nature of the ■ offi cials; keeps them on relationship, the GM might allow all members to rules of expected good conduct by all team as tight a leash as he have Fringe Benefi ts such as Local Police Powers members can; and snarls up their and Weapon Permit. It’s very likely the team has ■ a formal description of the team’s (and thus requests for help with a minor Hunted (Watched) owing to government bureaucratic red tape. each member’s) relationship with the government scrutiny. (if applicable) Friendly or not, a gov- ernment liaison can be Friendly With The Law: Th e team cooperates with a big help to the PCs. the law whenever possible; the law turns a blind A new team typically has no charter (aft er He can get them equip- eye to some of its activities (for example, not all, it hasn’t been together long enough to draft ment, access to experts, really investigating complaints that are nothing one), and many teams never create one, prefer- and funding they might more than harassment attempts made against the ring a more laissez-faire approach to superhero- not otherwise be able heroes, not issuing citations for unauthorized use ing. Since minor points of team conduct and Continued on next page of a fl ying vehicle within city limits, and so on). regulations rarely have any eff ect on the game, Th is is a good “default” relationship for GMs and “no charter” is the default option for Champions Champions 99 campaigns (though the special eff ect of “no char- players, giving them the opportunity to use the Continued from last page ter” might be “we have a charter, but neither the move again. Over time, the characters, as they to obtain. On the other players nor the GM has bothered to write down spend Experience Points to improve their powers hand, he also keeps tabs any details”). or develop new ones, might even develop powers on them (sometimes Another approach, one used by many long- designed to be used in a complementary fashion. extremely detailed established teams/gaming groups, is to establish Even if a team doesn’t want to go to the eff ort ones), and in some cases that the team has a charter, but not to worry of creating its own unique group of tactics, two may even try to make them follow his orders. about writing down all its details. Th e major or more team members can buy the Teamwork Sometimes having a points may be listed in one of the GM’s fi les Skill to refl ect, in general terms, their ability to government liaison can somewhere, and whenever a question about the work well together in combat. Th is allows them to be a very mixed bag for contents of the charter comes up during the Coordinate attacks, which can be extremely eff ec- the PCs — half really game, the players decide on it and the GM makes tive, especially against master villains, city-stomp- useful, half really aggra- a note to add to the fi le. ing giant monsters, and other such foes. vating. Lastly, a group of players interested in doing Depending on the so can actually draft an entire charter and make a SOME TEAM TACTICS team’s preferences and copy for everyone in the game. Th is takes a lot of resources, the govern- ment liaison may work work, of course, but it defi nitely adds to the veri- In addition to the maneuvers described on pages at (and even live at) similitude of the game. A fully fl eshed-out charter 153, here are some possible tactics for a superteam their base, or he may may even generate some story ideas. to use. Clever players will undoubtedly come up have his own offi ce in In some campaigns, a team may be required with many more. a government building to have a charter. For example, government agen- Can’t Go There: A character with Force Wall can downtown (city hall, cies might not be willing to extend sanction to sometimes construct and position his Walls to the Federal Building, deny the enemy access to certain areas, or channel or what have you). a superteam that isn’t serious enough to draft a Either choice off ers charter and stick to it. Similarly, a wealthy patron foes’ freedom of movement so his allies can make a devastating attack. the GM plenty of story might require all prospective members of the potential, though the team he’s assembling to sign a charter he’s pre- Drag-And-Drop: A fast-moving character former provides more pared (perhaps aft er some discussion regarding (typically, a character with lots of inches in Flight) opportunities for the its terms). picks up a slower character, carries him toward the PCs to interact with target, then lets him go so he performs a Move By the government liaison or Move Th rough at the faster character’s directly — and thus for Tactics velocity. You can either use the “dropped” the GM to develop him character’s base CV for the attack (on the grounds as a detailed, intriguing Teams are more eff ective when their mem- that he’s going to try to twist and squirm and NPC, instead of leaving bers act in concert, and one way to do so is to move so that he avoids the impact, thus negating him as just another face- less functionary. develop combat tactics — maneuvers that allow much of the attacker’s eff orts to “aim” him), or two or more members to combine their strengths adapt the rules for the “fastball special” (page 153). in a way that overpowers or baffl es the enemy. Grab And Hold: A high-STR character Grabs a For instance, let’s say that one team member villain and holds him helpless while the “brick’s” has Missile Defl ection and Refl ection, allowing teammates attack. (On the other hand, this lowers him to Refl ect all types of attacks, but he himself the brick’s DCV to the villain’s allies’ counterat- has no Ranged attack. Another team member has tacks....) One variation on this tactic uses Entangle, but that does grant the victim some a laser attack. Th ey might situate themselves on extra DEF unless the Entangle has the Takes No opposite sides of a villain, with the laser-blaster Damage From Attacks Advantage or the attacks are pretending to fi re at the villain but actually fi ring ones that do no BODY (Ego Attack, some NNDs). at his teammate, and the teammate unexpectedly Another involves using Martial Th row (or some Refl ecting the attack into the villain’s back. Th e other method) to render the target prone, halving virtue of this approach is that it may be unex- his DCV. pected, giving the Refl ecting character a much Up, Up, And Away: A high-STR character can toss improved chance of hitting with the attack. (On an enemy without Flight, Gliding, or Teleporta- the other hand, a missed Refl ection roll means tion way up in the air, achieving three eff ects: it the character may get hit by his teammate’s eff ectively removes the enemy from the combat attack!) for a while; it probably reduces the enemy’s DCV, Th e GM can help a team develop tactics by making it easy for the character’s allies to attack recognizing when an improvised move would him; and it may cause the enemy to take a con- actually be useful when practiced and repeated, siderable amount of damage when he falls back down to the ground. and then recommending to the players that it be given a name and used on a regular basis. For instance, at the end of the episode with the laser- refl ection attack, the GM might say to the players, “Th at was an interesting move; what do you call that?” Th is will prompt them to give the maneu- ver a distinctive code-name. In a later episode, if the players have not already begun to utilize that maneuver, the GM might spot a situation where the circumstances mirror those of the original use of the maneuver, and point the fact out to the 100 HERO SYSTEM 5TH EDITION

n this chapter you’ll fi nd discussion tive with supers, hero-teams of average of, advice about, and HERO System power more competitive with overpow- statistics for Bases, Vehicles, and ered master villains, and so on. All of Igadgets — elements of the superhero them are easily adaptable to just about genre that make normals more competi- any Champions campaign. Champions 101 BASES AND HEADQUARTERS ases and headquarters — homes and/or the facilities of an offi ce building (communica- operations centers to superheroes, super- tions, offi ces, a few labs, garage/hangar for vehicles, villains, super-agents, master criminals, computer and relevant databases, even quarters for Bmaster spies, and world-aff ecting wannabes team members when they need to stay overnight — are a staple of superhero campaigns and comics. or for an extended period). It may have a part-time Th is section discusses constructing them with the or full-time staff of civilians to help manage and HERO System rules. repair it. It is not likely to be large, owing to its lim- ited role, but will be at least as large as a smallish corporate setup. PURPOSE Operations Center. Th is base is a more formidable Before designing a super-base, you should example of the Muster Point, and is one of the decide what the base is for. Th at one decision aff ects most common sorts of bases utilized by Champions every other decision you’re going to make. Some superteams. In addition to the facilities of an offi ce sample purposes for bases include: building, it may have elaborate defenses to help keep it from being raided by supervillains, exten- Emergency Hideout/Safe House. Th is site is a fall- sive laboratories, repair facilities for vehicles, super- back position for a superhero who is suddenly on human-oriented training facilities, and a generous the run. It is probably very small, no larger than a helping of amenities and luxuries (aft er all, fi ghting smallish apartment, and very well concealed. Its crime is tough work!). It’s likely to be continuously facilities are limited — again, about the same as manned by a civilian team of operatives (though an apartment, perhaps with some advanced com- they need not be soldiers or of any sort), munications or scientifi c systems and multiple and one or more team members, particularly those access/escape points. Because of their size and the without Secret Identities, may use it as their per- fact that they’re not visited very oft en, Emergency manent address. Th e Champions’ base, Homestead, Hideouts/Safe Houses tend to remain undiscovered described on page 193, is this sort of base. by a super’s enemies. Military Base. Take the Operations Center and Identity Insulator. Th is site is a place where one or add a standing unit of super-agents and you get a more superheroes go to change from their Secret Military Base. Th e base may be that of a hero-team, Identities to their super-identities and back again. in which case the super-agents are used for crowd Such a base tends to be very well-concealed but control during super-fi ghts, investigations, and situated in a very public area and include a conve- occasional combat support. It may be that of a vil- nient way for the supers to enter and exit without lain team or master villain, in which case the super- the access being noticed. For instance, an Identity agents are shock troops. A Military Base has vehicle Insulator base might have its accesses be set up in and housing facilities appropriate to the supers and a darkened portion of a traffi c tunnel. As he enters civilians stationed out of it and may be of consider- that section of tunnel, a character hits a button that able size, even if it is hidden. drops down a concealed ramp, allowing him to drive up into the base in a moment, then retracts Royal Domain. Th is sort of base is most common the ramp before another driver sees it; when exit- among supervillains with aspirations (or reali- ing, the character gets up to speed in a separate ties) of rule. A super may be the ruler of a small tunnel above the traffi c tunnel, timing his exit to European nation or the high priest/priestess of merge with traffi c, and drops down to the darkened a lost civilization living in a vast cavern system section via another ramp. Another approach might or a hidden valley. Th e super might be the heir be to have the normal-identity access through a to an otherdimensional land or be a demigod/ side door in a train station or bus station, with the demigoddess whose personal palace is the equiva- super-identity access in a concealed hatch on the lent of a small country. In the case of a Royal same building’s roof. Either way, the Identity Insu- Domain, only a fraction of the people present are lator base tends to be light on amenities, and none actually considered Followers associated with the of the equipment or materials within it connect the super; most are people with civilian occupations super identities to the normal identities. that do not bear on the character, and will not help him in times of trouble. Still, the resources avail- Muster Point. Th is sort of base is a place for the able in a Royal Domain base are considerable, and members of a superteam to gather for meetings and can include military forces and vehicles, plus lots missions. Such a place may be hidden, or publicly- of places to hide, make plans, stash gear allowing known and built for defense. It is likely to include 102 HERO SYSTEM 5TH EDITION

EXAMPLE GARAGES characters to achieve their goals, and so on. Worst hexes, per the Vehicle Size Table on page 463 of the AND HANGARS of all, most characters who own a Royal Domain HERO System 5th Edition, Revised); this assumes Superjet Hangar: Th is do so legitimately, meaning they’re likely to have each has its own separate exit. For garages/hangars is a hangar for a team the legal right while there to do anything they wish, where the vehicles share routes out to common with one high-tech and protection from prosecution in other nations exits, the minimum room should be four times the aircraft (8 hex area). It — in short, the Diplomatic Immunity Fringe Ben- hexes necessary to house all vehicles intended to be includes a repair section. efi t. within them. With a change in name, If the garage/hangar has a repair section, the it becomes a Supercar Garage. Total size: 24 repair area requires room equivalent to eight times hexes. BASE SIZE the hexes taken up by the total number of vehicles to be repaired simultaneously. Supersquad Launch Bay: With your base’s purpose established, you can Th is facility houses 10 decide what size you want it to be. If you don’t have HALLWAYS, COMMON BATHROOMS fi ghter craft (each 5 a sense of how large you wish it to be, then you can hexes in size), with a Th e design of your base interior will have a separate launch door for add up hexes based on the facilities you expect it tremendous bearing on how many hexes you need each. Th e repair facilities to have, as described below. Feel free to adjust the to set aside for hallways and common bathrooms. are located elsewhere. fi nal numbers based on a desire for more space (or Some designers like to have lots of hallways; others Total size: 100 hexes. a need to fi t the base into a smaller overall area), to get by simply providing accesses between adjacent Mountain Hideaway account for high ceilings, and so forth. rooms. Hangar: Th is hangar is When calculating hallways, it’s best to wait hidden in a hollowed- DINING AND OTHER HALLS until you’ve determined the areas of all other base out mountaintop that’s For any sort of grand entertainment hall, take internal areas, then take that number and divide by part of a supervillain’s the maximum number of people who are sup- concealed headquarters. 10. Th e result is a good rule-of-thumb estimate for posed to occupy it comfortably at any given time It only has one entrance how many hexes you should set aside for halls and and multiply that by two for a comparatively cozy and exit for each of the bathrooms. three vehicles (sizes 5, chamber (such as a house’s dining room), four for 8, and 20 hexes), and a relatively spacious chamber (such as a mansion’s LABORATORIES includes repair facili- dining room or private viewing theater), and six ties suitable to work on for a very spacious chamber (such as a commercial Private Laboratories one 20 hexes’ worth of movie theater or mansion’s ballroom). A lab can be crammed down into 1 hex; this vehicles at a time. Total is little more than a cubicle with a tabletop, some size: 292 hexes. For instance, if your base has a miniature the- ater for reviewing mission fi lms, and it’s supposed equipment, a chair, and a computer. Standard pri- to house 20 people at a time, you’d multiply that 20 vate laboratories would normally start at 6 hexes by 4 to get a total area of 80 hexes. (4 hexes at 1¼-hex height, plus 1 hex for storage EXAMPLE space) and could be larger as space permits. LABS AND LAB ESCAPE TUNNELS Shared Laboratories EQUIPMENT Some bases feature escape tunnels by which Shared laboratories follow the same guidelines members can fl ee in times of crisis (or enter when as Private Laboratories, but need a minimum of 1 Bare-Bones Lab: Skill staging a rescue of teammates when the base has hex per person who is expected to be in it at the Roll 9- (or 11- for Back- been captured). same time; they are much more comfortable when ground Skills). Total Th e standard Escape Tunnel is 1” wide and 1” they have an overall addition of six or more spaces cost: 3 points (or 2 tall for every 1” it is long; therefore, it takes up 1 points for a Background for elbow room. hex for every 1” of length. For example, if a tunnel Skill). Note that libraries are oft en bought as sev- starts at the basement of a base and emerges in the Standard Lab: Skill Roll eral laboratories whose spaces have been added woods 100” away, it’s a 100-hex tunnel. 11-. Total cost: 7 points. together in a single chamber. However, characters can build smaller escape Advanced Lab: Skill Roll 14-. Total cost: 13 tunnels, if desired. One could be ½” wide and 1” MUSEUMS points (or 5 points for a tall, meaning it takes up ½ hex for every 1” it is Many teams have museums or other display Background Skill). long. One could even be ½” wide and ½” tall for areas — places where they keep souvenirs of their Sophisticated Lab: Skill every 1” in length, thus taking up ¼ of a hex per most important adventures, statues of members Roll 17-. Total cost: 19 1” length, but that’s really only suitable to fl ying who have fallen in the line of combat, and so on. points (or 8 points for a characters, people digging their way out of a prison, Th e size of a team’s museum is a very subjective Background Skill). smaller-than-normal PCs, or setups where there is choice; follow the guidelines listed for “Dining And Extremely Sophisticated a special Flight or Running gadget in place to carry Other Halls,” above, and then adjust to taste. Lab: Skill Roll 20-. Total an escapee to freedom. cost: 25 points (or 11 In any case, an Escape Tunnel could be bought OFFICES points for a Background Skill). with bonuses to the same Concealment Skill that A base should have one offi ce for any super goes into making a base hard to fi nd, but with the Incredibly Sophisticated member who wants one, one for every coordinator Lab: Skill Roll 23-. Total Partial Coverage Limitation applied to its cost. Th e of civilian staff , one for every important civilian cost: 31 points (or 14 Concealment Skill used this way makes all tunnel staff er (such as staff doctors), and one for every points for a Background entrances/exits diffi cult to fi nd. offi cer managing civilian super-agents. In addition, Skill). GARAGES/HANGARS most teams like to have conference rooms and a “situation room” which constitutes the team’s war/ Garages should have a minimum of two times ready room. the hexes necessary to house all vehicles intended Continued on next page Offi ces can be very small; 1 hex corresponds to be within them (based on the vehicles’ area in roughly to a cubicle-style offi ce, so that’s the mini- Champions 103 mum size required per person in an offi ce. A small- Coverage Limitation placed on any powers that Continued from last page ish offi ce in which someone can take visitors and pertain only to them (in the case of Attack Powers remain comfortable is about 6 hexes (4 hexes at and the like, re-title Partial Coverage as Only Within Waldos: A lab’s user (be it the Base’s computer 1¼-hex ceiling heights, plus an extra hex of closet/ Defi ned Area, meaning the attacks only work in or a character) can use storage space). Team leaders and master villains that specifi c room [they may not also take a No these artifi cial limbs may choose to have larger offi ces. Range Limitation]). So once you know how large to handle and move A bathroom attached to an offi ce takes up an area the facility takes up, a necessary calculation dangerous objects and about 1 hex for minimal facilities, 2 for full facilities when determining the value of the Partial Cover- substances. at a basic level of comfort, and more for very com- age Limitation, you’ll know how many hexes of the Extra Limbs (two or fortable facilities. base’s internal area to set aside. more mounted at neces- Oft en, a Training Facility has an offi ce and sary locations through- QUARTERS viewing area associated with it. Th at offi ce/viewing out the base). Total cost: 5 points. area is not part of the Training Facility and its area Bunkrooms: 1-2 hexes per person with permanent Hot Room: comes out of the area allotted for Offi ces (above). A specially- quarters. In a military setup, two or even three sealed room for storing people might share the same bunk, sleeping in rota- CARE AND FEEDING OF GROUNDS dangerous materials. tion, but in such a situation you should not allot A base does not have to have Grounds, but +6 DEF (18 Active less than 1 hex per person. Points); Partial Cover- do consider their virtues. Th ey can accommodate Standard Quarters: 6 hexes (4 hexes at 1¼-hex age (-2) (total cost: 6 swimming pools, picnic areas, parking lots, land- points) and Life Support height, plus 1 hex for closet/storage space) or more. ing strips, shooting ranges, riding areas, waterfalls, (Safe Environments: Th is is roughly equivalent to a smallish hotel room and many other features that do not add to a base’s High Radiation, Intense without a bathroom. For a private bathroom, add 1 defensibility or super-purpose but make it a much Cold, Intense Heat) (6 hex for minimal sink/toilet/shower stall facilities, 2 nicer place to visit or live. Active Points); Partial for average facilities, more for lavish facilities. Coverage (-2) (total cost: 2 points). Total VIP Quarters: 28 hexes (16 hexes at 1¼-hex height, cost: 8 points. plus 3 hexes for closet/storage space, plus 5 hexes LOCATION for comfortable bathroom facilities) or more. Bases can be situated in cities, suburbs, or TRAINING FACILITIES AND more distant locals, and can be at ground level, atop DANGER ROOMS PRISON BLOCKS the water, deep in the wilderness, fl oating in the A “danger room” is a Training facilities and prison blocks are nor- air, submerged beneath the sea, buried in the earth, training facility espe- cially designed for mally built as portions of the base with the Partial in outer space, or even conveniently tucked away in another dimension. Each superhumans. It features of these choices costs points equipment and obstacles suitable for persons of (except the “default value” of a superhuman capabili- city-based location at ground ties: weightlift ing sets level). measured in the tens Each of these choices of tons, rather than the off ers advantages and disad- hundreds of pounds; vantages to a superteam. a “jogging” track able to withstand the high City velocities generated speedsters and the Advantages: In a campaign weight of metallic char- whose adventures mostly take acters; and a workout place in a specifi c city, City room able to simulate placement puts the charac- superhuman combat. ters close to the scene of the Th at last point is partic- action. It also makes it easy to ularly important. Rela- take advantage of city utilities, tively ordinary things like multi-ton weight- services, and so forth. lift ing sets you can just Disadvantage: City placement assume are part of the is also sometimes problem- training facility without atic; not only is space at a defi ning them in rules terms, but a combat premium in cities, but a base simulator is something whose location is known to the characters building the public can more easily be a base should pay for. As attacked by villains, might be the text notes, typically picketed by protesters, and this means buying the so on. If the base’s location is Powers the danger room uses and applying the secret, the eff ort required to Partial Coverage/Only keep it concealed is greater, Within Defi ned Area owing to the higher concen- Limitation. Th e Advan- tration of population and traf- tages Variable Advantage fi c in its immediate vicinity. Whether it’s public or secret, Continued on next page 104 HERO SYSTEM 5TH EDITION

Continued from last page the heroes have to be more careful when fi ghts aloft can be catastrophic. Having to leave in a hurry and Variable Special in the base spill over into surrounding areas; this can be similarly dangerous, if the departee in ques- Eff ects can be applied placement increases the possibility innocents will tion does not know how to fl y. to the Powers as well, be hurt. thereby allowing them Underwater to simulate a wide vari- Suburb Advantages: An Underwater base has all the advan- ety of blasters and gad- Advantages: Suburban bases have most of the same tages of one that fl oats on water (above), with the gets. Th e Underwater advantages as City. In addition, they are far enough additional element of a greater opportunity for and Space example bases in this chapter both take away from the city’s center that it’s easy to have concealment and privacy. this approach with their larger facilities and grounds. Disadvantage: If hulled, an underwater base will fi ll danger rooms. Disadvantage: Suburbs are just far enough away rapidly, much to the discomfort of its residents. If A more versatile way of from the city to make getting there in times of it is deep enough and not maintained at a surface- doing the same thing crisis take a few (possibly crucial) moments longer. level atmospheric pressure, its inhabitants have to is to defi ne the danger In addition, if the base is secret, strange goings-on spend hours undergoing decompression before room as a Variable Power Pool. Th at really are more likely to be noticed by crime-watching leaving — simply teleporting to the surface would expands the scope of neighbors. be a very dangerous proposition for most supers. It training options avail- may be hard for help to reach the base, if needed. able to the heroes. On Distant the other hand, the Pool Advantages: Bases set up in distant areas — such Underground needs to be pretty big as farmland — allow for larger facilities, and they Advantages: Underground bases are compara- to account for all the are far enough away from prying eyes that normal tively easy to hide, making it possible to have large, devices in use, so this method gets expensive. levels of traffi c to and from them are not likely to sophisticated bases hidden in the midst of popula- For example: arouse suspicion. tion centers. Underground bases are diffi cult to Danger Room: Variable Disadvantage: Th ese sites are far enough away to invade; intruders must confi ne themselves to access Power Pool, 150 base + make it take a while to get to the scene of action routes the designers choose, or must have tunneling 75 control cost, Reduced even at nearby cities; such bases oft en benefi t from or teleportation abilities. Without very sophisti- Endurance (0 END; +½) the presence of a world-class teleportation device. cated sensor abilities, it is also diffi cult for enemies (262 points total); OIF to know about all exits (such as hidden escape tun- (all powers bought with Floating In Water nels). For these reasons, underground bases are a the VPP must have a Focus Limitation of -½ Advantages: Bases that fl oat can’t be reached casu- favorite among supervillains and master criminals; or greater; -½), Only ally; someone approaching them must do so by many superhero teams also fi nd them convenient. Within Defi ned Area boat or by swimming, and those approaches are Disadvantage: Underground bases have few disad- (value varies based on comparatively easy to detect. In addition, supers vantages. If they do not possess seismic sensors, it is relative size, for this example assume -2). attached to such bases can participate in regular possible for enemies to tunnel up to them without Total cost: 225 points. water-related recreation. being noticed; and the lack of picture windows will Appropriate Powers Disadvantage: Floating bases can be induced to occasionally depress the occupants. for a Danger Room sink, which is a tremendous nuisance. In Space VPP include any Attack Power, Change Environ- Deep Wilderness Advantages: Considering that it costs govern- ment, Force Wall, and Advantages: Th is site is far away from civilization ments billions of dollars to mount a space program, Summon (the latter to of any sort, dozens or hundreds of miles from the supers building a base in space can be certain that create robots and the unannounced visitors fall into one of three catego- like for the characters to nearest road, surrounded by rough country. Its fi ght). Th e GM should remoteness makes it diffi cult for people to visit ries: space aliens, astronauts, and supers equipped also consider allowing casually, and gives the team enough open sur- with spacefl ight. Th is keeps visitors to a minimum the Danger Room to roundings to play a good game of super-powered and makes identifying them comparatively easy. buy negative Skill Levels golf. Bases in space are also diffi cult for governments to through its VPP, though regulate, giving superteams a measure of autonomy that’s not normally Disadvantage: On the down side, the base’s sur- they cannot experience when headquartered within allowed. roundings are so vast they’re impossible to monitor a nation’s boundaries. Danger rooms oft en eff ectively. People can travel or camp for days on make for interesting the land without knowing they’re trespassing, and, Disadvantage: For most supers, it’s a long trip plot points. For example, if there, can witness superhero comings and goings home, and for many it’s not advisable to go outside villains invading the without intending to. Also, if the base population for a walk; the environment is a very dangerous base may get trapped one. in them by the heroes gets in trouble, help could be a long time in coming. and pummelled on by Airborne Another Dimension the machinery — or a sneaky villain may Advantages: Th is type of base stays up in the air. Advantages: Even more so than with outer space reprogram the danger It might be a very large vehicle, such as a zeppelin, bases, alternate dimension bases are diffi cult for room to really pose a or might be as immobile as any ground base — for enemies or even casual visitors to fi nd; they require danger to the heroes! instance, a magical castle built atop a cloud, or a magical/mystical/high-order physics knowledge to city held aloft by antigravity generators. Its aerial gain access. Given the correct choice of an alternate nature makes it diffi cult to access, and it’s certainly dimension, a base can have more room available a prestigious home address. to it than in most other environments, and can be situated in very colorful, visually interesting sur- Disadvantage: As with “Floating In Water” bases, roundings. having a sudden failure of the system that holds it Champions 105

Disadvantage: Alternate dimensions are sometimes ing. Th is means one or more mechanics inevitably SECURITY GADGETS develop some sort of personal relationship with occupied or visited by very strange beings who Worried about the secu- might resent the construction of a headquarters that super. It could be just a cordial friendship, or rity in your base? Try there, putting the heroes in the position of defend- perhaps it becomes romantic. In either case, what these fi ne gadgets! Take ing their base from beings with unpredictable happens when (for example) the NPC asks the a look at the sample motives and powers. superhero for an ethically ambiguous favor? bases in this chapter for Many superheroes use the base computers other ideas. constantly and need new programs to perform Basic Security: Security NON-PLAYER CHARACTERS tasks. Th ey may be able to write those programs Systems 11-. Total cost: themselves, but the base still needs an information 7 points. Bases sometimes have staff s of employees. manager to make sure those programs interact High Security: Security Th ese NPCs, most of them normal humans, with one another and with the operating system in Systems 14-. Total cost: 13 points. become regular parts of the lives of the base’s a friendly fashion. So the base ought to have one superheroes. Th ey can also become useful tools head programmer, and that person will interact Advanced Security: through which the GM brings the heroes into sce- Security Systems 17-. with the computer-using supers a lot. Lots of plot Total cost: 19 points. narios. and subplots could arise from the relationship. Extremely Advanced TYPES OF NPCS Just passing through the front gate and past Security: Security Sys- Base NPCs fall into fi ve basic categories: the main security post every day, sometimes sev- tems 20-. Total cost: 25 eral times a day, gives the superheroes a fi rst-name points. Building Staff: Th ese are personnel who take care acquaintanceship with the guard most oft en found Ultra-Advanced Security: of the base and its components, including vehicular on duty there. Th at provides the GM with the Security Systems 23-. components. Th ey include mechanics, electricians, opportunity to develop the NPC further. Total cost: 31 points. repairmen, engineers, groundsmen and gardeners, Once these sorts of personal relationships Intruder Zapper: pool-boys, janitors, and the like. begin forming, they can take specifi c shape. See Installed in doors and Service Staff: Th ese people take care of the other NPC Roles, page 177, for a description of possible other secured objects, shapes. Intruder Zappers deliver people on site. Th ey include butlers, maids, house- a non-lethal electric keepers, cooks, personal trainers, security guards, shock to anyone who receptionists, medical personnel, and so on. tries to get through the Enforcement: Depending on the exact nature of TECHNOLOGY door without proper authorization or means the superteam and its base, there may also be an Bases are also loaded with high-tech gadgets of access (i.e., who enforcement arm — a small paramilitary or police that help superheroes accomplish their goals. Typi- fails a Lockpicking or force, for instance. Skilled security guards or jailers cal gadgets include long-range teleporters (to get Security Systems roll to may also fi t into this category instead of Service supers from one end of the world to the other in covertly penetrate the Staff . Th ese tend to be the most competent of base no time), news-harvesting computers, training door). Some variants are NPCs, though of course nowhere near as powerful facilities that simulate the powers of supervillains deadly (i.e., they lack the NND Advantage, but or capable as the heroes themselves. (thus letting heroes prepare for specifi c foes), auto- have the No Knockback Family: Master villains and the like sometimes mated medical facilities, hand-held nuclear reac- Limitation). house their families in bases, though this is usually tors, devices that recreate the circumstances under Energy Blast 12d6, NND the exception rather than the rule. which supers obtained their powers, devices to seek (defense is insulated out people with specifi c sets of powers, and more. rED; +1), Trigger (failed Pets: Finally, superhumans and other base inhabit- Th e example bases below include many types of Lockpicking or Secu- ants can have pets on-site. Th ese can be a master superhero-style technology. rity Systems roll; +¼) villain’s pampered white cat, a wilderness hero’s (135 Active Points); IIF trusty wolf, a madman’s victim-devouring mutant Immobile (-1¼), No octopus, or (stretching the defi nition only a little) a Things Characters Range (-½), 6 Charges (- bad guy’s kept woman/kept man. ¾). Total cost: 39 points. Don’t Have To Pay For Anaesthetic Gas Projector: When creating NPCs for a base, give some Th is device Th ere are also features Base designers don’t projects knockout gas thought to what position they fulfi ll in the team’s/ have to account for with points. Th ey include: into a large area (typi- mastermind’s organization. If you do, no NPC will Access. cally a single room). seem inappropriate when found on-base. Doors, airlocks, hatches, hangar doors, and so on don’t cost points. However, security on them Energy Blast 6d6, NND CAMPAIGN ROLES (making them harder than normal to get through (defense is LS: Self- Contained Breathing; Beyond just their positions within the orga- without authorization, for example) does cost +1), Area Of Eff ect (12” nization’s hierarchy, every base NPC who appears points, as does concealing them. Radius; +1¼) (97 Active repeatedly in the game ought to develop additional Basic Infrastructure. A base is wired for electricity Points); IIF Immobile roles within the campaign. Th e GM doesn’t have (-1¼), No Range (-½), and telephones (unless that’s impossible for some Only Within Defi ned to decide on those roles initially; in fact, many will reason). It has a typical heating, air conditioning, Area (value varies, develop naturally as the character interacts more ventilation system. It’s connected to the sewers or a assume -2), 12 Charges and more with the PCs. septic tank. None of these things cost points, unless (-¼). Total cost: 19 Here are some examples of how this comes the characters want to “jazz them up” (for example, points. about. Suppose a superhero tends to damage his create an HVAC system so powerful and sophisti- super-car a lot. Consequently, the vehicle spends cated that it functions as various types of Life Sup- Continued on next page a lot of time in the shop, and the superhero oft en port for the entire base). goes down there to see how repairs are progress- 106 HERO SYSTEM 5TH EDITION

Continued from last page Decorations And Furnishings. Th e color and quality cal one includes a mechanic, an electronics tech, a librarian/archivist, three security specialists (one Capturefoam Projector: of a base’s furnishings don’t require point expen- Th is device projects a ditures (unless they have some other purpose — a each for three work shift s), a butler/valet, and a sticky, motion-impeding divan that fl ies a superhero to the scene of trouble very well-paid janitor/housekeeper. All of them are foam into a large area at Mach 1 would cost points, of course). issued body armor, a pistol, and a hands-free radio (typically a single room). Entertainments. Books, games, music CDs (and the headset, not because they are expected to go into Entangle 6d6, 9 DEF, players required to play them), and so forth don’t combat, but because the team wants to aff ord them Area Of Eff ect (16” an improved chance to survive and escape in case a Radius; +1¼) (169 cost points. Sometimes characters purchase a data- base of entertainments as a Knowledge Skill for a disaster visits the base. Active Points); IIF Th e butler/valet lives on-site and has compara- Immobile (-1¼), No computer, but that’s only for entertainments that Range (-½), Only have the additional convenience of being search- tively light duties, but is expected to be available Within Defi ned Area able by or playable on a computer system. any time he is called on; his job includes keeping (value varies, assume the other staff ers coordinated and managing their -2), 12 Charges (-¼). time, picking up or arranging for the pickup of Total cost: 34 points. SAMPLE BASES food and supplies, and ushering costumed madmen who have just teleported unexpectedly into the base Below are three sample superhero bases. You to the situation room where the team members can can use them as-is in a campaign, modify them to meet them. meet your specifi c needs and those of the teams they will serve, or use them strictly as examples for URBAN BASE construction of bases unique to your campaign. Val Char Cost Notes 8 BODY 6 144” Size 14 -8 DCV; no Grounds Urban Base 16 DEF 42 Total Characteristic Cost: 62 Th is is an example of a modest superhero/ Abilities & Equipment supervillain base situated within the city. Cost Power END Th is base is comparatively small; it has enough room for living quarters for team members, offi ce 20 Location: City, Underground 0 and lab space for members and employees, a small 21 Hidden: Concealment 18- 0 garage/hangar for vehicles, and so on. It’s not set 8 Generator: Endurance Reserve (100 END, up to house a full-sized team jet. It constitutes a 10 REC); OIF Immobile (-1½) 0 Muster Point for a team. 3 Heating/Air Conditioning: Life Support Th is is a hidden and underground base, (Safe Environments: Intense Heat, designed to be situated beneath a skyscraper, a city Intense Cold); Costs Endurance (-½) 1 park, or the like. Its exits to the world above are 7 Sealable Environment: Life Support secret ones, such as a hidden tunnel opening onto (Self-Contained Breathing); Costs a subway track, an elevator exiting into an unused Endurance (-½) 2 closet of the building above, a ramp leading into a 5 Communications System: HRRP; OIF restricted-access corner of a parking garage, and so Immobile (-1½) 0 on. Anyone searching for the base must overcome 27 Sensors: Clairsentience (Sight and an 18- Concealment roll. Hearing Groups), 16x Range (2,400”), Th is is a comparatively sturdy base, with DEF Reduced Endurance (0 END; +½); 16 and BODY 8, though it lacks really esoteric OAF Immobile (cameras and monitor defenses such as teleportation shields or dimen- station; -2) plus Infrared Perception sional-breach detectors. However, it does have (Sight Group); OAF Immobile (same; -2), a comprehensive system of visual and auditory Linked (to Clairsentience; -½) plus sensors covering the inside of the base as well as Ultraviolet Perception (Sight Group); nearby external locations of note (the base’s Con- OAF Immobile (same; -2), Linked (-½) 0 cealment applies to this); the sensors have their 13 Laboratories: 13 points’ worth of own internal power supply, so they keep operating laboratories (player’s choice) even if the Generator is destroyed (this is simulated Total Abilities & Equipment Cost: 104 by applying the Reduced Endurance (0 END) Limi- Total Base Cost: 166 tation to the cameras). Th e relatively low total cost of the base means Value Disadvantages the facility is aff ordable even by novice teams. Th e To be chosen by the players (if any) total cost to the team would be 33 points divided among all the team members. Th e team must pay Total Disadvantage Points: 0 for its computer and staff (Followers) separately. Total Cost: 166/5 = 33 Th e Urban Base’s computer is a modest one, capable of keeping track of and fi ling news reports received over the base radio system, of maintaining a database about world supers, and so forth. Th e base has a staff of civilian workers (typically eight, bought as Followers). Th e GM can choose any confi guration for the staff , but a typi- Champions 107

URBAN BASE COMPUTER URBAN BASE STAFF Val Char Cost Roll Notes Val Char Cost Roll Notes 13 INT 3 12- PER Roll 12- 10 STR 0 11- Lift 100 kg; 2d6 [1] 10 DEX 0 11- OCV: 3/DCV: 3 12 DEX 6 11- OCV: 4/DCV: 4 2 SPD 0 Phases: 6, 12 10 CON 0 11- Total Characteristic Cost: 3 10 BODY 0 11- 13 INT 3 12- PER Roll 12- Abilities & Equipment 10 EGO 0 11- ECV: 3 Cost Power 10 PRE 0 11- PRE Attack: 2d6 3 Cryptography 12- 10 COM 0 11- 5 AK: Earth 14- 5 AK: Home Nation 14- 3 PD 1 Total cost: 3 PD (0 rPD) 5 CK: Campaign City 14- 2 ED 0 Total cost: 2 ED (0 rED) 2 KS: Archived Recent News 11- 2 SPD 0 Phases: 6, 12 4 KS: Current News 13- 4 REC 0 3 KS: Superheroes 12- 20 END 0 4 KS: Supervillains 13- 20 STUN 0 Total Characteristic Cost: 10 2 KS: World Celebrities/Politicians 11- 2 KS: World History 11- Movement: Running: 6”/12” 2 KS: World Politics 11- 2 Navigation (Land) 12- Cost Powers END 2 SS: Mathematics 11- 10 Body Armor: Armor (8 PD/8 ED); OIF 3 Systems Operation 12- (-½), Activation Roll 15- (-¼), Real Armor (-¼), Half Mass (-½) 0 Programs 9 Pistol: RKA 1d6+1, 4 clips of 16 Charges 1 Monitor Camera System, Report Anomalies each (+¼); OAF (-1), Beam (-¼), No 1 Plot Distance, Travel Times Between KB (-¼), Real Weapon (-¼) [16] Specifi ed Locations 8 Radio Headset: Radio Perception/ 1 Scan and Enter Data Transmission; IIF (-¼) 0 1 Search Reference Material For Information On A Topic Skills 1 Send Emergency Call to Team Members If 3 Duty-Based Skill 12- Specifi ed Protocols Are Not Met 3 Duty-Based Skill 12- 3 Duty-Based Skill 12- Talents 2 Personality Skill 11- 3 Clock: Absolute Time Sense 2 Personality Skill 11- 5 Memory: Eidetic Memory 3 Calculator: Lightning Calculator Total Powers & Skill Cost: 40 3 Instant-On Feature: Lightsleep Total Cost: 50 4 Scanner: Speed Reading (x10) 50+ Disadvantages Total Abilities & Equipment Cost: 67 To be chosen by the players (if any) Total Computer Cost: 70 Total Disadvantage Points: 0 Value Disadvantages Total Cost: 50/5 = 10 To be chosen by the players (if any) Underwater Base Total Disadvantage Points: 0 Total Cost: 70/5 = 14 Th is base is larger and more functional than the Urban Base. It serves as an Operations Center, and may be located in any body of water. It is assumed to be in a lake, river, or ocean immediately adjacent to the campaign city. For it to be a few miles out from the city (Suburbs) would cost +5 points; to be many miles out (Distant) would cost +10 points. If built close to a city, it has a tunnel access to the city’s surface; if built farther out, the base either needs vehicles capable of transporting team members to distant points relatively quickly, or a powerful teleporter such as the one shown for the Space Base (below). Unlike the Urban Base, this base has a Cell Block, an area where the team can hold captured villains temporarily. Th e Cell Block has higher DEF 108 HERO SYSTEM 5TH EDITION

than the rest of the base, and no one can Teleport Reduced Endurance (0 END; +½); OAF into or out of it (unless their Teleportation has Immobile (cameras and monitor three or more levels of Armor Piercing). Psychic station; -2) plus Infrared Perception Energy Insulation in the walls makes it diffi cult to (Sight Group); OAF Immobile (same; -2), use Mental Powers in or through the Cell Block. Linked (to Clairsentience; -½) plus If detainees attempt to escape, the team can use Ultraviolet Perception (Sight Group); an Artifi cial Gravity Pinner to make it diffi cult or OAF Immobile (same; -2), Linked (-½) 0 impossible for anyone in the Cell Block to move 8 Sonar: Active Sonar (Hearing Group), (on the average, a person trapped in the artifi cial Increased Arc Of Perception (360 gravity fi eld needs STR 40 to even move). Degrees); OIF Immobile (-1½) 0 Th e base’s other major feature is a 200-hex 1 Sound Pickups: Ultrasonic Perception “danger room,” or training facility designed for (Hearing Group); OIF Immobile (-1½) 0 superhumans. Th e danger room has high-DEF 4 Sound Pickups: +5 PER with Hearing walls, and mounted in and behind the walls are a Group; OIF Immobile (-1½) 0 variety of weapons — they can surround a hero 18 Laboratories: 18 points’ worth of with Darkness, hit him with low-yield Energy laboratories (player’s choice) Blasts, wrap him up in nets, create energy walls in 12 Cell Block: DEF +8, Cannot Be Escaped front of him, and create holograms of his enemies, With Teleportation (x2; +½); Partial teammates, or obstacles appear around him. It’s not Coverage (15 hexes; -2) 0 enough to hurt most superhumans, but can give 7 Cell Block Psychic Energy Insulation: them a workout. Mental Defense (20 points); Partial Th e base has no weapons, but can channel Coverage (15 hexes; -2) 0 electricity into its exterior shell as a tactic to shock 37 Cell Block Artifi cial Gravity Pinner: oversized sea-life or unwary supervillains who Telekinesis (40 STR), Aff ects Desolidifi ed come into contact with it. But this is only a token (+½), Area Of Eff ect (Any Area Of 9”; +1); defense; the base chiefl y depends on its superheroes Only To Pull Objects Straight Down To to defend it. Th e Floor (-1), Only Within Defi ned Th e base’s computer has a greater process- Area (15 hexes; -2) 15 ing capacity (i.e., INT) than its counterpart in the 15 Danger Room: DEF +14; Partial Urban Base, and adds some databases related to its Coverage (200 hexes; -1¾) 0 environment that make it easier for its operators 5 Danger Room Darkness Generators: to distinguish between natural events and poten- Darkness to Sight Group 2” radius; OIF tial enemy action in the base’s vicinity. Th e base is Immobile (-1½), Only Within Defi ned larger, and so needs more personnel (who are the Area (200 hexes; -1¾) 2 same as those in the Urban Base). 14 Danger Room Blasters: Energy Blast 8d6, Th e cost of this base makes it inconveniently Variable Special Eff ects (+½); OIF expensive for most beginning superteams, but is Immobile (-1½), Only Within Defi ned appropriate to a team that has built up some expe- Area (200 hexes; -1¾) 4 rience and fi nds that its original base is no longer 9 Danger Room Net Projectors: Entangle adequate for its needs. 4d6, 4 DEF; OIF Immobile (-1½), Only Within Defi ned Area (200 hexes; -1¾) 4 UNDERWATER BASE 13 Danger Room Forcewall Generators: Force Val Char Cost Notes Wall (8 PD/8 ED; 8” and 2” tall); OIF 8 BODY 6 Immobile (-1½), Only Within Defi ned 5,000” Size 28 -13 DCV; no Grounds Area (200 hexes; -1¾) 6 16 DEF 42 Total Characteristic Cost: 76 10 Danger Room Hologram Generators: Sight Group Images, -5 to PER Rolls, Abilities & Equipment Increased Size (8” radius; +¾); OIF Cost Power END Immobile (-1½), Only Within Defi ned 15 Location: City, Underwater 0 Area (200 hexes; -1¾) 4 21 Hidden: Concealment 18- 0 12 Generator: Endurance Reserve (100 END, Total Abilities & Equipment Cost: 332 20 REC); OIF Immobile (-1½) 0 Total Base Cost: 408 88 Electrifi ed Outer Shell: Energy Blast 8d6, Continuous (+1), Damage Shield (+½), Value Disadvantages Reduced Endurance (½ END; +¼); To be chosen by the players (if any) No KB (-¼) 5 9 Life Support Systems: Life Support Total Disadvantage Points: 0 (Self-Contained Breathing, Safe Total Cost: 408/5 = 82 Environment: High Pressure, Intense Cold); Costs Endurance (-½) 2 5 Communications System: HRRP; OIF Immobile (-1½) 0 29 Sensors: Clairsentience (Sight and Hearing Groups), 32x Range (4,800”), Champions 109

UNDERWATER BASE COMPUTER Val Char Cost Roll Notes 23 INT 13 14- PER Roll 14- 10 DEX 0 11- OCV: 3/DCV: 3 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 13

Cost Skills 3 Cryptography 14- 5 AK: Earth 16- 5 AK: Home Nation 16- 5 CK: Campaign City 16- 2 KS: Archived Recent News 11- 4 KS: Current News 15- 5 KS: Oceanographic Data 16- 4 KS: Sounds of Underwater Life Forms 15- 3 KS: Superheroes 14- 4 KS: Supervillains 15- 2 KS: World Celebrities/Politicians 11- 2 KS: World History 11- 2 KS: World Politics 11- 2 SS: Mathematics 11- 2 Navigation (Marine Navagation) 14- 3 Systems Operation 14-

Programs 1 Monitor Camera System, Report Anomalies 1 Monitor Sonar System, Report Anomalies 1 Plot Distance, Travel Times Between Specifi ed Locations 5 Run Programmed Danger Room Simulation (Up to 5 Resident In Memory) 1 Scan and Enter Data 1 Search Reference Material For Information On A Topic 1 Send Emergency Call to Team Members If Specifi ed Protocols Are Not Met

Talents 3 Clock: Absolute Time Sense 5 Memory: Eidetic Memory Space Base 3 Calculator: Lightning Calculator 3 Instant-On Feature: Lightsleep Very experienced and powerful teams, or those 4 Scanner: Speed Reading (x10) who need to be able to operate with an autonomy not possible if they are headquartered within Total Abilities Cost: 82 national boundaries, may choose to build a base in Total Computer Cost: 95 space — either in Earth orbit or on some mass such as the Moon. Th e base below presumes an orbital Value Disadvantages placement, but the only change needed to make it a To be chosen by the players (if any) lunar or asteroid base is elimination of the maneu- vering thrusters. Th is is an Operations Center; Total Disadvantage Points: 0 increase the size of its staff and make a lot of them Total Cost: 95/5 = 19 super-agents, and it becomes a Military Base. To the functions of the Underwater Base, the Space Base adds Artifi cial Gravity (which can be turned off , and becomes disabled if power is interrupted), an imaging device for the War Room (that allows detailed holographic 3-D presenta- tions of such things as landing zones, enemy bases, national events, and so forth), a core chamber that has its own artifi cial gravity, generator, life support, and communications (in case of disaster, the base complement can retreat there to stage operations or wait for rescue), and a teleportation device that can transport up to 16 team members and other 110 HERO SYSTEM 5TH EDITION

personnel to anywhere on Earth. 5 Core Chamber — Backup Life Support Th is base loses the underwater base’s electri- Systems: Life Support (Self-Contained fi ed hull and replaces it with an exterior blaster Breathing, Safe Environment: High cannon that is suffi cient to damage to many types Pressure, High Radiation, Intense Cold, of attacking spacecraft , and a set of internal neural Intense Heat, Low Pressure/Vacuum); zappers that are adequate to render many attackers Costs Endurance (-½), Partial Coverage unconscious. (50 hexes; -2) 2 With the move to space, the team can aff ord 3 Core Chamber — Backup Communications a self-aware computer system. Th is AI has all the System: HRRP; OIF Immobile (-1½), facilities of the other bases’ computers, but adds Partial Coverage (50 hexes; -2) 0 extensive databases of movie, music, and game 55 Team Teleporter: Multipower, 137-point entertainments (helpful to staff members who stay reserve, all OIF Immobile (-1½) on duty there for protracted periods of time), the 5u 1) Near Vicinity Teleportation: ability to handle base communications and arrange Teleportation 40”, x32 Noncombat, x16 for the teleportation in of team members and staff - Increased Mass; OIF Immobile (-1½) 12 ers whose identities it confi rms, a sophisticated 3u 2) Earth To Base Teleportation: Teleporta- conversation program, and the like. tion 5”, x16 Increased Mass, MegaScale Th e staff ers of the Space Base are the same as (1” = 100,000 km, move to any point up to for the Urban Base, but there should be 64 of them, 1 km away; +1¾); OIF Immobile (-1½) 14 with at least half being on-duty at any given time. 5 Maneuvering Th rusters: Flight 10”; OIF Most live on the station for months-long shift s. Immobile (-1½), Extra Time (1 Turn; -1¼) 1 5 Polarized Exterior Windows: Sight Group SPACE BASE Flash Defense (10 points); Only Protects Val Char Cost Notes Versus Exterior Flashes Against Interior 8 BODY 6 Personnel (-1) 0 5,000” Size 28 -13 DCV; no Grounds 18 Laboratories: 18 points’ worth of 16 DEF 42 Total Characteristic Cost: 76 laboratories (player’s choice) 12 Cell Block: DEF +8, Cannot Be Escaped Abilities & Equipment With Teleportation (x2; +½); Partial Cost Power END Coverage (15 hexes; -2) 0 35 Location: Distant, In Space 0 7 Cell Block Psychic Energy Insulation: 12 Generator: Endurance Reserve (100 END, Mental Defense (20 points); Partial 20 REC); OIF Immobile (-1½) 0 Coverage (15 hexes; -2) 0 7 Artifi cial Gravity: Telekinesis (10 STR); 37 Cell Block Artifi cial Gravity Pinner: Only To Pull Objects Straight Down To Telekinesis (40 STR), Aff ects Desolidifi ed Th e Floor (-1) 1 (+½), Area Of Eff ect (Any Area Of 9”; +1); 13 Life Support Systems: Life Support (Self- Only To Pull Objects Straight Down To Contained Breathing, Safe Environment: Th e Floor (-1), Only Within Defi ned Area High Pressure, High Radiation, Intense (15 hexes; -2) 15 Cold, Intense Heat, Low Pressure/ 15 Danger Room: DEF +14; Partial Coverage Vacuum); Costs Endurance (-½) 2 (200 hexes; -1¾) 0 5 Communications System: HRRP; OIF 5 Danger Room Darkness Generators: Immobile (-1½) 0 Darkness to Sight Group 2” radius; OIF 3 Situation Imager: Sight Group Images, Immobile (-1½), Only Within Defi ned Increased Size (2” radius; +¼); OIF Area (200 hexes; -1¾) 2 Immobile (-1½), Only Within Defi ned 14 Danger Room Blasters: Energy Blast 8d6, Area (10 hexes; -2) 1 Variable Special Eff ects (+½); OIF 29 Sensors: Clairsentience (Sight and Hear- Immobile (-1½), Only Within Defi ned ing Groups), 32x Range (4,800”), Reduced Area (200 hexes; -1¾) 4 Endurance (0 END; +½); OAF Immobile 9 Danger Room Net Projectors: Entangle (cameras and monitor station; -2) plus 4d6, 4 DEF; OIF Immobile (-1½), Only Infrared Perception (Sight Group); OAF Within Defi ned Area (200 hexes; -1¾) 4 Immobile (same; -2), Linked (to Clairsen- 13 Danger Room Forcewall Generators: tience; -½) plus Ultraviolet Perception Force Wall (8 PD/8 ED; 8” and 2” tall); (Sight Group); OAF Immobile (same; -2), OIF Immobile (-1½), Only Within Linked (-½) 0 Defi ned Area (200 hexes; -1¾) 6 22 Radar Array: Radar (Radio Group), 10 Danger Room Hologram Generators: Discriminatory, Increased Arc Of Sight Group Images, -5 to PER Rolls, Perception (360 Degrees), Telescopic Increased Size (8” radius; +¾); OIF (+30 versus Range Modifi er); OIF Immobile (-1½), Only Within Defi ned Immobile (-1½) 0 Area (200 hexes; -1¾) 4 4 Core Chamber — Backup Artifi cial 48 Exterior Defensive Blaster: Energy Blast Gravity: Telekinesis (10 STR); Only To 12d6, 4 clips of 125 Charges each (+1); Pull Objects Straight Down To Th e Floor OIF Immobile (-1½) [125] (-1), Partial Coverage (50 hexes; -2) 1 15 Exterior Defensive Blaster: 7 more Champions 111

Blasters, as above, spaced equidistantly 3 KS: Superheroes 14- around the base’s hull [125] 4 KS: Supervillains 15- 24 Internal Neural Tranquilizer: Energy 2 KS: World Celebrities/Politicians 11- Blast 6d6, NND (defense is having a 2 KS: World History 11- neural system markedly diff erent from 2 KS: World Politics 11- humans’ or wearing a team-member 2 SS: Mathematics 11- radio; +1); OIF Immobile (located in 2 Navigation (Space) 14- command center/situation room; -1½), 4 PS: Communications Coordinator 15- 16 Charges (-0) [16] 2 PS: Game-Player 11- 15 Internal Neural Tranquilizer: 7 more 3 Systems Operation 14- Tranquilizers, located at strategic points throughout the base (core chamber, Programs teleporter room, hangar, four important 1 Monitor Camera System, Report Anomalies hallways) [16] 1 Monitor Communications System, Report Anomalies Total Abilities & Equipment Cost: 453 1 Monitor Radar System, Report Anomalies Total Base Cost: 529 1 Perform Teleport Pickup Of Authorized Personnel On Demand Value Disadvantages 1 Plot Distance, Travel Times Between To be chosen by the players (if any) Specifi ed Locations 5 Run Programmed Training Facility Total Disadvantage Points: 0 Simulation (Up to 5 Resident In Memory) Total Cost: 529/5 = 106 1 Scan and Enter Data 1 Search Reference Material For Information SPACE BASE COMPUTER On A Topic Val Char Cost Roll Notes 1 Send Emergency Call to Team Members If 23 INT 13 14- PER Roll 14- Specifi ed Protocols Are Not Met 15 EGO 10 12- ECV: 5 13 DEX 9 12- OCV: 4/DCV: 4 Talents 3 SPD 7 Phases: 4, 8, 12 3 Clock: Absolute Time Sense Total Characteristic Cost: 39 5 Memory: Eidetic Memory 3 Calculator: Lightning Calculator Cost Skills 3 Instant-On Feature: Lightsleep 9 Conversation 12- 4 Scanner: Speed Reading (x10) 3 Cryptography 14- 5 AK: Earth 16- Total Abilities Cost: 106 5 AK: Home Nation 16- Total Computer Cost: 145 5 CK: Campaign City 16- 2 KS: Archived Recent News 11- Value Disadvantages 4 KS: Current News 15- To be chosen by the players (if any) 4 KS: Known Alien Races 15- 4 KS: Movies Database 15- Total Disadvantage Points: 0 3 KS: Music Database 14- Total Cost: 145/5 = 29 5 KS: Space Data 16- 112 HERO SYSTEM 5TH EDITION VEHICLES

uperhero vehicles tend to serve one or both Abilities & Equipment of the following functions in a campaign... Cost Power END and before a character buys one, he should 75 Jet Engines: Flight 10”, x125 Noncombat, Sfi nd out from the GM whether the GM wants 1 Continuing Fuel Charge (1 Day; +½) [1cc] a vehicle fulfi lling those functions. (Th e GM may 16 Sealed Environment: Life Support prefer that the character have those functions (Self-Contained Breathing, Safe Environ- as part of his powers instead.) Th ese functions ments: Low Pressure/Vacuum, Intense include: Heat, Intense Cold) 0 Getting To Where The Action Is. Th is function 6 Communications System: HRRP; helps a hero who does not have the power neces- OIF Bulky (-1) 0 sary to get from point to point in a timely fashion. 19 Radar Array: Radar (Radio Group), Th is feature is especially appropriate for team vehi- Discriminatory, Increased Arc Of cles, to carry the entire team across long distances Perception (360 Degrees), Telescopic (+14 (such as transcontinental trips or voyages to diff er- versus Range Modifi er); OIF Bulky (-1) 0 ent star systems). Otherwise, some characters may have to resort to asking other characters to carry Total Abilities & Equipment Cost: 116 them, or get left behind. Total Vehicle Cost: 200 Fighting And Rescuing. Th is sort of vehicle serves as an extension of the character, providing Value Disadvantages him with combat functionality he does not ordi- To be chosen by the players (if any) narily have. Th ere is a long tradition of supers using such vehicles (especially if the hero is essentially Total Disadvantage Points: 0 human), and vehicles of this type tend to be small Total Cost: 200/5 = 40 one- and two-person craft . TEAM TRANSPORT COMPUTER Val Char Cost Roll Notes SAMPLE VEHICLES 13 INT 3 12- PER Roll 12- 10 DEX 0 11- OCV: 3/DCV: 3 Each of the following vehicles is described 2 SPD 0 Phases: 6, 12 both in game terms and in terms of its function Total Characteristic Cost: 3 within a campaign. TEAM TRANSPORT Cost Skills 5 AK: Earth 14- Th is vehicle is a super-tech jet aircraft large 5 AK: Home Nation 14- enough to carry a good-sized team around and get 2 Navigation (Air) 12- them quickly to where the action is. Th is vehicle has minimal computational power — just enough Programs for it to navigate and to recognize when it has been 1 Monitor Radar System, Report Lock-Ons acquired by another vehicle’s radar lock. 1 Monitor Radio System, Report Team Alert TEAM TRANSPORT Codes Val Char Cost Notes 1 Plot Distance, Travel Times Between 60 STR 0 Lift 100 tons; 12d6 HTH Specifi ed Locations 20 BODY 0 1 Search Reference Material For Information 10”x5” Size 50 Mass 100 tons; -10 KB; -6 DCV On A Topic 8 DEF 18 13 DEX 9 OCV: 4/DCV: 4 Talents 3 SPD 7 Phases: 4, 8, 12 3 Clock: Absolute Time Sense Total Characteristic Cost: 84 5 Memory: Eidetic Memory 3 Calculator: Lightning Calculator Movement: Ground: 6”/12” 3 Instant-On Feature: Lightsleep Flight: 10”/1,250” Total Abilities Cost: 30 Total Computer Cost: 33 Champions 113

Value Disadvantages SUPERCAR To be chosen by the players (if any) Val Char Cost Notes 25 STR 0 Lift 800 kg; 5d6 HTH Total Disadvantage Points: 0 13 BODY 0 Total Cost: 33/5 = 7 2”x1” Size 15 Mass 800 kg; -3 KB; -2 DCV TEAM TRANSPORT OPTIONS 10 DEF 24 18 DEX 24 OCV: 6/DCV: 6 Th e standard Team Transport is very confi gu- 4 SPD 12 Phases: 3, 6, 9, 12 rable. A team purchasing a Team Transport can Total Characteristic Cost: 75 modify it with any and all of the following options, if they can aff ord the point cost. Movement: Ground Movement: 21”/168”

Cost Optional System END Abilities & Equipment 20 Aquatic Mode: Swimming 15”, x4 Cost Power END Noncombat 0 40 Engine: Ground Movement +15” 90 Autoblaster I: Energy Blast 12d6, No (21” total), x8 Noncombat 0 Range Penalty (+½), Autofi re (5 shots; +½), 6 Communications System: HRRP; 250 Charges (+1) (180 Active Points); OIF Bulky (-1) 0 OIF Bulky (-1) [250] 2 Nightsight Systems: Nightvision; OIF 60 Autoblaster II: RKA 2½d6, No Range Bulky (-1) 0 Penalty (+½), Autofi re (5 shots; +½), 250 5 Headlights: Sight Group Images, Increased Charges (+1) (120 Active Points); OIF Size (8” Cone; +½), Reduced Endurance Bulky (-1) [250] (0 END; +½); OIF Bulky (-1), Only To 36 Disguised Mode: Shape Shift (Sight, Create Light (-1), Limited Arc Of Use (60 Hearing, Touch, and Radio Groups, up Degrees forward, same horizontal level; -¾) 0 to four predefi ned shapes), Reduced 4 Heating/Air Conditioning: Life Support Endurance (0 END; +½) 0 (Safe Environments: Intense Heat, 30 Drill Mode: Tunneling 6” through Intense Cold) 0 DEF 6 materials 0 2 Insulated Cockpit/Cabin: Hearing Group Total Abilities & Equipment Cost: 57 Flash Defense (5 points) (5 Active Points); Total Vehicle Cost: 132 Only Protects Versus Exterior Flashes Against Interior Personnel (-1) 0 Value Disadvantages 5 Polarized Windows: Sight Group Flash To be chosen by the players (if any) Defense (10 points) (10 Active Points); Only Protects Versus Exterior Flashes Total Disadvantage Points: 0 Against Interior Personnel (-1) 0 Total Cost: 132/5 = 26 30 Space Travel: FTL Travel (1,000 LY/year) (may require additional adaptations to vehicle’s Life Support systems and the like) 0 12 Stealth Mode: Invisibility To Radio Group, SUPER-VEHICLE Reduced Endurance (0 END; +½) MODIFICATION (15 Active Points); Radar Only (-¼) 0 10 Sturdy: +10 BODY 0 Vehicle Cost System Helicopter 50 (+10) Flight 20”, x8 Noncombat Individual Combat/ Hovercraft 25 (-15) Flight 20”, x8 Noncom- Rescue Vehicles bat; Not More Th an 1” Above Ground/Water Vehicles such as this tend to be small, very (-1) maneuverable, and oft en designed to resemble or Jet 43 (-3) Flight 20”, x64 be decorated with the symbol of the owning char- Noncombat; Stalls at acter or characters. Th e most common variety is the Combat Velocity (-½) super-car. Speedboat 12 (-40) Swimming 20”, x4 SUPERCAR Noncombat; Surface Only (-1) Th is vehicle is designed to get a superhero, typically one who is mostly human, around the Submarine 15 (-37) Swimming 10”, x4 Noncombat campaign city quickly and in style. Th e standard Super-Car is large enough for a driver and one pas- Tunneler 30 (-10) Tunneling 6” through senger, is fast, is comparatively heavily armored, DEF 6 material and possesses a number of off ensive, defensive, sen- A character can take two or more movement sory, and miscellaneous systems. A typical version options for a multiple-terrain vehicle. Th is can looks like this: come as a real surprise to a supervillain who is used to thinking of a car as nothing but a car. 114 HERO SYSTEM 5TH EDITION

OTHER SUPERVEHICLES 9 Super-Springs: Leaping 12”, x8 Non- To design other sorts of individual super-vehi- combat (22 Active Points); OIF Bulky cles, simply remove the Super-Car’s extra Ground (-1), 8 Charges (-½) [8] Movement (this leaves it with 6”, costing 0 points — and the Speedboat and Submarine sell back even Sensors that). Th en substitute any of the choices in the box 10 Vehicular Cameras: Increased Arc Of on page 113. Th e costs in parentheses are the net Perception (360 Degrees) for Sight Group 0 costs aft er accounting for the Super-Car’s reduced Ground Movement. Weapons 27 Flare Grenade Launcher: Sight Group SUPERVEHICLE OPTIONS Flash 6d6, Area Of Eff ect (6” Radius; +1¼) In addition to the equipment listed on the two (67 Active Points); OIF Bulky (-1), 4 vehicles above, the accompanying box contains Continuing Charges lasting 1 Turn each some additional systems characters could install on (removed by Darkness or water; -½) [4cc] their super-vehicles. 21 Ram: HA +7d6, Reduced Endurance (0 END; +½) (52 Active Points); Hand- SUPERVEHICLE OPTIONS To-Hand Attack (-½), Only With Move Cost Optional System END Th roughs (-1) 0 Defense Systems 18 Smoke Grenade Launcher: Darkness to 19 Retractable Armor: +8 DEF (24 Active Sight Group 4” radius (40 Active Points); Points); Extra Time (Full Phase to OIF Bulky (-1), 4 Continuing Charges activate; -¼) 0 lasting 1 Minute each (removed by high 15 Vehicular Force Field Generator: Force winds or rain; -¼) [4cc] Field (10 PD/10 ED), Reduced Endurance 40 Vehicular Blaster: Energy Blast 8d6, No (0 END; +½) (30 Active Points); OIF Range Modifi er (+½), 60 Charges (+½) Bulky (-1) 0 (80 Active Points); OIF Bulky (-1) [60] 40 Vehicular Laser: RKA 2½d6, No Range Movement Systems Modifi er (+½), 60 Charges (+½) (80 3 Emergency Glide-Wing: Gliding 7” Active Points); OIF Bulky (-1) [60] (7 Active Points); OIF Bulky (-1), Limited Maneuverability (-¼) 0 Miscellaneous Systems 13 Emergency Jets: Flight 10”, x32 Noncombat 30 Grapnel-Th rower: Stretching 10”, x8 (40 Active Points); OIF Bulky (-1), Limited Noncombat, Reduced Endurance (0 END; Maneuverability (-¼), 2 Continuing +½) (90 Active Points); Only To Grab And Charges lasting 1 Minute each (deactivated Pull (-1), OIF Bulky (-1) with off switch or by signifi cant damage 2 Waldos: Extra Limbs (2) (5 Active Points); to vehicle; -¾) [2cc] OIF Bulky (-1) 0 4 Gripping Tires: Clinging (normal STR) Note that some of these powers are not built with (10 Active Points); OAF Bulky (-1½) 0 the Focus Limitation because they are intrinsic to 2 Nitrous Oxide Injector: Additional x2 the vehicle itself; taking them off would mean dis- Noncombat for Ground Movement assembling the vehicle either partially or totally. (5 Active Points); OIF Bulky (-1) var Champions 115 EQUIPMENT

quipment is any sort of gear or gadgetry an Its grenade-launcher attachment, which does not individual character carries (as opposed to appreciably increase the size of the weapon, allows vehicles, buildings, and so on). for the fi ring of small-scale explosive devices; the E weapon can only hold one grenade at a time. Cost Power END WEAPONS 24 Blaster Assault Rifl e: Multipower, 60-point reserve, all OAF (-1), Two- Weapons are a staple of superhero-world tech- Handed Weapon (-½) nology — and weapons that allow a normal person 2u 1) Blaster: Energy Blast 8d6, 4 clips of to aff ect a super (or even just to leave him with the 32 Charges each (+½); OAF (-1), Two- mistaken impression that he can) are among the Handed Weapon (-½) [32] most common types found. Some examples follow. 2u 2) Grenade Launcher: Energy Blast BLASTER PISTOLS 8d6, Explosion (+½); OAF (-1), Two- Th e blaster pistol is a staple of superhero envi- Handed Weapon (-½), 8 clips of 1 ronments, though it is oft en not powerful enough Charge each (-1) [1] to do real harm to a superhero. It is, in essence, a 3 Onboard Targeting Computer: +2 with handgun that fi res energy charges (so it has special Ranged Combat; OAF (-1), Only With eff ects far more interesting than those of a real- Blaster Assault Rifl e (-1) 0 world fi rearm), but otherwise functions much like 2 Sight: +2 versus Range Modifi er; OAF ordinary pistols. Super-agencies — those organiza- (-1), Only With Blaster Assault Rifl e (-1) 0 tions that employ colorfully-uniformed agents who, Total cost: 33 points collectively, can oft en give superhumans a certain Blaster Sniper Rifl e amount of trouble — oft en make use of blaster pis- Th e Blaster Sniper Rifl e is designed to allow tols, and each agency’s specifi c design is unique. an expert marksman to fi re upon an enemy from Here are two types of blaster pistols. Th e fi rst is a considerable distance. Th e design of its scope, a single-shot weapon appropriate for use by offi cers which reduces range penalties and off ers infrared who carry them for largely ceremonial reasons. Th e targeting (but does not have to be used or even second is a weapon that can fi re fi ve-shot bursts; attached) means a sniper has to spend a Phase to it’s more practical for combat against supers. Each acquire a target through the scope, but once that type is shown in an Energy Blast confi guration, but target is acquired, does not have to spend a new you can substitute an equivalent number of DCs of Phase each time he fi res; however, when he wants Ranged Killing Attack for the same cost. to switch to a new target, he must spend the Phase Blaster Pistol (Single-Fire): Energy Blast again. (Optionally, the GM can rule that the sniper 6d6 (30 Active Points); OAF (-1), 4 clips of 8 does not have to spend an extra Phase to acquire Charges each (-0). Total cost: 15 points. a new target who is very near his original target — say, within 2” of any point of his original line of sight.) Blaster Pistol (Auto-Fire): Energy Blast 6d6; Autofi re (5 shots; +½), 4 clips of 32 Charges Cost Power END each (+½) (60 Active Points); OAF Blaster 22 Blaster Sniper Rifl e: Energy Blast 9d6, Pistol (-1). Total cost: 30 points. Increased Maximum Range (x5, or 1,125”; +¼); OAF (-1), Two-Handed Weapon (-½), BLASTER RIFLES 8 clips of 5 Charges each (-0) [5] Blaster rifl es, functionally, are more than 3 Onboard Targeting Computer: +2 with scaled-up versions of blaster pistols. Th ey are a Ranged Combat; OAF (-1), Only With super-agent’s primary weapon rather than backup Blaster Sniper Rifl e (-1) 0 weapon. As with the Blaster Pistols, you can substi- 11 Sniper Rifl e Scope: +12 versus Range tute Killing Damage for Normal Damage at the rate Modifi er; OAF (-1), Only With Blaster of 1 DC for 1 DC and keep the same cost structure. Assault Rifl e (-1), Extra Time (Full Blaster Assault Rifl e Phase to activate; -¼) 0 Th e Blaster Assault Rifl e is designed to proj- 2 Sniper Rifl e Scope: Nightvision; OAF (-1), ect energy in single-shot mode. It does enough Extra Time (Full Phase to activate; -¼) 0 damage to pose a signifi cant threat to most supers. Total cost: 38 points 116 HERO SYSTEM 5TH EDITION

SHOCKPRODS targets. Others are scaled up in power and versatil- A Shock-Prod is a melee weapon that applies a ity to be of use against supers. shock to the target. Th e eff ect is normally electrical, Th rowing Blades can be used to fi ght in HTH though variant types could be built (for instance, Combat or thrown and retrieved. Th ey come in prods that inject mild neurotoxins). Th ey do the Standard and Vicious varieties; the latter is sharper same damage regardless of how much Strength the and deadlier. Alternately, some heroes carry wielder uses with them. Th eir batteries carry only a bunches of smaller blades, designed only for throw- limited amount of energy before running down. ing in groups. Below are Shock-Prods at three typical levels Throwing Blade, Basic: HKA ½d6 (up to of power. 1d6+1 with STR), Reduced Endurance (0 Shock-Prod (Light/Medium/Heavy): Energy END; +½) (15 Active Points); OAF (-1), Real Blast 6d6/8d6/10d6, 32 Charges (+¼) (37/50/ Weapon (-¼) (total cost: 7 points) plus Ranged 62 Active Points); OAF (-1), No Range (-½). (+½) for this HKA (5 Active Points); OAF (-1), Total cost: 15/20/25 points. 1 Recoverable Charge (-1¼), Range Based On STR (-¼), Lockout (cannot use HKA in HTH A Shock-Prod can be designed in any number Combat until Charge is Recovered; -½) (total of diff erent physical confi gurations. It might look cost: 1 point). Total cost: 8 points. like a policeman’s night-stick or tonfa, nunchaku, brass knuckles, baseball bats, cattle prods, and so Throwing Blade, Vicious: HKA ½d6 (up to on. In these forms, they are obviously weapons, but 1d6+1 with STR), Armor Piercing (+½), a variant type is designed to look like an innocuous Reduced Endurance (0 END; +½) (20 Active item such as a set of gloves, a small umbrella, or Points); OAF (-1), Real Weapon (-¼) (total a book. Disguised Shock-Prods are built with the cost: 9 points) plus Ranged (+½) for this Limitation IAF (-½) instead of OAF (-1). HKA (5 Active Points); OAF (-1), 1 Recover- able Charge (-1¼), Range Based On STR (-¼), THROWING BLADES Lockout (cannot use HKA in HTH Combat Many villains and supervillains use throwing until Charge is Recovered; -½) (total cost: 1 blades. Some are run-of-the-mill throwing knives point). Total cost: 10 points. or the equivalent (shuriken, needles, and so on); Bunch Of Throwing Blades: RKA ½d6, Autofi re they tend not to be of too much use against supers, (5 shots; +½), 8 clips of 5 Recoverable Charges but are sometimes used by supers against normal each (+¼) (17 Active Points); OAF (-1), Real Weapon (-¼), Range Based On STR (-¼). Total cost: 7 points.

SUPERMULTITOOL Th e Super-Multitool is an all-in-one gadget that incorporates one or more weapons as well as several other devices that can be useful in getting a hero out of a jam. Multitools can be shaped as billy clubs, bracers/vambraces, pistols, disks, or any number of other things (the accompanying version is bought as an OAF; other types might require OIF). Th is device, whatever its shape, has four pri- mary functions. It can act as a prybar or lever, tremendously boosting the character’s STR for leverage-based purposes; it has a claw or hook that allows the character to grab onto an otherwise-dif- fi cult surface when fl ying or falling past it (note that this doesn’t give the character the normal Clinging-based ability to run around on such a sur- face — just to stick to it); it lets the character add 6d6 to his punches when walloping someone; and it fi res off and instantaneously retracts a swingline that allows the character to travel at a ferocious speed through appropriate terrains (such as sky- scraper environments). A Super-Multitool is not intended as a utility belt, mobile lab, or any other really elaborate set of gadgets. It’s a comparatively simple gadget and normally should not have more than six to eight powers (i.e., Multipower slots) in it. Champions 117

Cost Power END Force Field Belt, Primary: Force Field (20 PD/ 22 Super-Multitool: Multipower, 45-point 20 ED) (40 Active Points); OIF (-½). Total cost: reserve; all OAF (-1) 27 points. 1u 1) Lever: +30 STR, Reduced Endurance Force Field Belt, Secondary: Force Field (10 (0 END; +½); OAF (-1), No Figured PD/10 ED) (20 Active Points); OIF (-½). Total Characteristics (-½), Only For Leverage- cost: 13 points. Based Tasks (-½) 0 1u 2) Wall-Grasping: Clinging (normal Force Field Belt, Mastermind Emergency: Force STR); No Movement Allowed (-½) 0 Field (16 PD/16 ED) (32 Active Points); IIF 2u 3) Club: HA +6d6, Reduced Endurance (-¼); 2 Continuing Charges lasting 1 Minute (0 END; +½); OAF (-1), Hand-To-Hand each (deactivated by any electrical attack or Attack (-½) 0 getting wet; -¾). Total cost: 16 points. 1u 4) Swingline: Swinging 10”, x8 Noncombat; OAF (-1) 1 MASK LENSES Total cost: 27 points. Mask Lenses are little inserts fi tted into a hero’s mask in front of his eyes. (By a tradition whose origins are long forgotten, they are usually white, DEFENSIVE GADGETS but other colors are possible; some villains prefer Th e counterpart, and necessary complement, red or green.) Th e standard version, the Polarized of weapons is defensive items — gadgets that pro- Mask Lens, protects a hero from sudden bright tect their users from sustaining some or all of a lights such as an enemy’s Flash attacks. Other lenses weapon’s damage. provide vision enhancements. ARMORED COSTUMES Polarized Mask Lenses: Sight Group Flash In addition to the Bulletproof Spandex costume Defense (5 points) (5 Active Points); IIF (-¼). described on page 49, superhumans may use sev- Total cost: 4 points. eral other types of protective costuming. Th e fi rst Heat-Sensitive Mask Lenses: Infrared Percep- is Armored Costumes. Th ese aren’t powered armor tion (Sight Group) (5 Active Points); IIF (-¼). battlesuits, but rather bulkier, more rigid, more Total cost: 4 points. protective forms of Bulletproof Spandex, with thick armored padding and other improvements (includ- Nightsight Mask Lenses: Nightvision (5 Active ing, typically, plenty of pockets). Armored Cos- Points); IIF (-¼). Total cost: 4 points. tumes aren’t nearly as comfortable as Bulletproof UV-Sensitive Mask Lenses: Ultraviolet Percep- Spandex, but can be just as stylish. tion (Sight Group) (5 Active Points); IIF (-¼). Armored Costume (Standard): Armor (8 PD/8 Total cost: 4 points. ED) (24 Active Points); OIF (-½). Total cost: X-Ray Mask Lenses: N-Ray Perception 16 points. (stopped by lead, gold, or Force Fields) (Sight Armored Costume (Heavy): Armor (12 PD/12 Group) (10 Active Points); IIF (-¼). Total cost: ED) (36 Active Points); OIF (-½). Total cost: 8 points. 24 points. INSULATED EAR COVERS As with Bulletproof Spandex, characters can Insulated Ear Covers fi t in a hero’s mask over buy more Armor with their Armored Costumes if his ears, or are otherwise inserted into his ear they want, up to any GM-established maximum canals. Th ey do not interfere appreciably with his (16 is a good ceiling for most games). Th ey can also hearing, but protect him from sudden loud noises add additional, Nonresistant padding that simply such as explosions and Hearing Group Flashes. boosts their normal PD and ED. Insulated Ear Covers: Hearing Group Flash FORCE FIELD DEVICES Defense (5 points) (5 Active Points); IIF (-¼). Force Field Devices are protective gadgets Total cost: 4 points. characters turn on only when they need them (unlike Armor, they use END, so keeping them on PSIONIC SHIELD all the time isn’t advisable). Superhumans who do a lot of fi ghting and have no other Resistant Defenses Heroes who have had bad experiences with oft en wear powerful, reliable force fi eld belts that enemy mentalists sometimes wear psionic shield can stay on for protracted periods (such as the Pri- devices as part of their masks/helmets (or, some- mary belt below). Other supers may have weaker times, built into ornaments such as headbands or force fi eld devices that merely augment their other necklaces). Most of these are devices that generate defenses, such as the Secondary belt. Th e last ver- an electromagnetic radiation fi eld that interferes sion described is used by physically weak master- with the precise electromagnetic frequencies gener- minds when fi nally confronted or by very wealthy ated by psionic powers, thus reducing the eff ective- celebrities when suddenly endangered. ness of incoming Mental Powers. 118 HERO SYSTEM 5TH EDITION

Psionic Shield: Mental Defense (10 points, plus Cost Space Ring END points from EGO) (10 Active Points); IIF (-¼). 6 Life Support Field: Life Support Total cost: 8 points. (Expanded Breathing: Vacuum, Safe Environment: PORTABLE BLAST SHIELD High Radiation, Intense Cold, Intense Th is is an apparatus sometimes carried by Heat, Low Pressure/Vacuum) (13 Active super-agents; typically, only one member of a Points); IIF (-¼), 1 Continuing Charge super-agent squad carries a Portable Blast Shield. lasting 1 Minute (deactivated by any Th is device, when activated, erects a temporary attack that infl icts STUN or BODY energy shield for up to two minutes. Th e protective damage to the character; -1) [1cc] value of the shield is roughly equivalent to that of 2 Pressure Vent Propulsion: Flight 5” (10 a tank, and allows a unit to survive an anticipated Active Points); IIF (-¼), Only In explosion. Th e fi eld also screens out the fi rst wave Microgravity (-2), 1 Continuing Charge of radiation carried by an explosion’s shockwave, lasting 1 Minute (deactivated by any but can’t protect against radiation beyond the two attack that infl icts STUN or BODY minutes of its operation. damage to the character; -1) [1cc] Total cost: 8 points Portable Blast Shield: Force Wall (16 PD/16 ED; 16” long) (110 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Minute each COMMUNICATIONS (deactivated by any electrical attack or getting the generator wet; -¾) (total cost: 40 points) DEVICES plus Life Support (Safe Environment: High Superteams and super-agent units can live Radiation) (2 Active Points); OAF (-1), 2 Con- and die by their ability to communicate with one tinuing Charges lasting 1 Minute each (deac- another, so communications devices are a very tivated by any electrical attack or getting the necessary part of the superhuman lifestyle. Some generator wet; -¾) (total cost: 1 point). Total standard models include convenient hands-free cost: 41 points. headsets and more versatile handsets.

SPACE RINGS RADIO HEADSET A team that journeys into outer space fre- Th is model is worn as part of a hero’s mask, quently — particularly if it has a space-based beneath the hero’s helmet, and so on. It is voice- headquarters — might develop a device like this to activated and set to one frequency. It generally does protect its members. not require any action from the user beyond turn- Space Rings help keep their wearers alive in ing it on at the start of the mission and turning it hard-space situations. Th ey are not intended to off at the end. be a member’s sole source of life support, since Teams concerned with security, which is most the air and fl ight thrust they supply only last one of them, sometimes add in a scrambler option. Th is minute before being recharged. But if a character is built as a Variable Power Pool of Languages (at is suddenly exposed to the cold, the vacuum, and native accent level) in a Focus. (Although Skills are the hard radiation of space, this ring protects him Special Powers, and therefore cannot be bought in — long enough for him to reach a pressurized area, Power Frameworks without GM permission, GMs hopefully. should permit this construct, which is interest- Th e device is built as a fi nger-ring, the logic ing, fun, and not especially abusive.) A successful being that a character is unlikely to take off Cryptography roll can decrypt a scrambler “lan- something this small and convenient. It uses the guage,” but superteams counter the actions of cryp- character’s body heat to project a force fi eld that tographers by changing the computer-generated insulates the character (allowing him to preserve “language” at frequent intervals (this constitutes his body heat), refl ects radiation, and holds tight changing the Pool and requires 1 Minute; to change against his fl esh (preventing explosive decompres- the Pool in just a Full Phase, the character must sion). Th e device also carries a tiny canister of pure buy a Skill to do so, though GMs should consider oxygen which it can release once the wearer throws allowing characters to use ordinary Cryptography a tiny switch under the ring’s fl ip-up stone; it’s suf- or Systems Operation instead of making them buy fi cient to allow the character to breathe for one a separate Skill). minute. In addition, the character can fl ip another Radio Headset: Radio Perception/Transmission switch under the stone to vent excess pressure from (10 Active Points); IIF (-¼). Total cost: 8 an aperture in the force fi eld that is situated at his points. back, allowing him to propel himself forward, but the thrust is so gentle that this only works in micro- Scrambled Transmission Option: Variable gravity situations (such as outer space), and it, too, Power Pool (Scrambler Pool), 4 base + 2 con- lasts for only one minute aft er being activated. trol cost; IIF (-¼), Only For One Language At A Time (-1). Total cost: 5 points. Champions 119

RADIO HANDSET, BASIC Common radio handsets function exactly as radio headsets, but are either Obvious Accessible Foci (as in a walkie- talkie) or obvious microphone/speaker units built into a costume. Th e Scram- bled Transmission Option for either version costs 5 points, as above. Obvious Radio Headset: Radio Percep- tion/Transmission (10 Active Points); OIF (-½). Total cost: 7 points. Radio Handset: Radio Perception/Trans- mission (10 Active Points); OAF (-1). Total cost: 5 points.

RADIO HANDSET, ADVANCED An Advanced Radio Handset includes much more functionality. It can broadcast and receive on a much greater number of radio frequencies. It can detect the source of radio transmis- sions and estimate range and transmis- sion strength, allowing heroes to fi nd homing beacons and other transmission sources. 2 CK: Campaign City 11- Additionally, Advanced Radio Handsets have 2 KS: Contact Information 11- powerful built-in computer functions, includ- 4 PS: Personal Assistant 13- ing: basic atlas entries on a city, national, and 3 Systems Operation 11- world scale; a user-maintained contacts database, including all team members, with private signal Programs codes (allowing the user to send out a signal to a 1 Activate Homing Signal Upon specifi c team member, to all members in a specifi c Approved Remote Query sub-group, to the team as a whole, and so on); 1 Automatically Signal Specifi c Team and a sophisticated data management program Member(s) On Verbal Cue that allows the user to specify handling of incom- 1 Automatically Dial Recorded Number ing messages (e.g., “Put MegaMan through to me On Spoken Cue immediately; take a message on all calls from Cap- 1 Prioritize Incoming Calls According tain Norton”). To User Preferences 1 Send Emergency Call to Team Mem- Cost Advanced Radio Handset END bers If Specifi ed Protocols Are Not 5 Communications: HRRP (Radio Group); Met OAF (-1), Flashed As Sight And Hearing 1 Search Reference Material For Infor- Group As Well As Radio Group (-½) 0 mation On A Topic 11 Broadcast Tracking: Detect Source Of Radio Transmissions (PER Roll) (Radio Talents Group), Discriminatory, Analyze, 3 Clock: Absolute Time Sense Increased Arc Of Perception (360 3 Calculator: Lightning Calculator Degrees), Range; OAF (-1) 0 3 Instant-On Feature: Lightsleep 5 Scrambled Transmission Function: Variable Power Pool (Scrambler Pool), 4 Total Computer Cost: 30/5 = 6 base + 2 control cost; OAF (-1), Only For One Language At A Time (-1) 0 Total cost: 24 points 3 Onboard Computer: Computer (see below); OAF (-1) 0 If a character prefers to have an OIF version of the Advanced Radio Handset, it costs 6 more points Val Char Cost (total of 30 points). 10 INT 0 10 DEX 0 HOMING BEACON 2 SPD 0 Th is is a device a superhero can hurl onto a fl eeing enemy’s back or getaway vehicle so he Cost Skills can track that person later. Tracking the beacon 2 AK: Earth 11- requires any specialized Radio-perceiving device, 2 AK: Home Nation 11- such as one of the radios described above (possibly 120 HERO SYSTEM 5TH EDITION

a specialized tracker, built using the same power as Swingline: Swinging 20”, x4 Noncombat (25 the “Broadcast Tracking” function of the Advanced Active Points); OAF (-1). Total cost: 12 points Radio Handset). (or 17 points if OIF). Th e Homing Beacon can reliably be “picked up” on tracking equipment primarily within a 32” FLIGHT RING radius. However, much like a character can see the A team where every character is expected to beam from a fl ashlight from far away without being have the ability to fl y at a certain minimum speed, inside the beam, characters outside that radius may even if it’s not part of his natural or usual repertoire still be able to track the Beacon, if the GM so per- of abilities, might develop and issue fl ight gadgets mits: from 33-64”, the Image is at only +2 to PER to its members. To keep the device from interfer- Rolls; from 65-125”, it’s at +0; from 126-250” it’s at ing with or spoiling a character’s costume, it’s built -2; beyond that it would require an Extraordinary into an inconspicuous ring. Th e ring is loaded with Skill Roll to locate it. microcircuitry and an antigravity engine powered Homing Beacon: Images to Radio Group, +4 by the wearer’s body heat and kinetic motion. to PER Rolls, Increased Size (32” radius; +1¼), In campaigns lacking technology this Usable As Attack (ranged, based on STR; advanced, these devices should be larger than allows character to “stick” the Image to a target; fi nger-rings, and probably as some other type of +1¼), 1 Continuing Recoverable Charge last- Focus (i.e., OAF, IAF, or OIF). ing 1 Week (stops functioning if it gets wet or Flight Rings: Flight 20” (40 Active Points); IIF experiences severe radio interference; +1) (76 (-¼). Total cost: 32 points. Active Points); IAF (-½), Image Only Perceiv- able On Special Radio Frequencies (-0). Total SUPERVILLAIN GETAWAY TELEPORTER cost: 51 points. Th is device gives ulcers to superheroes. It’s a small apparatus, concealed on a supervillain’s costume, that automatically teleports him to a pre- MOVEMENT DEVICES defi ned location from one to ten kilometers away Heroes, villains, and super-agents need to get when certain conditions are met. Th ose conditions around, and have come up with a wide variety of include the villain speaking a certain keyword or devices enabling them to do so. not subvocalizing a word at least once per thirty seconds aft er speaking another keyword indicating JET THRUSTERS imminent danger. Jet Th rusters, whether installed in a backpack, Supervillain Getaway Teleporter: Teleporta- boots, belt, or elsewhere, are a favorite means of tion 10”, MegaScale (1” = 1 km; +¼), Trigger super-transport. Two types are shown below: a (Trigger can change each time power is used; faster, more effi cient model used as the primary +½) (35 Active Points); IIF (-¼), 1 Charge (- means of travel by some supers; and a slower model 2) (total cost: 11 points) plus 1 Floating Fixed used as a backup means of transport or emergency Location (5 Active Points); IIF (-¼) (total cost: movement system. Th e Primary version uses END 4 points). Total cost: 15 points. as normal; you can easily substitute Charges (par- ticularly Fuel Charges) if necessary. Jet Thrusters, Primary: Flight 20”, x4 Noncom- RESTRAINT DEVICES bat (45 Active Points); OIF (-½). Total cost: 30 points. Superheroes and supervillains do a good job of capturing one another, and those who invest in Jet Thrusters, Backup: Flight 10”, x4 Noncom- researching and developing sophisticated restraint bat (25 Active Points); OIF (-½), 2 Continuing devices can also do a good job of holding on to Charges lasting 1 Minute each (character must their foes. defi ne deactivation method; -¾). Total cost: 11 points. POWER NEGATOR Th is device, once attached to a super who has SWINGLINE the appropriate type of superpowers (as defi ned Acrobatic supers living in the Big City have a by the special eff ect the device eff ects), Drains all fondness for swinglines, which allow them to move of the super’s powers. Th e high cost of the Power around the city’s skyscraper-heavy downtown with Negator, which must be paid for each super to considerable panache (and without the need for which one is attached (and, in the case of supers subway tokens!). Two models are shown below, with multiple known special eff ects, for each spe- one based on an OAF (a billy club, hand-held line- cial eff ect) makes it prohibitively expensive for all shooter, or the like), and the other based on an OIF but the most well-funded supers or agencies. More (such as a wristband or belt device). Both provide sophisticated models (built as Variable Power Pools faster transport than the Super-Multitool described only usable for this sort of Drain, and thus able to above, since they’re single-power gadgets and be tuned to any sort of special eff ect) are even more therefore better at a single specifi c purpose. costly. (At the GM’s option, characters may use this Champions 121

device as if it were a sort of VPP already, by allow- the chamber can’t do anything else to maintain the ing them to make appropriate Skill Rolls to set the subject’s artifi cial coma. device to the special eff ect they want to Drain. If the characters miss the Skill Roll, the Power Nega- Cost Hot Sleep Chamber END tor fails to work correctly, the GM determines the 26 Hot Sleep: Drain STUN 3d6, Continuous consequences. Typical consequences include the (+1), Reduced Endurance (0 END; +½), Drain working only for a short time and then grad- Uncontrolled (turned off via the deactiva- ually wearing off (without the captors noticing) or tion switch or a power outage; +½) (90 the device exploding the fi rst time the captive tries Active Points); OAF Bulky (-1½), Only to use his powers.) Works Against Captives Placed Within Chamber (-1), Cannot Drain Below -31 Power Negator: Drain 5d6, Aff ects All Powers STUN (-0) 0 Of One Special Eff ect (special eff ect must be 27 Hot Sleep: +12 SPD (120 Active Points); defi ned when device is built; +2), Continu- OAF Bulky (-1½), Only To Use Hot ous (+1), Reduced Endurance (0 END; +½), Sleep Chamber On Captives (-2) 0 Uncontrolled (deactivated by removing device 7 Hot Sleep Monitor: Detect Captive’s from victim; +½) (250 Active Points); OAF (- Condition Of Wakefulness (PER Roll +9), 1), Can Only Be Used On Manacled/Restrained Discriminatory; OAF Bulky (-1½) 0 Subjects (-¼). Total cost: 111 points. Total cost: 60 points. SUPERCUFFS You can’t attach a Power Negator to a super DEATHTRAPS who isn’t already under restraint, and one of the most common restraints in a Champions campaign Deathtraps are charmingly overengineered is “supercuff s” — hand- and legcuff s built especially contrivances supervillains use to try to kill super- to hold superhumans, and specifi cally constructed heroes in a gruesomely picturesque and memo- to cover the entire hand so the captive can’t use rable fashion. Th ey usually fail, because in their Accessible Foci, or employ Contortionist or Lock- desire to prolong the heroes’ agony, the supervil- picking to escape. lains typically give the heroes enough time to fi gure out how to escape. Some versions, despite Supercuffs: Entangle 12d6 (standard eff ect: the name, are intended only to harm or delay, not 12 BODY), 18 DEF, Takes No Damage From kill. Attacks (+½) (225 Active Points); OAF (-1), Here are a few sample deathtraps, easily Cannot Form Barriers (-¼), Set Eff ect (hands adaptable for most villains — just change the spe- and legs only, -½), No Range (-½), Must Follow cial eff ects as appropriate. Grab Or Target Must Be Willing (-½), 1 Recov- erable Charge (-1¼). Total cost: 45 points. TIMER AND STRUGGLETRIGGERED ENVIRONMENT PLUNGER HOT SLEEP CHAMBER In general terms, this is a container into which the supervillain puts the victim — either a Th is high-tech apparatus looks like a large superhero, one of the superhero’s loved ones, or metal coffi n. When a person is placed within it, the an innocent plucked off the street. Aft er a certain device aff ects his nervous system to render him amount of time, one portion of the container unconscious. But since this takes a little while, sev- opens, allowing something awful currently out- eral Phases at least, it is best used on a super who’s side the container to come in or permitting the already unconscious... otherwise he’ll probably just victim to fall into something awful. Th e “some- tear his way out of it before it starts aff ecting him. thing awful” could be acid, lava, poisonous rep- As long as the captive remains in the Hot Sleep tiles, and so on. Chamber, he remains asleep (attendants monitor- Time is one thing that triggers the device, ing the system feed and medicate him intrave- but so is struggling. Th e more the victim strug- nously). Th e Chamber is large enough to hold a gles, the more likely he is to spring the trap humanoid up to 10 feet tall and proportionately prematurely. It’s a deliciously vicious circle, from broad. the supervillain’s point of view. Ways by which a In game terms, the Chamber’s Drain STUN superhero can defeat this trap include being very, keeps an occupant at a constant state of -31 STUN, very stealthy while struggling (the device gets so he only awakens at the GM’s discretion (see a PER Roll to detect struggles; it doesn’t detect page 412 of the HERO System 5th Edition, Revised). them automatically); escaping in a Half Phase (it Since the character keeps getting “attacked” by the takes that long for the trap to activate); or utiliz- Hot Sleep Chamber, he gets no Recoveries — the ing a pertinent Skill or power the supervillain Chamber has an eff ective SPD of at least 12 — but didn’t account for. he’ll start Recovering as usual if someone turns the Th e Plunger is built with Continuous, to Chamber off . refl ect the fact that the eff ect keeps coming aft er Th e Hot Sleep Chamber monitors the subject’s the victim every Phase — the sharks keep swim- brain waves to determine how close he is to awak- ming in for another bite, the spikes growing out ening. If its primary sleep-inducing processes can’t of the walls keep getting bigger, the acid keeps stop the subject from awakening for some reason, burning the character’s fl esh, or what have you. 122 HERO SYSTEM 5TH EDITION

Th e trap’s SPD equals that of the villain who built vibrations, and other random, incomprehensible it. Th e trap keeps functioning until the victim is sensory cues. Th is sensory overload quickly dead, it’s destroyed, or the GM judges it would for causes them to collapse, though until they do fall some reason stop (it runs out of fuel, gets tired down they are capable of using their powers on and leaves, or what have you). Th en the villain has their surroundings (and thus, perhaps, escaping). to reset it. Mechanically, the SOCT works as a Continu- ous NND — and the supervillain, having attuned Cost Timer- and Struggle-Triggered the device to the superhero team in question, is Environment Plunger END not likely to have set things up so that any of its 63 Deadly Eff ect: RKA 6d6 (or less, depending regular members are immune. It has the same on GM’s discretion), Continuous (+1), SPD as the villain who uses it. Trigger (Trigger can change each time Sensory Overload Capture Trap: Energy Blast power is used; +½), Reduced Endurance 4d6, Area Of Eff ect (16” Radius; +1¼), NND (0 END; +½) (270 Active Points); OIF (defense is chosen by user; +1), Continuous Immobile (-1½), Extra Time (Full Phase; (+1), Reduced Endurance (0 END; +½), -½), 1 Recoverable Charge (villain must Trigger (determined by villain who builds reset trap for each new victim; -1¼) 0 trap; +¼) (100 Active Points); OIF Immobile 11 Deathtrap Sensors: Detect Victim’s (-1½), Only Within Defi ned Area (-2). Total Struggles 14- (no Sense Group), cost: 22 points. Discriminatory, Targeting Sense; OIF Immobile (-1½) 0 Total cost: 74 points. FIELD OF MUCK DELAYING TRAP Less of a menace than the previous three SANDBLASTER OF THE GODS deathtraps, the Field of Muck Delaying Trap is Th is trap turns an area the heroes are travel- simply an area of a villain’s base fi lled with some ing through into a howling corridor of abrasive sort of substance that retards the progress of material that threatens to fl ay the skin from their anyone moving through it. Anyone can move very bones. Generally, it consists of a contained through it at a rate of 1” per Phase, but supers environment (such as a tunnel) and a device at who are used to traveling much faster may fi nd one end that blasts material such as sand, sharp that they cannot do so until they reach its far bits of metal, or other awfulness at them for 1 edge. Th is is a good way for a supervillain to Minute (assume the device has the same SPD as delay pursuers until he can get away. the villain who built it). Th e force of the wind propelling the ammunition is suffi cient to hold Field Of Muck Delaying Trap: Entangle 10d6, many heroes against the wall or fl oor, prolonging 10 DEF, Area Of Eff ect (20” Radius; +1¼) their agony. (225 Active Points); OIF Immobile (-1½), Only Within Defi ned Area (-2), No Range Cost Power END (-½), Cannot Form Barriers (-¼), Victims 11 Sandblaster of the Gods: RKA 1d6, Area Can Move Th rough Aff ected Area At 1” Per Of Eff ect (14” Line; +1), Penetrating (x3; Phase (-1), 1 Charge (-2). Total cost: 27 +1½) (52 Active Points); OIF Immobile points. (-1½), No Range (-½), 1 Continuing Charge lasting 1 Minute (-1), Linked (-½) [1cc] 33 Force Of Th e Blast: Telekinesis (50 STR), DESTROYING THE WORLD Area Of Eff ect (14” Line; +1) (150 Active Points); OIF Immobile (-1½), Set Eff ect FOR FUN AND PROFIT: (only to pin the characters to walls, fl oor, DOOMSDAY DEVICES and ceiling; -½), No Range (-½), 1 Con- tinuing Charge lasting 1 Minute (-1) [1cc] Finally, just for a bit of fun, here are three items Total cost: 44 points of the sort that supervillains and criminal master- minds use to threaten the world. Th e threat of their SENSORY OVERLOAD CAPTURE TRAP use can be part of blackmail plot; their actual use As the HERO System 5th Edition, Revised can provide a serious challenge for the PCs to over- rulebook correctly states, players hate to have come. their characters captured. One way to do it that allows the characters to stagger around in pain EARTHQUAKE INDUCER for a bit (and perhaps fi nd a way to escape, thus Th is apparatus causes earthquakes to take mollifying the players by giving the characters place. It takes fi ve minutes to activate, and when a chance to avoid their fate) is to use something it goes off , it creates an earthquake the equivalent like the Sensory Overload Capture Trap. of a STR 30 character shaking everything in a 56- Th e SOCT tends to activate when the heroes kilometer radius for one minute. Because it’s fully are all together exploring a chamber or passage- Indirect, not only can it aff ect everything within the way deep in the bad guy’s base. When it goes off , area (objects inside buildings, for example), but Our it fi lls the area with psychedelic images, startling Heroes can’t easily fi gure out where the attack is 3-D hallucinations, painful shrieks, bone-rattling coming from! Fortunately for the world, it can only Champions 123 be used once per day, and its eff ects only last for 1 TSUNAMI BOMB Minute (it has the same SPD as the villain who uses Th is device, dropped into the ocean some dis- it). tance from shore and detonated, creates a tidal wave Earthquake Inducer: Telekinesis (30 STR), Area that travels (unlike natural tidal waves) in only one Of Eff ect (56” Radius; +1½), MegaArea (each direction, toward the shore at which it was aimed. hex is 1 km wide and deep; +¼), MegaRange Th e wave takes several hours to reach its destina- (1” = 100 km; +¾), No Range Modifi er (+½), tion, during which time it is a surprisingly innocu- Indirect (+¾) (214 Active Points); OIF Immo- ous-looking swell in the ocean, but when it nears bile (-1½), Extra Time (5 Minutes; -2), 1 Con- shore it rises to a monstrous height, then hits about tinuing Charge lasting 1 Minute (deactivated 360 kilometers (224 miles) of coastline with enough with off switch or a countervailing shockwave; force to shatter homes, destroy boats, and devas- -1), Only Aff ects Targets On Th e Ground (-¼). tate the ecosystem. If heroes detect the swell early Total cost: 37 points. enough, perhaps they can fi nd some pseudo-scien- tifi c way to cancel it... such as detonating a similar MIND CONTROL WAVE EMITTER bomb ahead of the swell and pointed back the other direction. Th is classic mad scientist apparatus, designed In game terms, the tsunami is an Area Of Eff ect to bring every thinking person on Earth under (Line), but it moves and strikes “sideways” from the domination of the supervillain, is a transmit- (parallel to) the point where the bomb is detonated, ter whose electromagnetic emissions saturate the rather than “straight” (perpendicular to) that point. minds of the worldwide population. Very strong- willed people might withstand its eff ects, but it’s Tsunami Bomb: Energy Blast 12d6, Area Of far better for superheroes to detect its eff ects as it Eff ect (36” Line; +1), MegaArea (each hex is undergoes fi nal testing and discover some way to 10 km wide and deep; +½) (150 Active Points); fi nd and destroy it. OIF Bulky (-1), Only Versus Coastal Areas (-1), 1 Charge (-2), Extra Time (wave needs 6 Hours Mind Control Wave Emitter: Mind Control 15d6; to reach shore and take eff ect; -3½), Attack Can Telepathic (+¼), Area Of Eff ect (One Hex; +½), Be Reduced Or Eliminated By Correct Tech- MegaArea (each hex is 13,000 km tall, wide, niques During 6-Hour Travel Time (-1). Total and deep; +1½), Personal Immunity (+¼), cost: 16 points. Reduced Endurance (0 END; +½), Persistent (+½) (337 Active Points); OIF Immobile Fragile (-1¾), Extra Time (1 Week to activate; -2¼), No Range (-½). Total cost: 61 points. 124 HERO SYSTEM 5TH EDITION

hapter One discussed some of the Of course, advice on gamemastering general groundwork you need to Champions campaigns overlaps advice do when preparing to run a Cham- on general HERO System GMing advice Cpions campaign — the consider- and campaign-building tips to a certain ations of genre you have to think about extent — just like advice on painting and decide on as the framework for your miniatures duplicates some general campaign. Th is chapter delves into some artistic advice. So, don’t feel you have to of the more nuts-and-bolts issues of confi ne the ideas described in this chap- gamemastering Champions — point ceil- ter just to superhero campaigns — you ings, NPC creation, campaign character- can use it in any HERO System game, if istics, and more. appropriate. Champions 125 POINTS AND POWER LEVELS hen you’re setting up your Champions when setting the point totals for your campaign: campaign, the most signifi cant deci- total points; Base Points versus Disadvantage sions you’re likely to make as a GM are points; and your experience as a GM. how many points characters are built W Total Character Points with, and how many points they can allocate to First, how many total points do you want any one power. Th at in turn tends to dictate the players to build starting characters on? Th e “Stan- characters’ power level. dard Superheroic” model of 200 Base Points + 150 Disadvantage points which this book focuses POINT TOTALS on isn’t the only way to build superheroes in a Champions campaign. Th e Character Types Th e number of points players receive with Guidelines and Ability Guidelines tables (see which to build characters, both their Base Points next page) off er several diff erent power levels for and the additional points they receive for Dis- superheroes — and of course, the GM is always advantages, aff ects the campaign and your job free to use any other point total or character cre- as GM. It does so more signifi cantly in a Cham- ation guideline he wishes. Th e more points play- pions campaign than most other HERO System ers have to work with, the more well-developed campaigns, since Superheroic characters have and powerful their characters will be — more more points to work with, and a greater range of Character Points not only allows them to buy powers and abilities they can use. more dice of eff ect and points of defense, it gives Th e “Standard” beginning Superheroic char- them the opportunity to buy all sorts of interest- acter — the kind found in most Champions cam- ing abilities, Talents, Skills, and Perks they might paigns — has 200 Base Points and up to 150 addi- not otherwise be able to aff ord. (Th is may depend, tional points from Disadvantages. Th is results in in part, on where you set your campaign’s point a superhero character who’s balanced for game and eff ectiveness ceilings, if you choose to impose purposes, and more or less resembles, in power any; see below. Th e more total points characters levels and degree of eff ectiveness, many (though have, the higher the ceilings tend to be, typically by no means all) of the best-known comic book — but keeping the ceilings lower than expected superheroes as they were at the beginnings of may force players to think about spending points their careers. (Th at last part, “beginnings of their on things other than extra damage dice.) careers,” is particularly signifi cant; see Point Total Base Points Versus Disadvantage Points Problems, below.) Second, how many of a character’s points are Th ere are three factors you should consider going to come from Base Points, and how many 126 HERO SYSTEM 5TH EDITION

from Disadvantages? Th ere’s a practical limit to other hand, if you have run Champions games how many plausible Disadvantages a character before and feel you have a good handle on the can have; 150-200 points is about it, unless you HERO System and the genre, you could pick any want PCs to be hopeless cripples. Th e more points model you want and still have plenty of fun. you allow characters, the greater the percentage of them that should be Base Points (as indicated by the Character Types Guidelines Table). You Point Total Options can tinker with the formulas in that table a little, Th e most common point totals used for but if you do so, you should increase the Base Champions campaigns appear in the tables on Points allotted rather than the total Disadvan- page 28 of the HERO System 5th Edition, Revised tages allowed. If you’re suffi ciently experienced rulebook. Th e Superheroic portions of those at GMing Champions, and you have a group of tables are repeated here for your convenience. players who won’t abuse or exploit the privilege, Of course, the point totals and guidelines for you might even try making all the points Base the various categories of Superheroic characters are Points — just let the players take whatever Disad- just that — guidelines, recommendations that work vantages they feel help develop their characters. well in many campaigns. Th e GM can alter the point Since Disadvantages are primarily intended as totals, point ranges, or any other part of the guide- character-defi ning tools, not sources of more lines to suit his own preferences and campaign if he Character Points, this method can lead to some wishes. Here are some other things to consider when really intriguing PCs and a great campaign... if choosing one of the standard options: your players are sophisticated enough to use it properly. General Considerations Th ere are a few general considerations to Gamemastering Experience remember when choosing between or adjusting Th ird, you should consider your level of character point structures in your campaign. experience as a Champions GM when you set First, the higher the point total is, the com- point totals for PCs. If you have little or no expe- paratively more powerful gadget-based heroes can rience with Champions campaigns, or you have become. If a 200 Base Point superhero has 100 of his no particular preference between the campaign points invested in an OIF powered armor suit, he types, it’s best to choose the Low-Powered or functions at the level of a character with 250 points. Standard levels. Th ose are the the easiest power He’s not so much more powerful than his confeder- levels for a GM to manage while allowing him ates that it more than makes up for the occasional to supply satisfying adventure situations. On the diffi culties he faces for having his Focus break down CHARACTER TYPES GUIDELINES TABLE Character Base Maximum Points Maximum Points From Any Type Points From Disadvantages One Category Of Disadvantage Total Superheroic Low-Powered 150 100 50 250 Standard 200 150 50 350 High Powered 300 150 60 450 Very High Powered 400 200 75 600 Cosmically Powerful 500+ 200+ 75+ 700+

CHARACTER ABILITY GUIDELINES TABLE Character Active Skill Skill DEF/ Type Char SPD CV DC Points Points Roll rDEF Superheroic Low-Powered 10-30 3-8 6-11 6-12 40-75 25-80 8-14- 12/6 Standard 10-40 3-10 7-13 6-14 40-80 25-80 11-15- 20/10 High Powered 15-60 4-12 8-14 10-16 50-90 30-90 11-16- 25/15 Very High Powered 20-80 5-12 10-16 12-20 60-120 40-110 12-17- 35/25 Cosmically Powerful 30-120 6-12 12+ 14+ 75+ 50+ 13-+ 40+/30+ NOTES Char: Th e typical range of characters’ Primary DC: Th e typical range of the Damage Classes in Characteristics. Some Characteristics tend to be characters’ attacks. on the higher end of (or even outside) the range Active Points: Th e typical range of Active Points (STR for “brick” characters, for example), and in characters’ Powers. some (such as EGO) are typically on the low end Skill Points: Th e typical range of Character of the range. Points characters spend on Skills. SPD: Th e typical range of characters’ SPDs. Skill Roll: Th e typical range of Skill Rolls in CV: Th e typical range of characters’ base Combat characters’ Skills. Values. Def/rDef: Th e typical level of the characters’ Normal and Resistant Defenses. Champions 127

or temporarily lost. But if a 400 Base Point superhero has 300 of his points in an OIF, he functions as a 550-point character, a more signifi cant diff erence in power levels. Second, higher point bases allow for more eff ec- tiveness with Power Frameworks — sometimes too much eff ectiveness. If the GM chooses a campaign power level higher than Standard, he should con- sider limiting Multipowers, Elemental Controls, and Variable Power Pools with point and eff ectiveness ceilings... possibly even to the Active Point, DC, and defense totals of the next lowest type of campaign. Th ird, higher Base Point campaigns allow for the creation of characters who are that much more powerful than the rest of the world. It becomes less likely for human-level agencies and individuals to aff ect the PCs; only supervillains and super-technol- ogy can do so. Th is creates the risk of setting up an environment where only costumed characters matter in the campaign. Th ere is less reason for supers to care about or interact with normals, and certainly less reason for them to be concerned about petty human laws. Th is is sometimes a disadvantage for the GM (such as when it causes the superheroes to become unconsciously arrogant and unheroic) and sometimes an advantage (when good roleplayers are willing to explore the themes of increasing distance from humanity and its resulting consequences on the personalities, lifestyles, and ambitions of the heroes). Fourth, diff erent point totals do allow for the simulation of diff erent types of comics. If you want to play campaigns about the biggest and best superheroes getting together as a team aft er years of individual adventure, fi ghting world-shaking and galactic-empire-threatening menaces, then you defi - nitely want to choose a higher total points for your characters. Lower point totals won’t do the job. Low-Powered Superheroes Low-Powered Superheroic characters (150 Base Points + up to 100 Disadvantage points) are good for many diff erent types of campaigns (some GMs reduce the point allotment even further, to 100 + 100). Th is level is most oft en used when representing “new” superhumans who just got their powers and have almost no experience using them. In some games they’re teen heroes, whose powers have just manifested; in others all the PCs gain their superpowers from the same event or root cause (oft en fi rst teaming up to stop the villain who initiated the event). spend large chunks of the “saved” points at appro- Given the relatively low number of points priate times to refl ect the growth of their abilities characters in this type of campaign have to work and skills. with, and the fairly restrictive Active Point guide- lines GMs oft en impose, characters in this cam- Standard Superheroes paign oft en tend to have one or two major powers. Th e “Standard” Superheroic character is the Sometimes they represent diff erent aspects of “default” approach for Champions campaigns, these powers with a Power Framework, but it’s not including the Champions Universe setting depicted uncommon for them to start with a single Power in many Hero Games products. Th at category (Desolidifi cation, Energy Blast, Flight, Mind Con- describes the values that are the most common trol, Teleportation...) and then build on that power throughout starting superhero campaigns using with Experience Points. You might even want to the HERO System rules. It typically represents consider not letting PCs spend some of their start- either (a) superheroes of average power just get- ing points right away, so you can allow them to ting started, and/or (b) superheroes with at least 128 HERO SYSTEM 5TH EDITION

COSMIC-LEVEL character’s suite of powers, and oft en allow him to POWERS buy a lot of “secondary” power eff ects based on his Here are a few examples main powers. (For example, a fi re-using character of some cosmic-level might be able to buy a Dispel Technology, defi ned powers superhumans as his ability to melt gadgets, as part of a Multip- might possess: ower otherwise fi lled with straightforward Energy Godlike Awe: Th e char- Blasts and RKAs.) Th e additional points may also acter is as majestic and give a character the opportunity to sidestep Power awe-inspiring as a god. Frameworks and create some interesting constructs 100 PRE. Total cost: 90 with straightforward Powers. points. Effect: Th e char- Very High-Powered And Cosmically Powerful acter has the ability to Superheroes make stars go nova, Beyond High-Powered superheroes, the destroying not only sky’s the limit — literally. With 600, 700, or more them but everything points to work with, players can create charac- in their solar systems. ters who spend most of their time in outer space, Th e eff ects of the blast whose decisions and actions can aff ect the course are so extensive they “wrap around” planets of nations and worlds, and who fi ght foes that and asteroids, making it threaten the entire galaxy. impossible to take shel- Besides allowing for higher power levels, and ter from them in the lee a broader range of power options within a given of some world. special eff ect, the point totals at the upper reaches RKA 20d6, Area Of of the Superheroic spectrum may lead to some Eff ect (One Hex; +½), unusual purchasing decisions. With that many Indirect (+¾), Mega- points to play with, many players don’t hesitate Area (each hex covers 10 billion km; +2¾), Per- to spend a few on Total Life Support, extra STR, sonal Immunity (+¼), a couple of unique Enhanced Senses, and various Reduced Endurance (0 exotic defenses, making it diffi cult to aff ect them END; +½) (1,725 Active with NNDs or restrict their actions in the usual Points); Extra Time (1 ways. Th is is even more likely to happen if you Minute; -1½), No Range place a relatively low point ceiling on powers (see (-½). Total cost: 575 points. below), since that just frees up more points for mis- cellaneous abilities. Standing On The Sun: Th e character is virtu- Because higher-powered Champions charac- ally immune to damage ters have so many more options available to them, from energy. and roll so many more dice with their attacks, Energy Damage Reduc- games using these point totals tend to play a little tion, Resistant, 75% more slowly than other games. You might want to (total cost: 60 points) review the Nine Ways To Speed Up Combat listed and Armor (0 PD/90 on pages 380-82 of the HERO System 5th Edition, ED), Hardened (x2; +½) Revised and try them out to keep the campaign (total cost: 202 points). from slowing down too much. Total cost: 262 points. Translight Travel: Th e character can travel at Point Total Problems many times the speed of light. Problems sometimes arise because players try FTL Travel (32,000 LY/ to get around the letter or spirit of your point total year, or about 1 LY/15 guidelines. minutes). Total cost: 40 One such problem is that many players, fans points. of the comic books, try to build characters who Universal Transmutation: a small amount of crimefi ghting and adventuring are competitive with the stars of those comics Th e character has Trans- experience predating the fi rst game session of the — characters who have been around and adventur- form powers that can campaign. It provides enough points for players to aff ect virtually anything. ing for many years. Over those years, their writers create well-developed characters with both combat- have found more and more things for them to do Major Transform 10d6 and non-combat-oriented abilities, as well as a few with their powers, and have generally assumed that (anything into any- quirky powers or Skills refl ecting the character’s thing), Improved Results various circumstances allow the supers to become Group (anything; +1), background, interests, hobbies, or unusual life expe- more powerful with age and experience. Trying Reduced Endurance (0 riences. to match one of these “established” heroes with a END; +½). Total cost: starting Champions PC oft en isn’t possible... though 375 points. High-Powered Superheroes Gamemasters and players who fi nd the Stan- some players still try. dard Superheroic level a little too confi ning and Similarly, some players design their characters restrictive may want to consider High-Powered solely for the sake of power or combat eff ectiveness, superheroes instead. Th e 100 extra points such not as vibrant, three-dimensional characters in a characters get go a long way toward broadening a roleplaying game. When a Champions player tries Champions 129 to design a character primarily to be powerful, he tends to do thing that may cause trouble later on. Some of the problems you may encounter with point total “end runs” include: Pile On Th e Disadvantages One tactic is to take more Disadvantages (assuming you, as GM, allow this). Th is normally results in a character who’s irritable and twitchy, whose Hunteds crop up in campaign adventures far more oft en than anyone else’s, whose DNPCs are the single largest block of the campaign’s cast of normals, and who with increasing desperation tries to keep secret the information that exposure to monosodium glutamate reduces him to help- less spasms. Th e character’s player is unhappy and frustrated because of the restrictions, and the other players oft en resent the way his character seems to dominate things. Th e most obvious way for the GM to prevent this is, of course, to limit the number of Disadvan- tage points a character may have. If you, as GM, would rather not do this, you simply have to “per- suade” a character to buy off some of his Disadvan- tages with Experience Points by making them a real problem in the character’s life. Stretch Th e Rules Until Th ey Snap Another tactic is to hit on character design tactics that stretch and abuse the rules. Let’s say, for instance, that a player builds a character with a set of powered armor. Th at means most of his powers are bought with the Limitation Obvious Inacces- sible Focus. Now, our character-builder reasons, he can’t use his powers without revealing his hero identity, therefore he also has a Only In Heroic Iden- tity Limitation on his powers, too. He’s able to buy everything at a -¾ Limitation rather than the -½ for OIF. He also decides that most of the suit’s systems are tricky to operate, so just about everything takes the Requires A Skill Roll Limitation (another -½), but they all default to the same skill (Power: Sam’s Power Suit), which he buys up to such a degree that he’ll still have an adjusted roll of 17- for even the most powerful system used at full strength. Th at is rules abuse, and is only one example of the thousands of ways creative character designers can do end runs around the way the rules are sup- posed to work. Th e HERO System’s fl exibility and Establish All-Or-Nothing Conditions adaptability mean it’s open to abuse by players (and A player may choose to shave some points by GMs) who don’t approach it with maturity, respon- building most of his powers with a Limitation that sibility, common sense, and dramatic sense. Champi- causes him to become completely ineff ective in ons isn’t about squeezing as many points as you can certain rare circumstances. For instance, a character out of something and building as powerful a char- who is mystically tied to the life-force of the Earth acter as you can — it’s about properly simulating might take a Limitation like Only Works Within Th e the comic book superheroes genre in a roleplaying Atmosphere Of Earth on most of his powers. Th is campaign, and creating awesome superhero stories is a valid Limitation; it means, for instance, that as with your friends based on your characters’ adven- the character fl ies up above the planet, his Flight tures and escapades. As GM, it’s your responsibility power turns off once he’s gotten past the outermost to make sure characters are properly designed not planetary limits. only in terms of rules, but in light of common sense Th e problem comes when the GM decides to and dramatic sense so they don’t cause problems have adventures that takes place off -world. Either in the game. Review every potential PC carefully the characters learn about this in advance and for problems, and reject (or require changes to) any Earth-Link Boy bows out of the upcoming adven- character you think is likely to be trouble. ture, citing a need to remain on the Earth (with 130 HERO SYSTEM 5TH EDITION

creation process, keeping a close eye on the con- struction of each character, and watching out for potential abuses of these types. However, it requires experience to realize when a character design detail is likely to cause trouble in a campaign. An inexperienced GM will miss quite a few (and it is worth noting that trou- blesome character design details can be accidental rather than deliberate; players oft en don’t know a character detail may cause diffi culties). Even expe- rienced GMs overlook some potential problems — no one can think of everything in advance. Th erefore, a GM should make it clear from the campaign’s onset that he retains the right to insist on a change to a character design, even well aft er the campaign has started, if he concludes the character’s design is causing problems for the cam- paign. Th e players may not like this, but if they’re responsible gamers and good sports, they’ll under- stand that it’s for the good of the campaign and not quibble about it too much. It may also be possible to prevent some of these problems by starting off with a diff erent Base Points + Disadvantages structure (see above). POINT AND EFFECTIVENESS CEILINGS Th e previous chapters mentioned point and eff ectiveness ceilings on several occasions. Th ese are limits the GM can establish to govern how pow- erful a Champions character’s powers can be. Th ese power limits aren’t “offi cial” (there are no specifi c rules for them, or requirements that you institute them), but they oft en have their uses. Th ey help keep players from designing characters who are so one-dimensional they endanger themselves, or who create potential problems with the balance of play in the campaign. Th ere are two types: point ceil- ings and eff ectiveness ceilings.

his player arranging to take another character into Point Ceilings space), or the heroes are suddenly transported to the new area and Earth-Link Boy is completely Point ceilings (also called “point caps”) are stripped of his powers for the duration of the outer restrictions the GM puts on the number of points space mini-series. a character can have in an individual power. Most If the character’s player is of the sort to con- point ceilings restrict the number of Active Points sider this an opportunity to explore new horizons in any given power, but the GM can also (or alter- for his character, there’s no problem. Earth-Link nately) place a cap on the Base Points (i.e., points Boy may borrow an armored space suit and one without Advantages or Limitations), or even the of his pals’ second-best laser pistol, and all is well. Real Points (the total cost of the power aft er all But if the player is likely to become frustrated and Advantages and Limitations are applied). For exam- unhappy because his character is now nigh-useless, ple, a Champions GM might establish a limit of 60 the campaign has a problem. Th e player is at last Active Points in any power, or 60 Base Points, or 50 paying for his character’s Limitations, but he’s caus- Base Points and 75 Active Points, or 40 Real Points. ing everyone else to suff er, which makes it the GM’s Th ese are, obviously, artifi cial restrictions problem as well. — they’re not a part of the HERO System’s offi cial rules, and the 5th Edition, Revised rulebook doesn’t RESOLVING CHARACTER POINT talk about them (except in general terms on page DIFFICULTIES 338). No specifi c rule in the HERO System prevents Th e best way to deal with these character a character from taking his 200 Base Points and his design problems is to prevent them from ever hap- 150 Disadvantage points and plowing them all into pening. Th e GM can ride herd on the character Strength. A player who did this would end up with Champions 131

is a character who has the phenomenal STR score NPCs (especially the villains) with equal confi - THE RULE OF X of 360, with a PD of 72, REC of 74, and STUN of dence about the ease or diffi culty the PCs will have Some GMs like to com- 195. Wow! aff ecting them. Th is helps the GM keep things bine point and eff ec- But he also has CON 10, SPD 2, ED 2, and a balanced in his campaign, and ensures he can chal- tiveness ceilings into a CV of 3. A well-trained ordinary human martial lenge the PCs without making their enemies unde- single formula called the artist with a knife has a better-than-even chance of featable. Rule of X. Basically what killing this super-strong monster without taking a But point and eff ectiveness ceilings off er a the Rule of X says is that the character’s vari- blow in return. Th e ordinary human martial artist equal problem: they tend to cause a certain same- ous abilities — attacks, has a better DEX, and so goes fi rst in every Phase; ness in the campaign. If the GM imposes a 75 defenses, SPD, and so on a better SPD, and so attacks more oft en; a better Active Point limit for powers in general, and a 12 — cannot, when added OCV and DCV, and so hits more oft en and gets hit DC limit on damage, then just about every charac- together, total more than less oft en. Naturally, the STR 360 superhuman can ter in the campaign will have a 12 DC attack. Th us, X. Each GM defi nes “X” pick up a car as a club or knock a skyscraper over no PC feels very special; it doesn’t matter much that based on how powerful he wants characters to onto his foe, but not if the martial artist has slashed one character does 12d6 with his punch, one with be in his game. A typical and Stunned him on the very fi rst Phase of combat. his fl ame blast, and one with his wind-. Standard Superheroic Additionally, point ceilings can cause problems Champions campaign because Active Points aren’t always a very good way probably sets X at Effectiveness Ceilings of evaluating the eff ectiveness or rarity of powers. around 30-40. Some GMs impose eff ectiveness ceilings A good tear gas grenade — something available to Each GM has to decide — restrictions on the strength of powers (typically just about any law enforcement offi cer — can easily what game elements he wants to factor into the attacks, based on the Damage Classes in the attack). cost more than 75 Active Points, even though it’s pretty common. An Attack Power with just a few Rule of X calculation. A campaign might, for example, restrict all attacks Some possibilities for to no more than 12 DCs, regardless of the Active DCs but a lot of Advantages tacked on to create an an off ensive Rule of X Points, Base Points, or other point calculations intriguing eff ect may exceed the campaign’s point include: ceiling, yet not be very combat-eff ective, whereas involved. Eff ectiveness ceilings can also govern ■ the number of DCs SPD, a character’s CV with any given attack, Skill a straightforward RKA 4d6 is well within the cam- in the character’s most Rolls, the strength of Defense Powers, or many paign’s limits and much more useful on the average. powerful attack (or the other game elements. A GM can use an eff ective- So, GMs interested in using point or eff ective- Active Points in the ness ceiling in addition to, or instead of, a point ness ceilings may want to consider ways to elimi- attack divided by 5) ceiling, mixing and matching them until he fi nds nate or diminish these problems. Here are some ■ the character’s highest the right combination for his campaign. suggestions: possible OCV with his most powerful attack EXCEPTIONS FOR CHARACTER SCHTICKS (assuming he uses all Perils And Pitfalls One approach to keeping reasonable limits Combat Skill Levels on character powers is to impose such limits but for OCV; the GM may Point and eff ectiveness ceilings serve a useful or may not also want to allow each character to exceed one limit by a to include bonuses function in many Champions campaigns. Th ey certain amount. Th is usually refl ects a character’s allow the GM to have a certain confi dence in the “schtick,” or special/primary form of attack — a Continued on next page eff ectiveness of the PCs, letting him design the brick chooses STR as his one big power, an energy 132 HERO SYSTEM 5TH EDITION

Continued from last page projector chooses Energy Blast, and so on. Addition- EMP Blast Boost: Energy Blast +4d6 (20 Active from commonly-used ally, the GM may rule that each Power or ability can Points); 1 Charge (-2), Increased Endurance Combat or Martial only have one character choose it to exceed the ceil- Cost (x10 END; -4). Total cost: 3 points. Maneuvers) ing. With this power, it’s as if Capacitor can Push ■ the character’s SPD For example, let’s say the GM imposes a 60 Active Point limit on powers. Th erefore a character for an additional +20 Active Points (the END ■ the Active Points cost is the same as for Pushing), and, once per divided by 5 in primar- might have an Energy Blast 8d6, Explosion, or STR 60, but could not exceed those values. However, the day, he can project a 16d6 Electromagnetic ily off ensive powers like Pulse Blast (18d6 if he actually Pushes on top Aid GM also allows each character to have one power of using his one-shot Boost power). Most GMs establish a with a 75 Active Point ceiling. Each power in the separate Rule of X for game can only have one exception like this; if one Th is approach permits some very dramatic defense. Its factors oft en character has 75 points in Flight, no one else can scenes in a campaign. However, unlike the comic include: have a 75-point Flight power. Th e players must agree books (where the “GM” [the writer] controls the ■ the total points in among themselves which character gets an exception “PCs” as well as the villains and all the events), a the character’s most for which power. character can sometimes miss with his once-in- powerful defense (or Th us, one character might have STR 75; no a-great-while power, which is undramatic in the the Active Points in that one else can have more than a 60. Another char- extreme. Th e GM may want to invoke “dramatic defense, divided by 5) acter might have an Energy Blast 15d6 (with no sense” and provide a character an OCV bonus to ■ the character’s highest Advantages); no one else can have more than a 12d6. help him hit, if necessary. possible DCV (assum- Someone else might have an HKA 5d6; no other PC ing he uses all applicable can exceed a 4d6. And so on. EXCEPTIONS FOR VILLAINS Combat Skill Levels for DCV; the GM may Th is means that the campaign itself eff ectively Even if the GM chooses to follow the cam- or may not also want has an Active Point limit of 75, but each character paign point and eff ectiveness ceilings when build- to include bonuses has the opportunity to be recognized as the most ing NPCs and villains (and he should, usually), from commonly-used powerful user of any specifi c ability. he doesn’t have to. Character Point restrictions, Combat or Martial generally speaking, are for players. Th e GM should Maneuvers) EXCEPTIONS FOR LIMITEDUSE POWERS design his NPCs however he needs to, to make ■ the character’s SPD Similarly, the GM might allow exceptions to them eff ective and powerful. Remember, villains ■ the Active Points point and eff ectiveness ceilings if the exceptions are and NPCs are oft en much less three-dimensional divided by 5 in primar- built as add-on powers usable once per day (or only than superhero PCs, and they’re not “on camera” for ily defensive powers like subject to some equivalent restriction). Th is means every scene and event of the campaign. Th us, they Invisibility or Desolidi- a character, on those occasions when he really, des- can aff ord to build and use powers that would be fi cation perately needs to call on additional power, can do so too restrictive or unbalancing for a PC to have. For By implementing a Rule — once. example, most master villains — world-conquer- of X, you can eliminate ing super-criminals able to take on entire groups of hard-and-fast point and Example: Capacitor is a fl ying energy projector. eff ectiveness ceilings He has an Electromagnetic Pulse Blast, an EB PCs in combat — are going to have powers far in in favor of more fl ex- 12d6. It pushes right up against the campaign’s excess of the campaign’s usual point and eff ective- ible guidelines. A Rule 60 Active Point power limit. But the GM allows ness ceilings. Th at’s exactly how it should be; few of X allows a character any character to have a +20 Active Point addi- master villains inspire awe and fear if they’re no to have a much more tion to one power, as long as it’s only usable once more powerful or capable than the PCs. Continued on next page per day. So, Capacitor buys the following ability: Champions 133

ADJUSTING CEILINGS OVER TIME as Money, Bases, Vehicles, and the like. Characters Continued from last page In campaigns that last for a long time, point who were comparatively underbuilt may have to narrow their design conceptions, spend built-up powerful attack than and eff ectiveness ceilings can cause another prob- his comrades — but at lem: they frustrate players who want their char- Experience Points, or add Disadvantages to adjust the expense of being acters to grow, evolve, and become more powerful, themselves to more appropriate power levels. Th is slower or less accurate. but who are cut off by the points caps. You can deal whole process inevitably leads to some dismay Similarly, a character with this problem by adjusting your campaigns and sometimes hard feelings, but it is ultimately a can have a high DCV, fair choice. It’s important for you to stress to the but not high defenses ceilings periodically as the characters earn Experi- as well. ence Points. players, individually or collectively, that there is For example, you might decide that, for every nothing personal in obliging them to rebuild their 50 Experience Points the characters earn, the Active characters — it is out of a concern for fairness Point limits of the campaign increases 10 points. Or and play balance. It is also sometimes helpful to DESIGNING perhaps each character gets to buy one more power explain that to the theoretical readers of the comic FOR POWER up above the ceiling. book that this campaign represents, the changes to Even with point ceil- You should decide whether the raised ceiling the characters will be transparent. Th e characters ings, Rules of X, or other limits, it’s possible for applies to all characters, regardless of their current themselves do not notice that they are suddenly “weaker” or “stronger.” (In cases where the adjust- creative players to fi gure Experience Point totals, or only to those who have out how to get some achieved the required point level. Generally the ments to character power levels are too dramatic character eff ectiveness second option is best. that exceeds the GM’s restrictions. Sometimes this is done Other Point by stacking power eff ec- tiveness in unobvious Total And Power ways. Level Issues Example: A martial artist has a Strength of 20, a +4d6 Martial Maneu- MIXING CHARACTERS ver, and +4 Damage FROM DIFFERENT Classes. Th is gives him CAMPAIGNS 12d6 damage, and the campaign’s damage limit Questions of character is 12 DCs. So far, so good. damage and eff ectiveness But elsewhere on his become particularly important sheet he’s bought +10 when a campaign allows char- REC, Only For Recov- acters from diff erent campaigns ering END Spent To to play — especially if they Push (-2), for a total of are already at diff erent levels 7 points. Th is is fairly of experience. Each character innocuous, especially might have been built under when it’s away from the context of his combat a diff erent set of assumptions. damage. It just means he Some could have power levels bounces back very fast that are greater than your from Pushing. But within restrictions for this campaign. the context of his combat Some could have been built damage, it means he under more restrictive rules, can Push a lot, getting +2d6 to his attacks on a making them uncompetitive in frequent basis, and for the environment of this cam- fewer points than buying paign. Th ere’s no one perfect +10 to his Strength or +2 solution for this situation, but Damage Classes. there are several remedies you Players can also do this can consider: simply by taking normal advantage of the rules. If Rebuild The Heroes. Th e most a character has STR 40, direct solution is to require all he might be well within players to rebuild their char- a campaign’s Active acters to be consistent with Point limit of 60 points. the current campaign’s rules. But if he also has Flight Th is will oblige some play- 30” and ten Combat Skill Levels with Move ers to lower power levels and Th rough, he can do 18d6 allow others to increase theirs. with that maneuver (and Characters who were com- hit pretty reliably with paratively overbuilt will free it), which is doubtless a up points you may want them violation of the spirit of to spend on lowering Disad- his campaign’s limits. vantages or allow them to put Continued on next page into such non-Power choices 134 HERO SYSTEM 5TH EDITION

Continued from last page to be transparent, you can base an episode of play around the events that cause the characters’ power As GM, you don’t neces- sarily want to head off levels to change — radiation accidents, sudden these player end runs. mutations, lingering physical deterioration from a To do so is to punish supervillain’s attack, punishments or blessings from creativity on their parts, one’s supernatural patron, and the like are all valid and in some cases to explanations for the changes.) prevent characters from having the opportunity Play The Ball Where It Lies. If you feel the campaign’s for dramatic self-sac- players are sophisticated enough, and that you are rifi ce. In the Move a versatile enough GM, you may wish to allow all Th rough example of the these disparate characters to be played exactly as paragraph above, it’s the they are. Th is may result in some characters being presence of the Combat Skill Levels that tips much more powerful than others. If the play- you off that the player ers with weaker characters aren’t the type to feel plans for this to be part overshadowed by more powerful characters, and of the character’s usual if you’re good enough to set up adventures where tactic. If you make the everyone is equally useful regardless of power level, player remove the CSLs, this is a viable solution to the situation. the character still has the option to perform Raise The Bar. Th is is a variation on “Rebuild Th e this mighty attack, but Heroes.” You might decide to establish a new power there are greater risks base for your campaign that is actually at the level associated with it — he of, or higher than that of, the most powerful char- is much more likely to miss, so it becomes a acter in your campaign. last-ditch attack rather HOW DO THE PLAYER CHARACTERS than a fi rst-choice attack. COMPARE TO THE REST OF THE WORLD? Similarly, once you get It’s useful for the GM to fi gure out how the a feel for your how your PCs compare, in terms of power and competence, players approach and to the rest of the world — not just to other supers, play Champions, you but to the general population. can better judge whether they’re trying to sneak Super Versus Super around your point and How powerful are the PCs in relation to other eff ectiveness ceiling. A superhumans now existing and those who were responsible, mature role- active in earlier decades? player who understands the genre might build If they tend to be less powerful (which is a a character with STR common occurrence when a GM populates his 40, Flight 30”, and +10 world with well-translated versions of supers from with Move Th rough, but the comic books while the PCs are all built at the knowing how the genre Standard Superheroic level), problems may result. works only use the full Th e PCs could be beaten time aft er time, only to power of that attack as a last-ditch tactic — so, be rescued by established NPC superteams. Th is is you can let him keep extremely bad for the morale of players and charac- that ability without ters alike, so you should avoid it whenever possible. fearing he’ll unbalance On the other hand, if the world situation is such the game. On the other that beginning superhero teams are recognized as hand, a player who such, and established superheroes off er advice and approaches the game as if it were a wargame, training (but only if is asked), and accept the PCs seeking to get maximum as peers-in-the-making without demonstrating combat eff ect out of their inferiority at every turn, you can minimize or every power he buys and eliminate problems of this sort. every Action he takes, If the PCs tend to be about as powerful as And the fact that these PCs are the most powerful is someone you need other supers, they more readily gain the acceptance can itself be the inspiration for one or more adven- to keep a closer eye on of the public as heroes and other supers as col- and whose powers you tures. Why are they most powerful? Are the forces need to evaluate more leagues. Th is approach requires the least attention creating superheroes more full of energy now, and carefully — his conduct and work from a GM. is it because some worldwide catastrophe is in the is much more likely to If the PCs tend to be more powerful than offi ng? Have mysterious forces perfected the art of harm your campaign other supers, they’ll have the opportunity to deal “manufacturing” superhumans, and are now ready and ruin everyone’s fun. with the most dangerous super-enemies and to unleash their own private army of New Men threats to planetary safety. Th ey’ll be the ones the upon the world? public turns to when world-destroyers land, when Over time, a player character team’s compara- a tsunami approaches the shores of California, or tive power can change. As years of play-time pass, when a hostile janitor steals the U.S. Department of a team that starts out comparatively underpowered Defense AeroSpace Defense Prototype (nicknamed can become the equal of other teams out there, and “Deathmobile”) and goes on a destructive rampage. then, as members of those teams themselves retire Champions 135 and are replaced by newbies, the PC team can become one of the most powerful in the world. Supers Versus Normals As noted above, the more power- ful superheroes are, the less notice they have to take (and thus tend to take) of normal NPCs. In a campaign with low-powered superheroes, a thug with a gun or a group of agents with blasters represents a credible threat (even if it’s one a PC can expect to handle pretty easily). Th e more power each PC has, the less likely it is that you can threaten him with such mundane opponents. Given enough points, a PC has nothing to fear but other superhumans, super-technology, and the like — which can have real consequences for their approach to the world. So, as you plan your cam- paign and decide how many points players get to build characters with, you need to decide how you want them to relate to “normals.” Supers Versus Th e Environment Th e more powerful player char- acters are, the more likely it is that accidents with their powers (most commonly, missed attacks in urban environments) will cause serious, even tragic damage to their surroundings. (For that matter, it’s also more likely they can deliberately break their envi- ronment.) An Energy Blast 8d6 hit- ting a brick building punches through and hurts the average man about as badly as a normal person’s blow from a baseball bat. Th e same thing hap- pening with an EB 16d6 also punches through the average man, turning him into a fi ne red mist and his family into outraged survivors. So, it’s best to remind characters occasionally that they are not only adventuring in a world that’s all too oft en delicate by their standards, but they need to be responsible for their actions. If they do not rescue those they’ve imperiled, help those they’ve injured, and accept responsibility (ethical, if not fi nancial) for harm they’ve done, they’ll soon lose any public acceptance they’ve gained. Th e public will call for laws to curtail their activities, and the nation’s leaders will pass those laws. Heroes who scoff at these reactions will be surprised when the government assembles its own superhero team to deal with them — or when it turns teams of investiga- tors loose to ferret out the PCs’ Secret Identities. 136 HERO SYSTEM 5TH EDITION CREATING AND RUNNING CHAMPIONS CAMPAIGNS campaign is a series of adventures featur- wants its population bending their knees to him, or ing the same approximate cast of char- hates its admirable characteristics (personal free- acters and setting, run over an extended dom, democratic process, and so on). Regardless of Aamount of time — until its participants his specifi c goals, his motivations are clearly Wrong become tired of it, are unable to continue with it and/or Evil; no right-minded person (and par- (which happens when some of them move away or ticularly no true superhero!) will sympathize with have their time taken up by real-world concerns), them, or with the villain himself. or it reaches its intended end (which is the case Authority Figures Tend To Be Good. Politicians, peace with a mini-series or maxi-series). Running (and offi cers, and well-known newsmen and commenta- playing in!) Champions campaigns can be very tors tend to act in the interest of the public good. complex — as complex as each GM and set of play- When there is an exception, that individual is oper- ers allows it to be. Th is section discusses some of ating on his own, and others in similar positions the factors that come into play, and how the GM won’t help him when his misdeeds are revealed. and players can address them... or ignore them. Victories Tend To Be Complete. Even when a super- villain escapes the heroes at the end of a story, it is CAMPAIGN with the understanding that his plan is foiled, his resources stripped away or destroyed. His situation CHARACTERISTICS has been reset to zero, and the heroes can leave with a sense of accomplishment. Th e HERO System 5th Edition, Revised rule- book, on pages 542-44, talks about several cam- Heroes Are Seldom Visited By Guilt. When heroes paign characteristics — morality, realism, outlook, fi nish a successful adventure, they receive the con- and the importance of the PCs. (Th e core rulebook gratulations of the authorities and the thanks of also addresses the subject of campaign serious- the people they’ve saved. Th e press writes up their ness, but there is little for Champions to add to that adventures in a positive and supportive manner. topic.) Th is section examines those issues as they When these circumstances are not in eff ect, the relate to superhero campaigns. heroes know something’s wrong: if a politician’s not happy with their actions, he’s probably crooked and is secretly benefi tting from the villains’ plan; if Morality a newspaper publishes a scathing denunciation of Questions of morality are perhaps more sig- the heroes’ actions, it’s probably unfairly decided to nifi cant in a Champions campaign than many other persecute the heroes for reasons of improving sales types of HERO System campaigns, simply because or benefi tting a mysterious and evil patron. the characters have the opportunity to express their SHADES OF GREY versions of morality through more mighty powers. Shades of grey morality means right and When characters have the power to eff ect tremen- wrong aren’t as clearly defi ned as in black and white dous change in the world, how they exercise that situations. Th e heroes must make decisions about power becomes an important moral issue. their actions based on complicated ethical situa- Campaign morality tends to fall into one of tions and may come out of these decisions feeling two camps: Black and White or Shades of Grey. less than satisfi ed and less than secure. Some char- BLACK AND WHITE acteristics of this type of morality include: Black and white morality means the diff er- Villain Motivations May Be Only One Step Away From ence between right and wrong in most situations is Heroic. A supervillain might decide to destroy the clearly defi ned and understood — both the players United States, or just do damage to it, for reasons and the characters will recognize “the right thing that are all too close to the heroes’ own viewpoints to do” in almost all situations. In many ways, this — for instance, to right wrongs done to the Native tends to be the “default” morality for the superhero American peoples displaced by settler expansion, genre, though Shades of Grey becomes increas- or to bring to an end some of the nation’s less admi- ingly prevalent during the Bronze and Iron Ages. rable characteristics (lack of empathy for nations Here are some ways to implement black and white in which it has no economic or strategic interest, morality in a campaign. presumption of national superiority, and the like). Villain Motivations Are Always Selfi sh Or Delusional. Once a hero truly understands a villain’s motiva- A supervillain might decide to destroy the United tions, he is likely to develop greater sympathy for States because he wants the wealth it represents, that individual. Champions 137

Authority Figures May Be Good, Bad, Or Somewhere In Between. Th ey possess the same range of motiva- tions as the rest of humanity. When one turns out to be operating in a selfi sh or villainous manner, he may be simply one cog in a system that is compro- mised or corrupt, and others in similar positions may try to cover up the truth of his misdeeds, keep him in a position where he can help them, and so on. Victories Tend To Be Compromised Or Incomplete. When the heroes win a victory in the campaign, it is oft en somewhat spoiled. Th ey may realize some of their actions have actually been the result of the villain’s manipulations, and that he may have taken a step toward winning a strategic victory even at the cost of a tactical loss. (For instance, his supervil- lain team may have been captured... but the battle in which it happened was so destructive that the government implements laws to curtail superheroes, thus forcing them into the role of vigilantes.) Th e death of a villain, far from being a cause for grim celebration, may be a time of mourning as the heroes recognize that they have had to slay a kindred spirit (“Th ere but for the grace of God go I...”). Heroes Are Frequently Visited By Guilt. Heroes get to witness fi rsthand the eff ects of any of their mistakes — a concrete mixer hurled at a supervillain lands on a school, a missed Energy Blast destroys price- less art treasures in a museum. Authority fi gures praise them when it’s in those individuals’ best interests (as in a self-promoting photo opportunity) and criticize them at other times (as when a politi- cian shift s blame for society’s ills onto “vigilan- tes”). Media accounts of the heroes’ actions might unfairly praise them or fairly criticize them as well attitude about their own place on the moral spec- as the other way around. trum, always assuming they’re right regardless of what they do; at that point, it’s time to introduce CHOOSING BETWEEN MORALITIES a Shades of Grey storyline. Players in a Shades of Th e question of which of the two morality Grey campaign tend to grow tired, frustrated, or types to implement tends to be answered by what even depressed at the prospect of having each of sort of players you have. Do they prefer simpler their victories cheapened or diminished by moral environments where they do not have to worry ambiguity; it is then helpful to have a storyline with about real-world concerns? Th en Black and White a clearly-defi ned evil and an unquestioned victory morality is the way to go. Do they enjoy wrestling on the heroes’ part. with their consciences, prying victories out of com- plicated ethical situations? Th en they should have Shades of Grey. Realism In some cases, the morality may depend on Most superhero comics and campaigns tend the type of campaign you have in mind. Black and to be inherently unrealistic (what the HERO System White is almost required for Golden and Silver 5th Edition, Revised rulebook correctly refers to as Age campaigns, and Shades of Grey is defi nitely “romantic” — but since this book co-opts that term the most common for Iron Age Champions; Bronze to refer to romantic relationship-based campaigns Age games can go either way. Of course, if you have and stories, it uses “unrealistic” in this context). Th is a specifi c type of morality in mind for your game, book and most superhero materials presuppose you should always let the players know in advance that a superhero campaign will be unrealistic, and what it will be. the advice in Chapter One concerning Appropriate In either case, remember that it’s usually a bad Unlikely Actions follows that supposition. If you idea to adhere strictly to one type of morality in a and your players prefer a more realistic campaign campaign. Th is becomes boring. Each type of cam- — albeit one in which superheroes appear — then paign can be refreshed and enlivened by an occa- you should choose not to use those Appropriate sional storyline featuring the other type. Unlikely Actions, and should follow these guide- You should remain alert for signs that play- lines as well: ers are becoming frustrated with the campaign’s Establish A “Rejection” Model For The Law. Page 31 current type of morality. Players in a Black and describes three types of legal atmospheres under White campaign begin to adopt a casual, fl ippant which supers could operate; the “Rejection” model 138 HERO SYSTEM 5TH EDITION

ARTFULLY DODGING best matches a realistic campaign. the campaign is negative. Th is is an appropriate In a Champions game, Implement Shades Of Grey Morality Guidelines. It’s approach for campaigns involving vigilantes or it’s possible to get a rea- diffi cult to establish a pattern of realism while play- other protagonists with non-four color ethics. It sonable approximation ing a campaign where virtue is always rewarded is appropriate to some Adventure, some Comedy of the Artful Dodger and evil always scorned. Sadly, the “real world” (chiefl y dark-humored), and some Drama cam- character type men- doesn’t work that way. paigns. tioned in the text — you If the PCs don’t make much of a diff erence just have to fi nd ways of Ignore All The Advice Below About Superhero Physics and are suff ering, the campaign is very negative. representing the con- On Page 163. Th at information assumes an unreal- cept of “No one can hit Th is sort of campaign is only well-suited to players me!” that don’t literally istic campaign. whose chief enjoyment comes from roleplaying and involve not being hit in exploring the emotional depths of their characters, a game sense (i.e., some- Outlook; Importance since they’re not going to fi nd much to reward thing other than a really them elsewhere. Th is sort of approach is well-suited high DCV and hoping). to some Drama and some Romance (the tragic In short, you need to Of The PCs romance type) campaigns. use Defense Powers to A superhero campaign can have a positive or simulate the “unhit- table” concept. Th e idea negative outlook, and these two questions defi ne here is that the defense that outlook: RUNNING THE CAMPAIGN represents not the abil- ■ Are the characters making a positive diff erence in Here’s some general advice on the running of ity to “bounce” the the world? damage, but to “avoid” Champions campaigns. the damage altogether. ■ To what degree are they suff ering for their super- Th e Combat Luck Talent hero activities? (HERO System 5th Edi- The Limits Of Superhero tion, Revised, page 87) “Making a positive diff erence” means the and Missile Defl ection Genre Simulation (page 208) are two good characters have some longstanding eff ect on their ways to do this, but environment. If the campaign is global in scale, Th e HERO System rules are versatile enough to there are plenty of other they may be preventing wars, stabilizing interna- allow GMs and players to simulate just about any- options. For example: tional politics, preventing population-threatening thing that happens in comic books. However, just You Only Nicked Me!: disasters, and the like. If the campaign is local in because something can be simulated doesn’t mean Armor (6 PD/6 ED) (18 scale, they may be cleaning up crime in specifi c it should be. Active Points); Only neighborhoods, solving kidnapping and murder Versus BODY (-½), cases that upset the community, and defeating vil- TYPES OF SUPERHEROES Always Lets First BODY Certain character types that are very common Th rough (-½), Applies lains who prey on the citizens. Last Of All Of Th e Suff ering refers to the sacrifi ces made by in comics don’t work as well in Champions cam- Character’s Defenses the PCs, individually and collectively. Suff ering paigns. Th ey include: (-0). Total Cost: 9 includes sustaining injuries in combat, seeing their The All Attack, No Defense Guy. Some people like to points. relationships with their loved ones deteriorate, not play walking artillery pieces, characters who deal Th is power gives the being able to perform at work up to the expecta- out a tremendous amount of damage but can’t take character incredible tions of employers, watching their personal goals very much before falling over. In the comic books, skill at dodging attacks. slip away, and not living a life that even approaches When he suff ers an such a character can be interesting; it’s fun to see attack that would get the dreams they had in youth. him devastate the enemy, comforting to know that BODY past his other POSITIVE VERSUS NEGATIVE it’s only a matter of time before some thug with defenses, the fi rst BODY a baseball bat puts him out for the count. It’s less If the characters make a diff erence and aren’t does go through, but entertaining to play such a character. In general, try suff ering much, the campaign is very positive. Th is the next 6 BODY are to make sure the players build PCs with an appro- absorbed by this power. sort of approach is best suited to players who want priate balance of attacks and defenses so they can Visually, the power a light-hearted campaign. Adventure and Comedy stay in combat for a reasonable amount of time. looks like one of two campaigns thrive in an environment like this. Such things: either the char- Invulnerable Man. Th is character just can’t be hurt. acter avoids the blow at campaigns are usually set up with Black and White the last microsecond, so morality; Shades of Grey has little place here. Nothing short of low-yield atomic weapons or fuel- that he sustains only the If the characters make a diff erence but are air bombs even staggers him. Th is type of character slightest of injuries; or suff ering for their eff orts, the campaign is positive. is fun to read about in a wish-fulfi llment sense he seems to take the full Th is sort of approach is well-suited to Adventure, — who doesn’t want to plow through every obstacle blow, but is somehow Drama, and Romance campaigns. In some ways, without breaking a sweat? — but is more problem- less hurt than he fi rst this sort of campaign is even more positive than atic in a campaign. To make adventures a challenge seems. Since this type of for him, you have to scale up you villains’ attacks, Armor doesn’t prevent the “make a diff erence/aren’t suff ering much” cam- penetration by foreign paign, because the players have a sense of fairness which is a hardship for the other PCs. objects, it’s no more dif- and appropriateness; they know that not all victo- The Artful Dodger. Th is character has comparatively fi cult to drug this char- ries are going to be handed to them on a platter and low Defenses which are typically not Resistant. He acter with a tranquilizer that the happiness they bring to others is bought at also has a tremendous DEX and a formidable array dart than it is any unar- the expense of their own sacrifi ce. It seems more mored person. of Combat Skill Levels. When he goes into battle, fair somehow... or at least more dramatically appro- he just can’t be hit — in the comic books, anyway. priate. In Champions campaigns, unlike the comics, the Continued on next page If the characters don’t make much of a dif- writer (the GM) doesn’t have direct control over ference but aren’t suff ering much for their eff orts, the actions of the heroes (the PCs), or even over Champions 139

some events because of the use of dice as a ran- Fudge Arrival Times. If combat involves only one char- Continued from last page domizing element. So, a villain inevitably makes a acter or group of several, but more distant characters Avoiding The Blow: very low Attack Roll, or uses an Area Eff ect attack, could plausibly arrive before the combat is over, don’t Physical And Energy and tags our hero, splattering him all over the near- concern yourself too much with calculating how Damage Reduction, est brick wall. many Phases it takes each hero to get to the site at his Resistant, 50% (60 maximum Noncombat Movement speed. Instead, Active Points); Luck- SEPARATING THE CHARACTERS gauge what order the heroes would get to the scene Based (-½), Nonpersis- A common comic book event is for the mem- of the combat (without worrying about exact travel tent (-¼). Total cost: 34 bers of a team to separate — to split up so they can time), and then decide that the fi rst one arrives, say, points. accomplish several things at once. Even in a role- Th is power applies the three Segments into the combat, the second six Seg- same Limitations used playing campaign, this works fi ne if the characters ments in, the third nine Segments in, and so on. Sure, to build the Combat are doing things like performing investigations ignoring the characters’ actual movement abilities is Luck Talent to Damage and managing their personal relationships. But illogical... but it works much like similar story events Reduction. It represents when combat arises and the characters are sepa- in the comic books, and everyone gets to participate a character’s ability to rated, there’s trouble. Everybody wants to be in on in the combat. twist out of the way combat, especially a protracted struggle. When half of attacks. A character Whenever Possible, Get Them Together First. the team gets to go through a combat and the other Finally, could substitute Requires if you see a situation emerging that will soon lead A Skill Roll for Luck- half has to sit back and watch, the non-combatants Based if he prefers. feel frustrated and left out. the characters into combat, but hasn’t done so yet, Here are some things you can do to keep this you can always try to fi nd a way to get the PCs back from becoming a too-frequent event: together before trouble erupts. One character might stall the bad guys in conversation while another When Only One Group Has Combat, Make It Fast. If secretly sends out an alert call or a telepathic dis- it’s inevitable that one solo hero or a small group of heroes are going to get into a combat without the others being present, make the combat as short as possible, turning it into little more than a prelude for the big event. For example, suppose you’ve set things up so that the team would run into the bad guy’s main lieuten- ant, resulting in a skirmish that would eventually point the heroes to the bad guy’s location. Unfortunately, only one or two heroes show up for this event. Instead of going forward precisely as planned, substitute a lesser bad guy minion for the lieutenant. Heroes occasionally have fun demonstrating their superiority by mopping up the fl oor with belligerent normal thugs and martial artists, and you can use the scene to accomplish the same result (getting the heroes to the big fi ght). Th is takes far less time, and the players who miss out aren’t as annoyed — it was, aft er all, only a low-level minion, not someone tough. Run Multiple, Plausibly-Concurrent Combats. It’s not diffi cult to have several fi ghts at diff erent places break out at once. tress signal. An honorable or particularly arrogant (Logically, they probably aren’t taking place at the villain might issue a challenge, with a meeting place exact same time, unless the heroes or bad guys and time, rather than attack at just this moment. have set up a coordinated simultaneous assault (He might have set up a trap there, of course.) — but they can be close enough in time that it’s not UNNECESSARILY KEEPING CHARACTERS strange for them all to be run at once.) You don’t INCOMMUNICADO have to separate the character information among several pieces of paper, though it may prove useful Characters in comic books are not much to use a colored highlighter to mark the names of inconvenienced by not being able to get in touch each participant, using a diff erent color for each with one another. All comics fans are familiar with combat (e.g., yellow for everyone at the Hightower the scene of the superhero realizing that immi- rooft op fi ght, orange for the poor sods thrashing nent danger confronts someone far away, and then around in the sewer fi ght, and so on). moving toward that scene at pushed-to-the-limit speeds. Th at creates fun dramatic tension — will Our Hero get there in time? 140 HERO SYSTEM 5TH EDITION

to give them up aft er the immediate need for them has passed, or use them in dramatically inappropri- ate ways. Once characters get their hands on such devices, they’re seldom willing to let them go. Note how fast a campaign’s technologically-oriented PCs want to buy a Science Skill for the appropriate eso- teric sciences once they have access to such devices. Note also that their expectation is that such Skills mean they can recreate the devices’ eff ects even if they lose the original devices. Ultimately, this means characters will sometimes try to use these devices for purposes not even indirectly related to the plots of the adventures the GM wants to run. For example, heroes who have come into pos- session of a bad guy’s time travel machine may, in a later adventure, decide they could use it to accomplish some personal goal. A heroine might decide she has to go back in time to save the life of her murdered husband. A hero might realize that if he went back in time, he could change some event in a supervillain’s past to reduce or even eliminate the villain’s evil impulse. A hero being crushed by debt might want to make a brief trip into the future to learn about this week’s sports results so he can place a few bets, make some money, and pay off his creditors. Whether their motivations are selfi sh or noble, these characters are obviously now thinking of the enabling device as a resource they can utilize whenever they feel like it, and this poses danger to a campaign. But practically Th ere are several methods you can employ to speaking, in the parts of the reduce or eliminate this problem altogether. game where characters perform investigations and research, keeping them from exchanging routine Talk Th ings Over With Th e Players information and leads results in frustration more Th e fi rst tactic, of course, is to appeal to the play- oft en than dramatic tension. Most Champions cam- ers’ sense of responsibility and maturity, and their paigns work best if, early in the campaign, the PCs desire for fun adventures. Talk, GM to player, with develop a convenient means of communication the players who want to use the troublesome device. — team radios (see page 114), cell phones, or even a Explaining, “Guys, if you fi re up the time machine team telepath with an appropriate Mind Link power. whenever an adventure doesn’t go your way, you’re When drama calls for it, you can always fi nd a way pretty much abandoning your roles as superheroes. to sever the characters’ communications — through Now you’re super-editors, and your job can be done radio jamming, mental jamming, sabotage, or the like. by a technician, a spy, and a chimpanzee in a cute set of overalls. Are you sure you want to do this?” PERMITTING CASUAL USE OF POWERFUL Sensible players will realize you’re right. Less sen- ENABLING DEVICES sible ones won’t. When the group as a whole doesn’t An enabling device in fi ction is basically any- choose to abandon this tactic, you can turn to addi- thing that permits the exploration of a story that tional tactics of your own. would under normal circumstances not be possible. Make Every Use An Event Comic book and science fi ction stories feature some If use of the enabling device is suffi ciently com- of the more extreme versions of enabling devices, plex, and/or has a suffi cient lead-up time, you can take including extradimensional travel apparati, time control of its use on each occasion, making that use travel devices, faster-than-light spacecraft , amnesia- pertain to a GM-directed adventure. In other words, inducing machines, body-switching magical spells, you can infl ict unintended side eff ects on the PCs as a and so on. consequence of their abuse of the enabling device. In In a comic book or movie, there’s nothing wrong the process you can create some great stories. with powerful enabling devices, because the writer For instance, let’s say the hero Graycat had once controls exactly how the protagonists can use them, been just an extraordinarily successful professional their attitudes toward them, and how long they kickboxer. When his kid sister died in a gang drive-by have access to them. But remember, in a Champi- shooting, he decided to take vengeance on the gang, ons game, the “writer” (the GM) doesn’t control the but couldn’t bring himself to kill its members. Sub- protagonists (the player characters) or all the events sequently, he adopted the super-name Graycat and of the story. Th at means enabling devices can cause began his superhero career. Th is was six years ago, but problems, because the player characters either refuse his sense of guilt and loss have never faded. Champions 141

Now his team, the Razor Knights, has gotten its There’s An Alternate Graycat Loose. On the alternate hands on an interdimensional gate that gives them Earth, a supervillain Graycat also has access to a access to an endless number of alternate Earths, each dimensional gate, and has been looking for an alter- similar to this one. Graycat decides to spend his spare nate world — one in which he’s not being sought time visiting these alternate Earths, trying to fi nd one for his crimes. Just as the real Graycat brings his where his kid sister survived and he died. He could sister back to the “real world,” the alternate Graycat, then bring his sister to this world, and they could be attracted by the energies emitted by Graycat’s frequent together again. use of the enabling device, travels there — thereby set- Obviously, it’s a loony notion. If there’s an infi nity ting up an adventure whose obvious theme is “using of alternate Earths, it might take an infi nite amount great power for selfi sh aims leads to tragedy.” of time to search through them for one that meets his Sis Is A Villainess. On the living sister’s world, she criteria. Also, there’s nothing to say that his kid sister watched as her brother was cut down in the gang’s would want to come to this world; she might want drive-by shooting. She spent the next few years learn- Graycat to come to hers. But it has story potential, ing and perfecting her brother’s martial art, then so Morgan (the GM) decides to take control of this tracked down the gang members. Unlike her brother, casual and improper use of the interdimensional gate she did not hesitate to kill every one of them. Since and make Graycat’s quest the subject of a story plot. then, she has embarked on a career as Deathcat, He’ll introduce it fi rst as a subplot. He lets Gray- supervillainess for hire. She’s more than happy to cat conduct his search in secret, furtively going to the accompany Graycat back to his world, for, just as in team’s base at odd hours when no one else is there. All the “Th ere’s An Alternate Graycat Loose” plotline, she’s the other heroes know is that he’s showing up tired anxious to elude the forces of the law, which are now to his civilian job and tired to team activities, passing closing in on her. off the problem as the result of trouble sleeping or work he has to do at home in what would have been Deterioration From Separation. Graycat may bring his his spare time. Morgan gives Graycat the results of sister home or go to his sister’s world, but either way, his fi rst several investigations in synopsized form: there is potential tragedy in the making. It may be that he fi nds a world where his kid sister is dead and he people separated from their dimension of origin must became a jobless alcoholic instead of a hero; he fi nds either be magically powerful or they’ll begin to expe- a world where the family apparently never existed; he rience a physical, mental, or mystical deterioration fi nds a world where the Vikings colonized the Ameri- from being separated from their homes. Th is leads to cas and world history is too diff erent for the search adventures where the heroes try to fi nd a cure for the even to be relevant. mystery disease, only to discover that nothing but a At a certain point, the other PCs are going to fi nd return to the home dimension can save the deteriorat- out what Graycat is up to. Th ey might choose to stop ing character’s life. him from this dangerous quest (leading to a confl ict Consequences Of Device Use within the group, always a fun source of drama), or In many comic book universes and campaigns, might choose to help him (since he’s obviously deter- powerful mystic forces keep an eye on the kinds of mined to continue). In the latter case, their participa- processes utilized by enabling devices. Time Police tion will speed up the process; in addition to having scour the timeways, putting a stop, sometimes gently additional manpower to search, their scientifi c skills and sometimes with ruthless effi ciency, to unauthor- might help design some technique by which alternate ized use of time travel devices. A society of magicians dimensions might be “pre-screened,” eliminating the may head off the establishment of regular interdimen- need to personally visit most of them. sional corridors. Th e subject of an amnesia-inducing Th en comes the day when the Graycat’s Sister device may turn out to be the only person on Earth Search story becomes the primary plot for an adven- who knows/knew how to save the world from an ture. Graycat fi nds a world where his sister survived upcoming catastrophe. and he did not. Now the plotline can really get under One of the classic “consequences” storyline way, and you can fi nd many methods to complicate involves the eff ects of time travel. A hero team travels the situation into a full-fl edged adventure and teach into the past to accomplish some noble end, only to Graycat not to meddle with enabling devices. Some discover when they return to their normal timeframe ideas: that their actions in the past have changed the world Retrieving The Sister. Graycat may discover he has no for the worse. Th e change could stem from some idea how to approach his sister. When he does, it’s major alteration in time (preventing a supervillain worth remembering that she’s six years older and not from coming into existence also keeps one of his quite the person he remembers — she’s 18 or so, may positive scientifi c developments from benefi tting the have a boyfriend, may want to fi nish her education at world) or a minor one (telling someone back in time, her current school. If, though thrilled to see him, she “Don’t worry, kid, you’ll do fi ne” gives that individual doesn’t want to come with him, will Graycat kidnap the confi dence to achieve more than he otherwise her? And what if she isn’t thrilled to see him — what would have, depriving some other NPC of his own if, aft er fi nally becoming accustomed to his absence, goals, resulting in elimination of the events that would she regards this new brother as an imposter, an unnat- have allowed superheroes to come into existence). Th e ural undead revenant, a cruel hoax, or a pathetic man heroes must then accept the changes or go back in who doesn’t have enough emotional strength to cope time once more to fi ne-tune their adjustments and set with reality? history back on its proper course. (It’s entertaining to a GM to set things up so that, no matter how well they 142 HERO SYSTEM 5TH EDITION

succeed, something, however minor, is diff erent when changes occurring in a campaign mostly benefi cial they return — Freedom Fighter’s red, white, and blue ones. It just requires a certain amount of anticipation costume may be blue, red, and white, for instance.) and work. Use Th e Device Against Th e Heroes THE LIFE CYCLE OF THE CAMPAIGN It’s not surprising that a group of PCs would In its fi rst several episodes, a campaign seems enjoy using an enabling device to easily defeat their very fresh. Player characters explore the limits of the foes and accomplish their objectives. But it’s also not opportunities available to them. Characters who are surprising that they won’t be too pleased if their foes destined to become series regulars make their fi rst do the same thing in return. If both sides end up with appearances; not yet set in their fi nal personalities the same or similar enabling devices, perhaps you can and methods, they probably do and say some things negotiate a “truce” in which they each, having realized they would not in later episodes of the campaign. the dangers the situation poses, destroy their device. But they also do and say things that cement their Eliminate Th e Device personalities and abilities in the players’ minds, Th e most draconian but eff ective way to resolve defi ning them for the rest of the game. this sort of situation is to remove the enabling device As the players settle into the campaign, their from the campaign. Any number of ways will suffi ce characters’ working and personal relationships to do this — it’s retrieved or destroyed by its builders, become familiar. You can introduce more and more it blows up the fi rst time the PCs use it, or the like. NPCs who are part of the PCs’ regular work, home, Probably the best way to eliminate an enabling and adventure environments. Specifi c villains begin device is for the PCs to use it in an adventure, but to make repeat appearances, some becoming favor- to lose it at the adventure’s end. Th at way it serves a ites with the players. purpose in the storyline and allows the PCs to achieve Th e campaign soon enters a sort of middle age some goal, leaving them with a sense of gain even where characters begin to achieve life’s goals (or real- when it is removed. ize they never will); as restless as a spouse with the seven-year-itch, they experiment with new costumes, powers, tactics, partnerships, and relationships (pro- Campaigns As They Age fessional and personal). You, seeking ways to make new adventures with some of the same old plots Just like television series and movie series, cam- compelling, experiment with new playing formats, paigns age and change. If left to their own devices, use of themes, and so on. they’re likely to become tired and familiar, causing Gradually, problems begin to accumulate in the their players to want to switch to another setting, campaign like fatigue toxins in muscle tissue... but another game system, or (possibly worst of all) unlike fatigue toxins, mere rest doesn’t serve to get another GM. But there are ways to make the natural rid of them. One character’s uncompromising and high-handed methods for dealing with problems increasingly grate on other characters’ nerves. Characters begin achieving long-time personal goals and a certain amount of their inner fi re goes out; they continue to be valid heroes, but lack some of the old drive, determina- tion, and energy that made them what they were in the early days. Th e cam- paign may lose crucial players as they move or can no longer fi nd the time to play. Over time, the spirit and energy leave the campaign and its participants decide to bring it to a conclusion. How long this birth-to-death process takes varies widely. Some cam- paigns can be introduced, age, wither, and perish within a handful of episodes. Others forge ahead in a near-perpetual state of vigorous middle age for many years and hundreds of play-sessions. Th e important thing is not to guess how many episodes a campaign is likely to last, but to notice when it’s aging faster than it should and take steps to arrest the decline. SLOWING THE AGING PROCESS Some tips for keeping a campaign as fresh as possible, allowing it to con- Champions 143 tinue for an impressively lengthy run, include: family life are settled, what’s on his mind? What are Pacing And Theme. Alternate lengthy mini-series some of his other original objectives that haven’t yet with a succession of shorter adventures. Alternate been resolved?” Th is sets into motion the process by adventures heavily involving one theme or even spe- which new goals, and story complications resulting cial eff ect (e.g., mystical monsters) with a very dif- from them, are created. ferent one (e.g., a visit to the gigantic spaceship/city Revamp NPCs And Relationships. Having PC-to-NPC of the Freeni). Rotations like this help keep players relationships change, especially in a dramatic way, from getting tired of same-seeming adventures. can bring a lot of new interest into a campaign. Introduce New Players And Characters. As long- Sometimes this is nothing but a function of age: a standing players leave the campaign, bring in new PC’s child may suddenly be a teenager (and possibly ones instead of just running the now-orphaned a nascent super); a teenager may suddenly be a col- characters as NPCs. New players bring new energy lege student or independent adult. Sometimes this to a campaign. Also, you should suggest that these is a function of lack of fulfi llment: a PC’s spouse new characters have Hunteds, DNPCs, Contacts, may suddenly have had enough of the PC living out and other background details that are new to the a life of power while the rest of the family waits at campaign rather than using the same old ones home for him to return, and may choose to separate, employed by the original generation of players divorce, have an aff air, attempt to become super- — this, too, brings new life’s blood into the stories. powered, start a new career, or the like. Fiancé(e)s (But allow the new characters to have some associa- can decide they’ve waited long enough, it’s time to tion with the old backstory elements, so they have get married; family members and friends can sud- emotional ties to the campaign.) denly turn out to be not what they were thought Likewise, a long-standing player might not to be (“Mom! You were Lady Nuclear? Isn’t there leave the campaign, but become restless with his still a murder warrant out on you?”); or changes in usual character. Allow him to retire that character, DNPCs’ jobs can aff ect the PC (such as when a hus- either temporarily or permanently, and bring in a band or wife is suddenly put in charge of Operation new one. If you realize a character is causing trouble Super Roundup, or a signifi cant other is appointed in the campaign but that the trouble lies with the to head up an operation the PCs know is a front for character and not his player, you can recommend an evil eugenics experiment). that the player create a new character; this will wash Revamp PCs. With players who enjoy this sort of some of the “fatigue toxins” out of the campaign. surprise, or with those who agree to the change, it’s Rotate The Focus Characters. Early in a campaign’s oft en refreshing to cause a total rebuilding of the development, a portion of the characters usually character. Th e PC might go through a radiation emerge as its focus. Th eir Hunteds are the more accident causing all his powers to change in odd popular ones; their leadership skills keep them in ways; may decide to toss his power suit and undergo the spotlight. Th is is initially good for establishing a series of gene therapy treatments to give himself a fl avor and tone to the campaign, but even when natural superpowers; or may at last overcome the the other players don’t mind it eventually serves to hellish curse that gave him his powers and now con- fossilize the campaign with those characteristics. centrate on mastering his martial arts. Over time, you should fi nd a way to shift the focus Send The Campaign Off-Course. Changing the very to other characters. Techniques include suggesting nature of a campaign, temporarily or permanently, (perhaps with increasing signifi cance) that it’s time can pump some energy into it. Are the PCs mem- for the leadership of the team to pass to another bers of a well-respected, above-board superteam character; resolving long-lasting subplots (especially with fan clubs and action fi gures? Have the team involving Hunteds) that have long dominated the framed for crimes against humanity and force them campaign, and bringing to the fore subplots that to go underground, trying to clear their names and pertain more to the other characters; and creating a still fi ght crime with only a fraction of their usual set of adventures showcasing the other characters. resources. Are the heroes mutants chased by the Th e process of introducing new PCs also helps governments of all nations? Give them a maxi-series rotate the focus, but you should be careful to ensure that takes place on another planet or in another that the focus rotates to diff erent players instead of dimension where their heroic natures are recog- just to new characters belonging to the same players. nized and unquestioned. Are things pretty settled on Introduce New Goals. Over time, characters accom- the Earth? Plunge the entire nation into a war... or plish tasks that were an important part of their trap the heroes in the post-apocalyptic future aft er psychological and historical makeups. If a PC has the end of that war. wiped out his personal archnemesis, married and Rotate The Entire Campaign. Rather than playing settled into an at-last-comfortable relationship with a campaign until it becomes a sad thing the play- his sweetheart, and ironed all the kinks out of his ers can never bear to return to, you should play it problematic superpowers, he’s not likely to act as until you begin to grow weary of it, then set it aside a fi rebrand in the campaign, sparking new stories, for a few months. When you return to it later, your themes, and events. When a character has been creative batteries may have been recharged, and comfortable and complacent for a while, you should your players’ enthusiasm for the campaign may be speak to the player, saying something like, “Now renewed. that Graycat’s problems with Death-Weaver and his 144 HERO SYSTEM 5TH EDITION

site dated to 2800 BC in Turkey. Perhaps its con- CREATING AND tents are unknown, but when the heroes uncover RUNNING EPISODES the renter’s identity, it turns out to be a cover name for a supervillain who died a month ago, With the characteristics of the campaign burned to death by a hitherto-unknown radia- ironed out and its principal PCs and NPCs built, tion-emitting device. you can begin running “episodes” (i.e., individual game scenarios and sessions). So suddenly we have a bank robbery with some Simple adventures need to include the follow- unusual characteristics, and it is those anomalous fea- ing elements: tures that will gradually but inevitably point toward the one true villain of the piece. ■ Villain ■ Plot Plot More complex adventures should include the Th e standard plot, whether it belongs to a following additional elements: comic book story, a short story, a novel, or a movie, breaks down into three phases. ■ Th eme ■ Phase One: Get someone in trouble. ■ Subplots ■ Phase Two: Get that someone in more trouble. Villain ■ Phase Th ree: Get that someone out of trouble. A later section of this chapter, “Villains,” goes Th is sounds simple, but it’s infi nitely versatile. into considerable detail about the types and use of Th is sequence is not so much a formula for events as villains in campaigns. For now, it’s enough to remem- it is a formula for pacing, and most people in West- ber two things. ern society are attuned to that rhythm of story-tell- First, the villain of an adventure isn’t necessarily ing whether or not they’re aware of it. villainous, evil, or even selfi sh. Technically, he’s the To set up the basic framework for an adventure “antagonist” rather than the “villain.” Whatever his plot, you have to determine the following: role or usual outlook, his job is to set into motion a The Antagonist’s Goal. Th is may be simple (a series of events that cause superheroes to oppose him madman wants to win the aff ection of a supermodel, for some reason. a criminal scientist needs a specifi c meteorite to Second, the adventure should bear the per- power his new invention) or complicated (a world- sonality stamp of its antagonist. Th is doesn’t mean conqueror decides to bleed the U.S. dry economi- it should be obvious from the fi rst moments which cally by plunging the Middle East into a war where antagonist is responsible for which series of events America must intervene militarily). — only that what’s going on should be characteristic of the villain’s personality. How The Antagonist Is Going To Achieve The Goal. Th is, For instance, world-conquering alien invaders too, may be simple (the madman kidnaps the super- don’t usually rob banks. Th is doesn’t mean an adven- model and locks her in a bunker, where he talks to ture involving a world-conquering alien invader can’t her endlessly about his love and fi nancial prospects; have him arranging for the robbing of a bank. But the scientist invents a mini-tank and drives it into if he’s responsible for such a crime, there should be the museum to fetch the meteorite) or complicated clues and leads left behind to indicate that something (the world-conqueror must get better munitions is not normal. into the hands of every conceivable participant in a Middle East war, then trick a prominent politician of Example: In a bank robbery, a team of fi ve one side into taking an action that can only be inter- well-motivated, well-disciplined robbers enter preted as a mortal insult by another faction, then the bank building, keep an eye on the bank initiate a scandal in the U.S. House and Senate to customers, fi ll their bags with money from the distract them and the public while the Middle East vault, pry open a wall of safe deposit boxes and situation worsens, then... and so on). take their contents, and leave a minute before the What First Goes Wrong With The Antagonist’s Plot. Th e fi rst police and superheroes arrive. So far, there’s antagonist plans his operation from beginning to nothing unusual about this crime except the pro- end, but inevitably something goes wrong, bringing fessionalism displayed. it to the attention of the PCs. Th is is usually simple But two events stand out. First, of the fi ve rob- — in fact, the more complex the antagonist’s plan, bers, four did all the talking. Th e fi ft h, whose face the more simple the event that causes the fi rst detail was more completely concealed than the others’, to go wrong. (Th e supermodel kidnapped by the did not speak once. Second, one of the safe madman is the cousin of one of the PCs; the scien- deposit boxes robbed had some unusual contents. tist disabled all the museum’s security devices, but, Perhaps it belonged to one of the PC superheroes being rooted in an earlier decade, forgot to account and held a mysterious device the hero took from for the museum-goers’ cell phones; the Washington, an unknown robot in a previous adventure. Per- D.C. madame whom the world-conqueror enlisted haps it belonged to an archaeologist and held a to start off the scandal recognized the danger he piece of tooled metal the scholar took from a dig posed and, unwilling to approach the police or State Champions 145

Department, came to visit a circumspect set of superheroes.)

With these elements in place, you can predict how the interaction of the antagonist’s plot and the player char- acters’ actions will go. Of course, your “prediction” about how the PCs react and the adventure unfolds is likely to be incorrect in some respects — the only universal constant in gaming is “the players never do what you expect them to do.” You can usually make some pretty safe assumptions, or at least pre- pare an “event tree” which lists the major options and how the story will develop depending on the players’ choices... but you should always be ready to react to the unexpected and take the story in a new direction. Example: Dr. Hallyburton, inventor and sociopath, invents a miniaturized tank about the size of a station wagon; it’s capable of taking on one or more superheroes, and its driver’s compart- ment can teleport out of the main unit as an escape mechanism. He will use display indicates that, though it is not radioac- it to crash into the Challenge City Museum of tive, the meteorite must have had some sort of Natural History, break into the meteorite dis- odd emissions, as the metals of the case itself play, and steal the remnants of a meteorite that have been weakened. Mechanical examination fell to Earth ten years ago; he has recognized it as of the micro-tank points to Dr. Hallyburton, the a sample of polydescartium, a compound with supplier of fi ne vehicles to supervillains for over some remarkable properties. 30 years. He uses remote-controlled micro-robots to dis- Hallyburton’s motivation remains a mystery, able all the museum’s security. He drives the tank and detective work to establish his whereabouts to the museum, crashes in through the front door, indicates they are unknown; he is wanted for and heads straightaway to the meteorite display. parole violation, as his parole offi cer cannot Th irty-three museum-goers immediately hit 911 reach him. Th e PCs will have to fi nd him. on their cell phones and the PCs are alerted. Th e GM knows of two ways they can do this. Th is is the setup for the adventure; the GM can Another museum has a smaller sample of poly- decide that all these events have taken place, descartium; if the heroes can get that and deter- and the PCs’ actions don’t enter into the equa- mine the nature of its emissions, they can build tion until aft er that last event. Now they will. a device that detects them, allowing them to So the GM must fi rst fi gure out how he thinks track Hallyburton to his hideout. Th e mini-tank subsequent events will go. included several rare parts normally used only Dr. Hallyburton has a considerable head start, by amphibious vehicles manufactured for the so the GM predicts, based on what he knows military; examination of the builders’ records about his PCs’ movement rates, that Hallybur- points to only one set of local deliveries, which ton can get to the meteorite display and retrieve is to Hallyburton’s hideout. Th e GM assumes the meteorite before they reach the museum. His the players can come up with more ways to fi nd estimation is that they’ll arrive just as he’s reach- Hallyburton. He is now satisfi ed they can track ing the door out. him back to his house. Doubtless they’ll demand he surrender; doubt- He anticipates that by the time they reach his less he won’t; doubtless they’ll attack. Battle home, Hallyburton has completed assembly of ensues. Hallyburton’s micro-tank isn’t capable his device, a time-travel machine that will send of holding them off forever, so aft er the area him forward in time to a point where he is pre- around the front of the museum is trashed, he sumed dead and his crimes are forgotten. Either teleports away in his driver’s compartment, leav- the heroes stomp Hallyburton before he activates ing the rest of the tank behind. the device, ending the story, or Hallyburton leaps into the temporal eff ect and disappears into the With the battle over, the PCs are in possession of future, which ends the story if the PCs let him go a tank and eyewitness reports that point them or continues it next time if they jump in aft er to the meteorite display. Scientifi c analysis of the him. 146 HERO SYSTEM 5TH EDITION

RAZOR KNIGHTS Th is is how the GM sees the adventure as pro- tions other heroes have had with their side- SUBPLOTS ceeding. But no adventure plan ever survives kicks, children, or other junior relatives. Black Swordsman — His contact with the players. How the adventure Father’s Return: Aft er actually plays out is revealed below, on page Example: An appropriate theme for the Dr. Sabreur’s fi rst appear- 148. Hallyburton storyline might be, “It does no ance, Black Swordsman, good to run away from the consequences of at home, will be visited your actions; they are always with you.” But by his father, the original Black Swordsman. Th e Theme that’s not a theme the GM can explore unless old man has had a pro- Dr. Hallyburton escapes into the future. And phetic vision that he (the A theme is a subject that a story tries to to explore it, the GM has to fi nd some way for old man) is soon to die, explore in a meaningful way. Th e story’s theme can Dr. Hallyburton’s past crimes or the personality and wants to stay with normally be expressed as a sentence or question, traits that led him to perform those crimes to his son while that’s hap- such as, “Does a combination of power and lack of trip him up. In addition, for the theme to have pening. Is this more than consequence cause people to abuse that power?” or any signifi cance to the player characters, they a superstitious notion? “Acts of vengeance also destroy the avenger.” have to recognize it as relevant to themselves, And does it relate to Th e events of the story must relate to the Sabreur’s presence? Sab- so the GM should base it on a Hallyburton reur isn’t supposed to theme. However, whether the events or the theme personality trait that one or more of the PCs know about the Secret comes fi rst tends to vary from adventure to adven- share. Identities of the Black ture. Sometimes you discover the theme once the Swordsmen. events begin to take shape, and sometimes it’s the Th e use of themes is always optional, and it Freedom Fighter other way around. may be that even the most theme-friendly GM — Romancing Snow doesn’t want to use them all the time, since players Leopard: In our last Example: One of the PCs has a teenaged don’t always like being “preached” to (even subtly). thrilling episode, Free- nephew who knows about his super identity But themes do give stories greater signifi cance, and dom Fighter’s courage and is always begging to be allowed to try on can sometimes make them more memorable expe- and gallantry really had the hero’s power armor suit. Th e PC always riences. an eff ect on the beauti- laughs and says, “You’re too young.” ful villainness Snow Leopard and made her Th e GM decides that this is a good launch- Subplots reevaluate her situa- ing-point for a story. What if the teenager, tion. She concluded she frustrated beyond endurance, steals the suit to A subplot is any sort of plot that doesn’t have would miss him more than she’d miss the prove he can drive it? What if the teen acciden- to carry the weight of an entire adventure or story thrills of her profession. tally activates some of its combat simulations on its back. In other words, it’s one of any number So she’s ready to make and it goes on a rampage as it reenacts the of secondary sets of events that take place around a switch. But her team, hero’s last battle? We have a plot, and the theme (or parallel to), and sometimes interact with, the Z-Force, is involved for it soon becomes obvious: “You can’t keep a adventure’s main plot. in a plan to steal Dr. child in diapers forever,” or, “Goad someone A subplot doesn’t necessarily defi ne where a Hallyburton’s cloning apparatus, and team into a foolish move and you are as responsible story begins or ends. With a self-contained story- leader Death-Weaver, as he is.” line (such as most movies), subplots tend to begin already suspicious of at the same time as the main plot and end at the her, is watching her very Example: Th e GM decides on a theme he wants same time. But with a series — and most Champi- closely now. Can she to explore: “To assume you’re always right is to ons campaigns are presented in serial form — the fi nd some way to com- be oblivious to your every mistake.” He has a subplot can begin and end without regard to where municate with Freedom Fighter without alerting supervillain concoct a plan whereby a super- main plots begin and end. Th us, subplots are one of Death-Weaver? hero can be tricked into freeing an ancient the things that help defi ne a campaign; they twine Graycat — Poisoned by evil — one the villain cannot reach because from episode to episode rather than being confi ned Dementia: In a recent his spirit is not suffi ciently pure to allow him to specifi c storylines, so they provide the campaign episode, while Graycat proximity to it. Th en he sets up a series of with a sense of continuity. Th ey also provide indi- was in his Secret Iden- encounters and clues he’s sure a specifi c hero vidual characters with senses of accomplishment as tity, his wallet was stolen will interpret in a particular way, without subplots related directly to them are resolved. by a 13-year-old, who refl ection, without acknowledgment of others’ Subplots can involve entire superteams, or fl ed through a junkyard. just one or two PCs at a time. Th ey oft en relate to a Graycat followed, get- contrary opinions. He sets it into motion; the ting nicked and cut in PC in question lets the ancient evil out; the PCs character’s personal goals (for instance, a romantic the tight passages the must track it down and end its rampage; the interest) or a character’s Disadvantages (such as a boy took, before getting supervillain gets away; the hero, if he has any Hunted that doesn’t involve the hero’s allies). his wallet back. What he self-refl ection left to him, is chastened. didn’t know was that the Example: In the current episode of the Razor theft and the boy’s route Furthermore, the theme should be something Knights campaign, Black Swordsman’s nem- were chosen by Demen- that has a signifi cance to one or more of the player esis, Sabreur, appears to return from the dead, tia, who poisoned sharp characters — else why explore it? So you should showing up as a distant fi gure whose minions metal fl anges all along make sure that it relates in some way to one or execute a set of attacks on seemingly-unrelated the route. Now Graycat is suff ering a physical more personality traits of the PCs. university professors. Th is is the main plot of the episode. deterioration leading to Example: In the story of the teenager and the congestive heart failure In earlier episodes in the campaign, Black if he doesn’t discover he’s stolen power suit, the GM might contrive things been poisoned and fi nd so some of the dialogue between the teen and Swordsman’s teammate, Freedom Fighter, has the antidote in time. the power-suit hero resonates with conversa- been romancing the villainess Snow Leopard Champions 147

and trying to persuade her to abandon her GM: “Right. Now tell him.” COMBAT RECORD criminal life. Th is is a subplot. Graycat’s Player (to GM): “Fine.” (To Black Swords- SHEETS AND In this episode of the campaign, hero Graycat man): “Very funny. Listen, I’ve got an idea on how PLAYER discovers his health is deteriorating. In the we can draw Z-Force out of hiding.” CHARACTER CHECKLISTS midst of battle, he feels shooting pains in his Black Swordsman’s Player: “Let’s hear it.” chest. Aft er the battle, if he chooses to, he can go Th e HERO System Graycat’s Player: “Not on an open frequency, no. to a doctor and discover there’s is a mysterious Resource Kit contains a Let’s meet back at base in fi ft een minutes. But come “Combat Record Sheet” buildup of fl uid around his heart. If he does not in by the tunnel access, just in case the main doors and other game aids go to the doctor this time, there will be another, are being watched.” that can make it much worse, incident in the next adventure. Either easier for a GM to keep way, this is the start of another subplot. Black Swordsman’s Player: “Gotcha. Have you track of what’s going on already called Freedom Fighter?” during the game, which It is sometimes useful to keep track of a cam- characters act during paign’s subplots on a sheet of paper. Before each Graycat’s Player: “No, and I don’t want you to, each Segment (and play-session begins, review this sheet and update either. I mean, I trust him, but he’s got this thing when), and so forth. it to include subplot details that you intend to with Snow Leopard going, and I don’t trust her. Th ey’re particularly introduce in the upcoming episode. See the sidebar And, hell, he may talk in his sleep.” useful for Champions GMs, since there’s so on page 146 for an example featuring the Razor Freedom Fighter’s Player: “Hey!” much going on in super- Knights’ subplots. GM: “You’re not in this conversation.” human battles. Another handy tool for Freedom Fighter’s Player: “Right, right.” a GM to keep on hand Gaming It Out Black Swordsman’s Player: “See you there. Black is a Player Character Having done all this preparation work Swordsman out.” Checklist. Th is consists of nothing more than a — deciding on the villain, the plot, and optionally list of every player char- theme and subplots — you and your players can Th is approach takes longer, but not much acter participating in the game out the adventure. Note that all this prepa- longer — it’s nothing compared to the amount of current adventure, with ration doesn’t have to be a lot of work; it can be time combat takes, and it’s wonderful for establish- a checkbox to the left . anything from a few minutes’ worth of thinking ing character and personality. Any time a PC gets to to several hours’ worth of meticulous planning, In the example above, Graycat’s player con- do something that is a depending on your preference. Some GMs prefer veyed the same amount of information, but the moment uniquely his the confi dence and ease of game play that comes conversation established his suspicion of Snow (especially a moment Leopard (a valuable point for the GM to note — it where he gets to show from preparing in advance — aft er all, as the Chi- off ) — a battle with a nese say, “Th e strongest memory is weaker than the suggests a confl ict he can exploit in the Freedom bad guy, a distinctive use palest ink.” Other GMs, for various reasons, would Fighter/Snow Leopard Romance subplot), got a of a skill or a power, a rather do little (if any) prep work and instead “wing laugh from the players (from Freedom Fighter’s conversational exchange it” based on their confi dence in their gamemaster- player’s reaction), and allowed both players to act where he gets the better ing skills. as their characters. Over time, all this roleplaying of someone he dislikes rounds out the characters’ personalities and better — the GM should put a check beside his name. NARRATION VERSUS CONVERSATION establishes their relationships with one another. Many Champions campaigns muddle along An inexperienced GM should start by playing As the adventure pro- with a certain lack of dramatic fl air and an unfor- gresses, the GM can use out all conversations except those involving NPCs this list to fi gure out tunate absence of character development. One who are both completely irrelevant and utterly which characters have common reason for this unfortunate state of aff airs without personality. In the latter case, narration is had personal moments is that, while players interact, their characters really appropriate. A player says, “We’re lost. I’m going and which haven’t. Th is don’t. Th e GM and players allow narration to sub- to ask directions of the fi rst likely-looking person is useful because every stitute for interaction. An example: I see.” Th e GM replies, “Well, the guy operating PC should have such the newsstand says Michigan Street’s two blocks a moment in every Graycat’s Player: “I’m going to call Black Swords- adventure, and no PC man on my radio and tell him that I’ve got an idea up — you’re almost there.” But the GM can, if he should have a lot more that might draw Z-Force out of hiding.” wishes, use such an opportunity to introduce an moments than any NPC he considers interesting or pertinent to the other. Th is tool allows GM: “All right.” storyline, particularly if he has the character ready the GM to keep track and is just waiting for an opportunity to bring him of which PCs have been With this sort of approach, you get no charac- in. As the GM gains experience, he learns where to under the spotlight and which have not. It can ter interaction. Instead, it should go something like allow conversations to be narrated and where the this: help keep the players’ players and he should continue to roleplay them. satisfaction level high Graycat’s Player: “I’m going to call Black Swords- On the other hand, there is one area where and ensure fairness in man on my radio and tell him that I’ve got an idea narration — or, to be more exact, synopsis, should the GM’s attention. that might draw Z-Force out of hiding.” stand in for conversation. Th at’s when characters GM: “All right. Black Swordsman, your dagger-hilt are obliged to repeat information that their play- beeps at you, incoming call.” ers have already heard. For instance, if Freedom Fighter gets the details about the clone-tank heist Black Swordsman’s Player: “Black Swordsman here. from Snow Leopard (in a gamed-out conversation Damsel-saving a speciality.” enlivened by their frisky repartee) and then bumps Graycat’s Player (to GM): “I just told you what I was into Graycat, he’ll want to provide the same infor- going to say. Th at was pretty much it.” mation to Graycat. Neither the players nor the GM 148 HERO SYSTEM 5TH EDITION

Swordsman worked a block from the museum — he and his girlfriend, Lil- lian, oft en go to the museum on their lunch breaks. “Fine,” Freedom Fighter says. “I’ll call Black Swordsman and tell him to get over there now, and that backup is coming.” Th is puts the GM in the posi- tion of having to deal with a sudden bobble in his plot. If Freedom Fighter can get through to Black Swordsman on his team radio, which he should be able to, then Black Swordsman can get to the museum a full minute ahead of the rest of the team. With that amount of extra time, Black Swordsman may be able to interrupt Dr. Hallyburton as he’s still trying to retrieve the mete- orite. Th is fouls up the GM’s whole prediction about how the rest of the adventure will run. What to do? Th e GM can either manipulate events to put his adventure back on track, or can incorporate the char- acters’ corrosive eff ects on his plot. In spite of the temptation to do the former and not have to abandon lots of preparatory work, it’s usually better to give the characters their logical really want to hear the same exact details off ered infl uence on the plot. Roleplaying up again, so it’s appropriate for the player to say, “I’ll games are about group story creation, not the give all that information to Graycat” or “I’ll recap GM creating a story and telling it to the players. for Graycat.” (Th is is a tactic known in the author’s Sometimes the players get to aff ect the outcome of campaign as “pushing the recap button.”) events, too. When recapping, it’s also appropriate for the Th e GM has Black Swordsman get to the character providing all the information to indi- meteorite display just as Dr. Hallyburton pops the cate how it might diff er from the information he hatch on his tank. Th e two see each other. Dr. Hal- received. For instance, “I’ll recap for Graycat, but lyburton curses, slams the hatch back shut, and I’ll leave out the part about Snow Leopard’s kid jumps into combat with Black Swordsman. Black sister, since that might allow him to fi gure out her Swordsman stalls the mini-tank until his team- identity.” mates arrive. Dr. Hallyburton has to teleport to safety... and doesn’t have his meteorite. DR. HALLYBURTON’S PLOT What now? In the plot as envisioned, the An example above detailed the plan of Dr. heroes would eventually track Dr. Hallyburton to Hallyburton and the GM’s estimation of how the his house just as he’s fi ring up his meteorite-fueled adventure of the museum attack will progress. time machine. Now, things are diff erent, and the Th e GM is wrong. Th e GM is almost always GM must improvise. wrong in some way where these estimations are Fortunately, the GM already established concerned. If the GM is not usually wrong in at in his own mind that there is another piece of least some respects, he either has a frightening polydescartium at another museum. Since Hal- real-world prophetic ability or he’s forcing the PCs lyburton can’t get the one from this museum, down a too-limited set of character options and he races home, packs up his time machine, and not allowing them the freedom of action that is rushes off to steal the other piece. By the time the one of the best features of roleplaying games. Razor Knights get to his house, he’s gone. But they As it turns out, shortly aft er the museum fi nd some of his technical illustrations, allowing attendees pull out their cell phones and call them to fi gure out where he’s gone and why. So, in 911, the GM has the police department’s super- the all-new, improvisation-plotted last half of the hero contact offi cer call the Razor Knights and adventure, the PCs confront him in a new city, at tell them about the museum assault. Freedom a diff erent museum, stealing a diff erent meteorite. Fighter, the superhero on duty, takes the call, and Perhaps he’ll have his time machine installed in his player asks the GM something unexpected: his tank this time, allowing him to try the time- “Th e Museum of Natural History? Doesn’t Black jump the instant he has the meteorite in hand; Swordsman work just a block from there?” Th e perhaps they’ll just catch him and prevent all the GM, taken aback, searches his memory and real- time-travel ramifi cations from taking place. izes a previous adventure did establish that Black Either way, the GM has planned and run his Champions 149

adventure, and has done so successfully despite Man Versus Nature the way his plot was derailed. He even incorpo- In this sort of plot, there’s no real “villain” rated plot details (the other meteorite) that would — some sort of natural disaster or event provides otherwise have been wasted when the original the danger and must be countered. Roll 1d6: plot was circumvented. And that, ultimately, is the way most Cham- Roll Threat pions adventures play out — designed, plotted, 1-2 Encroachment. A natural disaster pops up in partially or completely abandoned, and completed one place and moves toward innocents; it can in a way that synthesizes both the GM’s and the be intercepted by heroes, but not necessarily players’ ideas, input, and goals. stopped in an easy fashion. Examples: volca- nic eruption, tsunami, meteor, forest fi re. 3-4 Punishment. A force of nature assaults an Instant Plot Generator area and stays there, continuing to do it If you’re stuck for a plot, you can utilize this harm. Examples: hurricane, plague, giant Instant Plot Generator to put together the frame- Japanese monster (which keeps returning to work of a play-session. It will generate fairly simple the city). plots, but you can then fl esh them out and fi ne-tune 5-6 Aft ermath. A disaster takes place in a short them according to the details of your campaign. amount of time; the rest of the adventure To use the Instant Plot Generator, consult the consists of dealing with the consequences. following series of charts, rolling dice where indi- Examples: earthquake, factory explosion, cated to determine which elements will become radiation leak, tornado. Appropriate prob- part of the plot. Th row out any that simply don’t lems to solve include coping with fi res, deal- feel right for your characters and re-roll those ing with breakdown of services and local options. Choose additional events that make the infrastructure, stopping looters, fi nding miss- story work better; add events that don’t appear on ing persons, rescuing victims, and heading the tables below when appropriate. off starvation and dehydration. STEP 1: GENERAL NATURE OF STORY Man Versus Himself Th e classic literary convention of a story in Roll 1d6: which the protagonist struggles with one of his 1-4 Man versus Man own traits or weaknesses doesn’t normally translate 5 Man versus Nature well to a simple superhero story, or into a roleplay- 6 Man versus Himself ing game session in general in most cases, but you Man Versus Man can approximate it. Choose one PC and pick out Th is is the most common sort of superhero one of that character’s Psychological Limitations. plot — one in which people come into confl ict with Th en either roll on the Man Versus Man chart or the superheroes. To determine the nature of the the Man Versus Nature table and put together an antagonists of the story, roll 1d6. antagonist who bears directly on that Psychological Limitation in such a way that the character will has Roll Antagonist to overcome the Psychological Limitation (at least 1 Hunters. Th is episode’s bad guy is an occur- temporarily) or be ineff ective in the adventure. rence of the Hunted Disadvantage of one of STEP 2: REVELATION OF MENACE the PCs. 2-3 Criminals. Th e PCs interfere in a criminal Here, you fi nd out how the adventure’s antago- plot currently hatching — a robbery, corpo- nist or problem is revealed to the PCs. Roll 1d6: rate takeover attempt, blackmailing, murder attempt, or the like. Roll Manner Of Revelation 4 Th e Law. Legitimate law enforcement forces 1 Dying Clues. A person who’s been murdered, seek the heroes. Th e heroes may have been or who’s just now in the process of dying framed, or there may be a legitimate com- from an attack, leaves behind clues pointing plaint against one or more of them, but this indirectly to the problem confronting the intrusion comes at a time when the PC must heroes. be free to pursue some personal agenda. 2 Ongoing Investigation Or Mundane Mystery. 5 Avengers. Th e antagonist is pursuing an If a PC is engaged in an ongoing investiga- agenda of revenge. It may be a hero trying tion, his search unearths clues about the to avenge a crime, a villain trying to avenge upcoming event, even if it is not directly a hero’s interference, or a normal trying to related to his investigation. Alternatively, one avenge any sort of off ense. or more PCs, enjoying the normal Secret 6 Invaders. A force set on conquest or destruc- Identity lifestyle, stumble across some things tion is planning a mission. Th is may be a that are Just Not Right, pointing him toward mission of infi ltration, subversion, kidnap- the problem. ping, sabotage, or assault. Th ey may be aliens, 3 Series Of Strange Events. Th e GM calculates foreign nationals, terrorists, or representa- how the adventure’s menace and determines tives of a secret society. a set of side eff ects the heroes can experience, but which individually don’t explain what’s about to happen. 150 HERO SYSTEM 5TH EDITION

4 Big Boom. Th e heroes become aware of the Characters with Danger Sense, prophetic developing situation when the fi rst overt powers, equipment that relates to the sci- signs of it appear — bombs are dropped, entifi c fi eld most closely related to the laser bolts fl y, radiation breath melts City approaching menace, or the like begin to Hall. accumulate data that alerts them to what is 5 Powers/Equipment Point To What’s Coming. going on. 6 Warning From An NPC. An NPC could have gone through any of the experiences shown EVENTS OF THE STORY TABLE above for rolls of 1 through 5 and decide First Second to bring that information to the PC team. Roll Roll Event Th e NPC could be an ally, a psychic, even a 1-2 1 Th e characters must hurry to a specifi c location, perhaps in competi- supervillain. tion with a rival/opposed group aft er the same objective. 2 A partial or complete solution to problem involves an object (magical STEP 3: EVENTS OF THE STORY item, invention, or the like) held by secondary antagonists; the PCs By following the two previous steps, you now must take the object by trade, force, or coercion. have a sense of the general nature of the story’s 3 A partial or complete solution to problem lies with an NPC who’s hos- antagonist and how the PCs are led toward their tile, unhelpful, or mysteriously missing; the PCs must convince him or enemy. You can take the reins from here and simply fi nd him. decide, based on logic, what happens next. If you 4 Th e characters temporarily lose critical resources — destroyed by wish, you can add detail to the story by rolling on or disaster, stolen by villains, a breakdown due to character negligence, or the like. selecting from the accompanying table additional 5 Th e characters’ plot/tactic completely fails; characters are driven into story elements. Roll 1d6 twice to generate the two retreat/captured (if captured, must escape or survive deathtrap) numbers you need. 6 A DNPC tries to help, but just gets into the path of danger. When using this table, remember the Phase 3 1-2 Th e characters must invent a partial solution to problem (spend time One, Phase Two, Phase Th ree plot structure in the laboratory, develop a magical spell, fi eld-test a new weapon, or described earlier in this chapter under “Plot.” When the like). rolling/selecting events of the story, divide them 3-4 A mysterious NPC/group repeatedly interacts with situation, but between the three phases of the plot, putting them in doesn’t seem to be on the side of the PCs or the antagonist. whatever order best raises dramatic tension. 5-6 Th e characters must solve one or more mundane crimes using their investigative abilities. STEP 4: OPTIONAL TWISTS 4 1 Th e characters must get a crucial item/person from point A to point B; With the plot structure and a number of events the trip may be long, the route dangerous, or the item/person aggra- in hand, you can optionally decide to add one or vating or problematic. more “twists” to your adventure. A twist is an unex- 2 Th e characters’ plans keep being leaked to the enemy; the characters pected event or revelation that causes the heroes to must fi nd the mole in their organization, spy devices in their quarters, reevaluate previous happenings and actions, and or whatever is causing the leak. perhaps adjust their tactics or their goals. Roll 1d6: 3 A character’s superpowers interact with antagonist’s powers/eff ects in strange and unpredictable ways. Roll Optional Twist 4 A character’s family/loved ones are discovered to be tied into the plot. 5 Characters’ plot/tactic succeeds, but result in the deaths of a lesser 1 Supposed Friend Is Really Enemy. One of the number of innocents; they must either fi nd a way to undo what they heroes’ allies actually turns out either to be an did, or accept and explore the moral consequences of their actions. agent of the other side or to be a self-serving 6 Th e characters must fi ght a rear guard or delaying action to allow wretch who accomplishes a personal goal at innocents to escape, or to allow an NPC or fellow PC to get to a spe- the expense of the PCs’ chances for success. cifi c place by a specifi c time. 2 Supposed Enemy Is Really Friend. One of the 5 1 An NPC falls in love with/professes love for/develops a crush on a PC. forces the heroes have been fi ghting turns out 2 A DNPC or loved one stands to profi t from actions that are unhelpful to be working in their best interests. to the PCs’ mission or tactics. 3-4 Source Of Menace Is Not As Expected. Th e 3 Th e characters discover that needed allies/resources benefi t if antago- forces or enemies blamed for the events turn nist wins and are not planning to help fi ght the antagonist. out not to be their cause; the heroes must fi nd 4 Th e characters fi nd evidence of inexplicable change that must relate and confront the true cause. to antagonist tactics — physical laws are diff erent, material properties have changed, peoples’ behavior is diff erent, people are missing — but 5 Menace Is Nothing But A Distraction. All these the relationship is unclear. events have merely been a way to keep the 5 Research into a menace reveals that its causes are older than previ- heroes out of the way while some other mal- ously suspected. feasance goes on elsewhere, unnoticed. (Th e 6 Th e authorities refuse to cooperate with PCs (they may believe their bigger the events have been, the bigger the tactics wrong, seek them on criminal charges, or the like). other malfeasance must be. One doesn’t set 6 1 An injury to a PC causes temporary amnesia. off a volcano to keep the heroes away from a 2 A character’s loved one demands more time/attention from him. bank robbery.) 3 A character is poisoned, cursed, or otherwise weakened. 6 Menace Is Actually A Good Th ing. It turns out 4 A character undergoes a “radiation accident” aft er an encounter with the bad consequences of the story’s menace antagonist; develops new powers, Disadvantages. 5 A character discovers that the PCs’ preferred tactic actually benefi ts are actually working in the heroes’ best inter- the antagonist. ests (e.g., the kind-hearted scientist the 6 Th e characters are ejected from the vicinity of trouble and must race heroes are protecting from kidnappers turns back to the scene of the action. out to be engineering a medicine-resistant Champions 151

strain of the Black Death in his basement; the kidnappers are time-travelers who want to stop him from killing 78% of the Earth’s population). EXAMPLE OF USE Morgan, the GM of the Razor Knights cam- paign, is pressed for time, so he decides to make use of the Instant Plot Generator. For General Nature of Story, he rolls a 6 — Man Versus Himself. He’s dubious about that, but, since it calls for him to re-roll to provide the underly- ing structure for a Man Versus Himself story, he decides he’ll abandon Man Versus Himself if it turns out not to be what he wants. His second roll is a 5, Man Versus Nature. For further details on Man Versus Nature, he rolls a 4: Punishment. Whatever this force of nature is, it keeps pounding whatever area it visits. For Revelation of Menace, he rolls a 6: Warning From An NPC. Th at’s a good way to do it, and cer- tainly won’t waste much time in getting the PCs into the story. Now, it’s time to determine Events of the Story. He decides to start with two events per phase of the plot, and his rolls net him these events: Characters Are Ejected From Scene Of Trouble Characters Must Hurry To Specifi c Location Characters Discover Needed Allies/Resources Benefi t If Antagonist Wins Character’s Loved One Demands More Time/ Attention DNPC Tries To Help, But Gets Into Path of Th e Revelation Of Menace result was a Warn- Danger ing From An NPC. Growing more cheerfully mali- Characters’ Plot/Tactic Is Complete Failure cious, Morgan decides the NPC is Graycat’s dead sister. She’ll appear to him and warn him he’s very Finally, Morgan decides to roll on the close to joining her... there’s no way he can defeat Optional Twists table and see if he likes what he the doom coming to visit his city. gets. He rolls a 3, Source Of Menace Is Not As But Graycat is essentially a normal martial Expected. He’ll use it if he can fi nd an interesting artist who stays at superhero levels through con- way to do it. stant (fanatical) training. Morgan has to fi nd some He considers what he’s got here, and, actu- way to explain why he can suddenly manifest ally, he thinks there’s a way to implement the Man giant monsters. Th is suggests he should have some Versus Himself structure — it interacts nicely sort of radiation accident that provides a plausible with the Source Of Menace Is Not As Expected reason for the temporary power. Morgan adds that twist. What if the menace is actually a projection to the set of events the characters experience. from the hero’s own mind? Morgan rearranges the events of the story to Th at makes sense. A superhero might develop make them progress in a way that logically builds a temporary power that creates remote projec- toward the climax and resolution of the story. In tions of his own inner turmoil. Morgan decides his new order, and with details provided by the that, in this case, the projection is a big monster decisions he’s been making, they look like this: that manifests out of storms (nicely symbolic of that turmoil), rampages across the city, and then disappears into the storm again, and just can’t be stopped. What hero to use? Morgan looks through his list of PCs and decides on Graycat, the martial artist whose sister was gunned down before his eyes. Morgan decides Graycat’s guilt and self- loathing will manifest themselves in a way that threatens to destroy both Graycat and his city. 152 HERO SYSTEM 5TH EDITION

Phase One team. Debra, not satisfi ed she’s gotten through to (New Event) Th e characters’ superpowers interact him, follows. During the monster’s fi rst rampage, with an antagonist’s powers/eff ects in strange and she is nearly killed by accident (the giant doesn’t unpredictable ways. In an apparently unrelated attack her directly). Th e monster disappears. incident, the Razor Knights clash with agents of a Phase Two mystical society that have set up an arcane ritual (New Event) Characters Must Invent Partial Solu- in the Challenger City Museum of History, in the tion To Problem. Th e PCs correctly conclude that display on ancient Viking culture. It appears the the giant relates to their Viking cultists of the other bad guys are enacting a spell to give one of their night. Th ey analyze its tactics and perhaps magi- number great power. Th e Razor Knights foul things cal energy traces left behind, and develop methods up and capture them. Morgan contrives things so they think will defeat the giant. Graycat fi rst touches one of the several artifacts being used in the ritual, but that part of the event is (Event) Characters Are Ejected From Scene Of completely innocuous. Trouble. Th e next time the giant appears, the heroes rush to the scene... but despite their stealth, the (Revelation Of Menace) Warning From An NPC. A giant knows they are coming. Unlike its tactic when few nights later, during a pounding thunderstorm, dealing with city forces and the National Guard Graycat’s hears a noise in his apartment, gets up (smash with club, hit with ice storm), it waves its to investigate, and fi nds his dead sister looking hand and they are magically teleported to a dis- through his scrapbook. She issues her warning tant location, unhurt... all except Graycat, whom it about him being close to death. During a blinding smashes. As soon as Graycat is unconscious, it dis- clap of lightning, she disappears. Th e scrapbooks appears back into the storm. have actually been moved, opened, looked through. (Event) Character’s Loved One Demands More Phase Th ree Time/Attention. Graycat’s girlfriend, Debra Uecker, Morgan decides to get rid of the “Charac- made increasingly frustrated by his fanatical train- ters Discover Needed Allies/Resources Benefi t If ing and crimefi ghting, insists he retire, or at least Antagonist Wins” event, since he can’t fi nd a way cut back on his costumed activities. to make it fi t within the texture of the story. (Event) DNPC Tries To Help, Gets (Event) Characters’ Plot/Tactic Is Complete Fail- Into Path Of Danger. Immediately ure. In the next encounter or encounters with the aft er Debra’s demand, the monster, a giant, the PCs’ special tactics, gadgets, or spells mountain-sized frost giant straight prove to be inexplicable failures. Evidence mounts out of Norse myth, manifests that the giant hates Graycat and yet won’t delib- for the fi rst time. Graycat erately harm to things Graycat likes (Debra, his rushes off to join his friends, his favorite landmarks, and so on). Th ey may use Graycat as bait to lure the giant away from habitation, but won’t be able to fi gure out how to defeat the thing until they realize, through research or use of SS: Psychology, that it’s a projec- tion of his guilt/self-loathing. (Event) Characters Must Hurry To Specifi c Loca- tion. Once the heroes know what the problem is, they might come up with any of several possible solutions, many of which require fast trips to spe- cifi c destinations. Possibilities: to the warehouse where the artifacts from the Viking ceremony are held, so they can re-interpret the items and their function in light of Graycat’s problem; into the dream-world of Graycat’s sleeping mind, where they can confront the giant (now revealed as a version of Graycat himself) and Graycat might be able to speak to a dream version of his sister and fi nd closure related to her death. Champions 153

Before a character can use another character FASTBALL NEW AND as a club/missile, he must Grab the club/missile. If SPECIAL OPTIONS ADJUSTED RULES the club/missile is conscious (even Stunned), this requires the normal Attack Roll and imposes the CHANGING FORMS Th e HERO System rules are designed to simu- normal penalties to the character’s OCV and DCV. Th e fastball special rules late any of heroic fi ction. However, as generic rules, If he’s unconscious, the character still has to make assume the “fastball” they oft en work best if “fi ne-tuned” a bit for each a Grab, but suff ers only the standard -1 OCV keeps the same size, genre. Th is section contains a few optional adjust- and -2 DCV penalties (he doesn’t have the usual form, and mass he had ments to existing rules, and new rules, that make halved DCV in general, and halved OCV against when thrown. However, the game work more like a comic book superhero Body-Aff ecting Powers other targets, if his Grab succeeds). can interact with a fast- story. Once the character has successfully Grabbed ball special maneuver in ATTACKING WHILE COVERED the club/missile, he may use the victim as a club various ways. Th e easiest against any target in HTH Combat range, or as thing is for the GM to It’s a terrible idea in real life, but characters in a missile against any target within range of his just ignore this entirely, the comics and movies occasionally attack someone throw (see the Th rowing Table on page 35 of the except for purposes of determining the charac- who has them Covered with a gun or other weapon, HERO System 5th Edition, Revised). He may do and manage to do so without getting attacked. If ter’s mass (and thus how this as an action that takes no time, just like nor- far he can be thrown). you and your players want to implement this essen- mally smashing or squeezing a character or object. But GMs desiring greater tially ridiculous fi ction convention, you can allow However, unlike just causing damage to a Grabbed “realism” (and thus com- a character to make an attack (usually a Disarm) character alone, using another character as a club/ plexity) should consider while Covered, without the Covering character missile requires an Attack Roll against the chosen using the following rules. going fi rst, under the following circumstances: target. If that roll succeeds, both the character Density Increase: If a ■ if he has Fast Draw and makes his roll by more used as a club/weapon and the target character character has Density Increase active at the than the Covering character makes his Sight Group take the attacking character’s STR damage. If it moment he’s thrown, PER Roll; fails, the club/missile may still, in the GM’s discre- use it to determine his ■ if he has Sleight Of Hand and makes his roll by tion, take damage from hitting something else. mass. If he activates the more than the Covering character makes his Sight Using another character as a club entails a power in the middle of the maneuver, re-calcu- Group PER Roll; or Weapon Size/Shape penalty of -2 OCV (if the “club” is unconscious) or -4 OCV (if he’s awake). A late how far the thrower ■ if he makes a DEX Roll by more than the Cover- character used as a missile is neither balanced nor could have thrown him. ing character makes his DEX Roll. If he’s already traveled aerodynamic (-4 OCV). that far or further, he DIRECTED AND RANDOM KNOCKBACK immediately drops to Before attempting to break the Cover, the the ground. If he still character must decide which of the three methods Sometimes a character wants to aim his has some inches left to to use. If he fails his roll, the character Covering attack so that the Knockback the attack causes travel at his higher mass, him can choose to attack him with the Covering propels the target into a third character, thus he travels them, but no attack. causing both of those foes to suff er the Knock- further. If a high-mass back damage. To do this, the character must do character falls on a target, BOUNCED ATTACKS use the rules for dropped Knockback with his attack against the fi rst target objects on page 436 of Superheroes oft en use blunt missile weapons — enough Knockback that he could reach, and hit, the HERO System 5th — thrown billy clubs, shields, weighted disks, and the second target. If so, the character must make Edition, Revised to deter- the like — against their enemies, carefully plan- an Attack Roll using only his base OCV (as cal- mine how much damage ning the ricochets to hit multiple targets (a form culated from DEX, without Combat Skill Levels, he does (possibly adding of Rapid Fire, usually) and/or to make the weapon maneuver bonuses, or the like) against the second a die or two to account bounce right back to the character so he can catch for the velocity from the target’s DCV. If that roll succeeds, the fi rst target throw, if appropriate). it and throw it again right away. In game terms, a hits the second target, and they both take 1d6 Desolidifi cation: A char- character can do this with the Bouncing An Attack damage per 1” of Knockback. th acter has to be solid to rules on page 377 of the HERO System 5 Edition, With some types of attacks (for example, a be thrown (unless the Revised. Th e character simply devotes one applica- created by an air-manipulating char- thrower has STR that ble Combat Skill Level to make the weapon return acter), the direction of the Knockback is random can aff ect Desolidifi ed to his hand. Th e CSL doesn’t improve his OCV with — it doesn’t have any relation to the direction the objects, in which case the attack, it just guarantees he threw the weapon attack came from. To represent this, a character consider the Desolidi- fi ed character to have his with the right “spin” to make it ricochet back to his can take a -0 Limitation, Random Knockback. hand. (Alternately, the character can simply defi ne normal mass for pur- Alternately, the GM may allow a character to take poses of calculating the the attack as a power without the Focus Limitation a -0 Limitation, Variant Knockback, and defi ne an throw distance). How- — thus ensuring, as a special eff ect, that it always attack as always doing Knockback in a particular ever, the character could “bounces back” to him, because the rules let him direction other than straight away from the char- activate Desolidifi cation use the attack again and again without anyone acter. aft er making a Half being able to take it away from him.) Move, and thus move EXTRA COMBAT FUNCTIONALITY AND through solid objects in CHARACTERS AS WEAPONS REVELATORY PRESENCE ATTACKS his path. Th e problem with doing so is that the Superhumans oft en like to pick up other You can use these optional rules, which are rules would not normally superhumans and use them as impromptu clubs most suited for adventure- and drama-oriented allow him to turn his or missiles with which to attack other foes. Th is campaigns, if you wish. See pages 35, 39 for Desolidifi cation off in has the benefi t of causing damage to both foes. details. Continued on next page 154 HERO SYSTEM 5TH EDITION

Continued from last page from the villain. time to hit the target and Th e “fastball” character gets a full injure him. In this case, Phase in which to act, since his move- the GM can either grant an exception to that rule, ment is being supplied by another or allow an exception if character. Typically he devotes the the character succeeds whole Phase to making the attack. with a roll with an appro- However, before being thrown, or aft er priate Power Skill or traveling halfway to his target (i.e., other Skill. making a “Half Move”), the character Duplication: If a character could use a Zero-Phase Action to acti- Duplicates while in mid- vate a power. Th at could be something throw, the Duplicates have his same velocity simple (making his claws grow so and trajectory, and hit the he can use them with the attack), or target if he would. Th e something complicated like activating GM may impose restric- a Body-Aff ecting Power or Movement tions, based on common Power (see accompanying sidebars). sense and dramatic sense, At the GM’s option, the “fastball” regarding how many “fastball Duplicates” can can use another Combat Maneuver hit a single target (two or or Martial Maneuver, such as a Grab, three is usually a good Martial Disarm, Martial Strike, or maximum). Passing Strike, as part of the attack, Growth: Growth func- THE FASTBALL SPECIAL but still get the typical velocity bonus tions just like Density A “fastball special” is a special form of Grab By, to damage/STR as if performing a Move By. Th is Increase regarding the Move By, or Move Th rough in which a character can cause game balance problems, but may be way it increases mass. without signifi cant movement abilities of his own appropriate for some situations. At the GM’s option, a Growing character can is thrown by a high-STR character at a designated OPTIONAL EFFECTS OF DAMAGE use growth momentum target. It works like a normal Grab By, Move By, or against the target (since Move Th rough, except that the “fastball’s” veloc- Most of the Optional Eff ects of Damage from th the target is sort of ity depends on the high-STR character’s ability to pages 414-21 of the HERO System 5 Edition, “above” him as he trav- throw him. Use the Th rowing Table on page 35 of the Revised rulebook — Wounding, Impairing, Dis- els); this may require the HERO System 5th Edition, Revised to determine how abling, Knockdown, and Bleeding — are inappropri- character to succeed with fast and far a character can be thrown. For example, if ate for Champions campaigns. (Th ey’re not illogical, a roll with an appropriate they’re not bad — they just don’t have much of a Power Skill or other Skill. a character has an extra 25 STR with which to make a Th row, and he makes a Standing Th row as part of a place in a superhero environment.) On the other Multiform and Shape Shift: hand, the rules for Knockback are extremely appro- If a character uses one fastball special, the “fastball” has a velocity of 10”. of these powers to alter To perform a fastball special, have the thrower priate for the superhero genre, and should be used his form in a way that make a normal Attack Roll against the target; the in all but the most “realistic” games. increases his mass, apply CV modifi ers for the maneuver the fastball plans Th e rules for Hit Locations and Placed Shots the rules for Density to use do not apply to the throw, but the normal are generally inappropriate for Champions games; Increase to determine -4 OCV penalty for throwing an unbalanced, non- most GMs don’t use them. However, it is appro- what happens. If his aerodynamic missile do. If the throw succeeds (i.e., priate to use the Hit Location chart on occasions change of shape alters his when you want to determine randomly where an balance and/or aerody- the thrower put the “fastball” in a position to make namic qualities, apply the a HTH Combat attack against the target), the “fast- attack strikes a target, purely for descriptive eff ect worse of the two modifi - ball” then makes his own Attack Roll; CV modifi ers (just don’t use any of the modifi ers or multipliers). ers from the Range Modi- for the maneuver he uses do apply to his roll. Characters can also use Placed Shots for such heroic fi ers For Th rown Objects actions as shooting a gun out of a thug’s hand, and table (HERO System 5th Example: Ironclad (STR 60, OCV 7) is going to perhaps even for things like bypassing a target’s Edition, Revised, page 35) throw Nighthawk (STR 20, OCV 8) in a “fast- armor. to the thrower’s Attack ball special” so he can perform a Grab By to Roll. For example, if the RESTRICTED RECOVERIES character starts out nei- snatch a magic amulet out of a villain’s hands. ther balanced nor aero- Nighthawk weighs 100 kilograms, so Ironclad HERO System combats can take a long time; dynamic (-4 to thrower’s has 50 STR more than he needs to lift his superhero combats even more so. It’s possible to OCV), but changes shape friend. Ironclad’s running throw allows him protract a combat beyond the point that anyone is to a balanced object to toss Nighthawk 40”. Th e villain is DCV 7. having fun by having each unconscious character (-2 OCV), the thrower Ironclad makes an Attack Roll and rolls a 7, Recover to consciousness at exactly the rate pre- still suff ers the -4 OCV. which allows him to hit the villain — the -3 scribed by the rules. Instead, if a combat has turned Similarly, if the character starts out balanced and OCV for a Grab By doesn’t apply to his roll, substantially against the supervillains, have the aerodynamic (-0 OCV), but Nighthawk is unbalanced and non-aero- unconscious ones regain STUN from Recoveries at but changes form to be dynamic (-4 OCV). Th at means Nighthawk is a slower-than-normal pace so the combat ends in non-aerodynamic (-2 in position to perform his maneuver. Night- a more timely, dramatic fashion. If necessary, just OCV), the thrower suf- hawk has an OCV of 8, +1 Overall Level, don’t give them any Recoveries at all. (If nothing fers a -2 OCV penalty. for 9, but suff ers the -3 OCV penalty for the else, you should do this to put a stop to the mark- maneuver (and -4 DCV). He rolls an 8 and edly unheroic and totally game rules-oriented habit hits! He gets +8 STR for the maneuver, giving of hitting an unconscious foe “just to make sure he Continued on next page him 5½d6 for his attempt to wrest the amulet stays down.”) If all the PCs are unconscious at the Champions 155

same time, allow them to remain so — the assump- sometimes harsh. Continued from last page tion being that the villains did whatever it took to Allow The Character To Be Played As Built. If a player Beyond that, the GM keep them unconscious — regardless of how close really does have convincing arguments for the pres- should use his common they might have been to waking up. (Th e players sense and dramatic sense ence of all these Disadvantages, you can choose to determine the eff ects won’t like this, but will probably understand the to allow him to keep them. Th is creates a few fairness of the tactic.) of changing shape. For problems for the campaign; this character could example, some shapes SUCKER ATTACKS be somewhat more powerful than his fellows, due may be so broad or fl at to the extra points he has, and could cause more that they slow the char- Sometimes characters want to trick an enemy trouble in the campaign, owing to his extra load of acter down, subtracting into attacking them in such a way that the attack Disadvantages. In addition, the precedent this char- inches from his velocity. misses and accidentally hits one of the attacker’s acter poses may convince other players that they, Shrinking: Fastballs oft en comrades. Usually this involves tricking one foe too, wish to exceed the described campaign limits, start out Shrunk, since into shooting another foe with a gun or blaster, but that allows the thrower and that they should have a right to do so. Each it may mean sidestepping so that two characters to toss them a long way GM will have to decide, based on the roleplaying trying to perform a Move Th rough on the same (and doesn’t eff ect the skills and maturity of his players, if he can aff ord to target run into each other instead. STR with which they choose this option. strike!). If they increase To make a sucker attack, the character has to their size in mid-fl ight, have a Held Action available. He waits until the Allow The Extra Disadvantages, But For 0 Points. A apply the rules above for fi rst attacker is just about to attack, then Dodges so last tactic is to allow the character to have all the Density Increase to deter- the second attacker takes the hit instead. First, he Disadvantages his creator has chosen, but not to mine how much they must make a DEX Roll against the fi rst attacker’s receive points for those that exceed the campaign slow down. As discussed DEX Roll to time his Dodge just right — if he limits. Th is is a test to see whether the player is under Growth, above, actually committed to them as a part of his char- they can use growth fails, the fi rst attacker’s attack goes off before he momentum damage Dodges. Second, the fi rst and second attackers must acter’s psychological and physical makeup, or is when they hit their target. chiefl y aft er the extra points. Th is approach, too, is be properly “lined up” for one to have a chance to Shrinking in mid-throw hit the other. If so, the fi rst attacker must make an fair, and sometimes humorously malicious to boot. has an eff ect opposite Attack Roll using only his base OCV (as calculated DISADVANTAGES AREN’T AN EXCUSE FOR that of Density Increase. from DEX, without Combat Skill Levels, maneuver When the character PUNISHMENT bonuses, or the like) against the second attacker’s Shrinks, determine how DCV. If that roll succeeds, the second attacker takes Sometimes a GM, especially an inexperienced far the initial throw would have thrown him the damage intended for the character. one, falls into a trap concerning Disadvantages: when a player character takes one he considers at his new mass. Add half the extra inches to foolish, he punishes him for it in subtle ways. the character’s inches THE CARE AND FEEDING OF As an example, a GM who considers the Code traveled and velocity for Versus Killing to be ridiculously impractical might damage purposes. DISADVANTAGES punish a character with that Psychological Limita- Stretching: If they suc- tion by having his Disadvantage result in harm Disadvantages are one of the most useful tools ceed with a DEX Roll, and tragedy over and over again. Th e character characters with Stretch- you have when running a Champions campaign. catches a villain and turns him over to the police; ing can time their use of Th ey give you insight into a character’s personality, the villain escapes and kills someone important to the power just right so hooks with which you can compel or entice them the character. Th e character catches him again; the they can add Stretching into performing certain actions, and weaknesses velocity damage to the villain escapes and kills again. Th is cycle contin- you can exploit. damage they do from ues until the hero is maddened enough to violate being “fastballs.” Stretch- his Code Versus Killing and murder the villain, at ing may also allow a General Guidelines which point the GM has triumphed over a Psycho- character who won’t logical Limitation he considers stupid. travel quite far enough Here are a few tips that apply to any Disadvan- Th is, obviously, is bad GMing. If a GM feels a because of the throw to tage. “add” a few inches onto Disadvantage won’t work within his campaign, he the end of the maneuver TOO MANY, TOO FEW should tell the player so as soon as he recognizes and manage to strike his the problem, then allow the player to change the target. Unusual altera- Some players have a tendency to overload their Disadvantage to something more appropriate. tions of form via Stretch- characters with Disadvantages, exceeding the point Disadvantages are hooks that allow a GM ing should be dealt with limit you impose for the campaign. Th e trouble is, to direct a character’s actions an anticipate his as discussed under Mul- they oft en have good reasons why their characters tiform And Shape Shift , responses. Th ey shouldn’t be hooks that dig into a should have each and every Disadvantage they’ve above. character’s fl esh and puncture his organs. selected. MOVEMENT You can respond to this situation one of three ways: Specifi c Disadvantages Th e basic fastball special rules assume the “fastball” Insist That The Character Be Built According To Here are some specifi c suggestions about each doesn’t have Movement Specs. You can simply require the player to build individual Disadvantage and its appropriateness for, Powers that would allow his character to the limits already established for him to reach the target, or use in, Champions campaigns. You should also or that his Movement the campaign, paring his Disadvantages total back review the player-oriented notes on Disadvantages to the maximum points permitted and trimming Powers aren’t powerful beginning on page 64. enough to let him get his Characteristics, Skills, Powers et al. back to the points he now has available. Th is is fair, though Continued on next page 156 HERO SYSTEM 5TH EDITION

Continued from last page DEPENDENT NONPLAYER CHARACTER character’s normal NPC, but one character’s DNPC should not be another character’s Follower (or even that far and still attack. Th e line between DNPC, normal NPC, and But that may not always Follower is sometimes a bit blurry. Use the follow- the same character’s Follower). You should be leery be the case, and a proper ing basic set of questions to determine what role of letting two characters take the same NPC as a combination of throwing any specifi c NPC plays. DNPC; that tends to diminish the problems the velocity and Movement If the character: Disadvantage causes for each one, and also reduces Powers can yield some the number of story hooks you can work into the ■ interesting results. Is around a lot, mostly when there’s trouble, can game. A “fastball” with any be counted on to get in trouble or position himself amount of Flight can use below falling debris in combat situations, usually HUNTED 1” of Flight as a Half- makes the wrong decision in times of crisis (or at Hunteds are one of the most prevalent Disad- Phase Action to change least the decision that gets him in the most diffi - vantages aff ecting comic book superheroes. Th ey all the direction he’s travel- culty), and has some sort of emotional tie to the PC ing as a fastball by up to seem to have recurrent enemies (“He’s my arch-nem- sixty degrees (one hex that keeps the PC from throwing him to the fi shes esis!”), which is what a Hunted normally signifi es. side) without losing any even in times of greatest aggravation, then the char- Th e most important thing to remember about of his fastball velocity (or acter is probably a DNPC. a Hunted is this: the Hunting character or group adding to it). At the GM’s ■ Is around a little or a lot, mostly when there’s no should be interesting, appreciated by the players option, if the character even if he/it is not appreciated by the characters. applies one Movement trouble, possibly can be relied upon to get to safety Skill Level, or makes a when there’s trouble and to help the PC in more Th e thought that the Hunter is near should whet the DEX Roll at -4, he can peaceful circumstances, is evenly divided between players’ appetites even if it dismays the characters. It’s turn up to 120 degrees making the right or wrong decisions in times of not diffi cult to determine when this isn’t the case. If (two hex sides) without crisis, has earned the character’s aff ection through a Hunter appears for the second time and each sub- losing any fastball veloc- deed or personality, then the character is probably a sequent time, and the majority of players off er tired ity. Th is is a good way to sighs or groans out of character, you knows the player make a Surprise Move or normal campaign NPC. in question has come up with a Hunter no one likes. hurl the fastball around ■ Is around a lot, mostly when there’s trouble, can Most Hunteds are fairly ordinary and predict- a corner. be relied upon to help the PC, in times of crisis able: particular master villains, villainous organiza- At the GM’s option, if usually makes the decision most helpful to the PC tions, secret government cabals, and the like (see the “fastball” has more whether it’s in the NPC’s best interest, has demon- inches of Flight than page 66). Th ese can get boring quickly if you don’t strated loyalty to the PC and has earned the PC’s the number of inches fi nd ways to liven them up. To make a Hunter more own loyalty through deeds, then the character is he’s been thrown, he appreciated, you should always feature some reward, probably a Follower. can add the excess to however intangible, associated with his appearances the throwing inches, in a campaign. Th is usually means the Hunter has thus increasing both his One character’s DNPC could be another distance traveled and some personal connection with one or more of the velocity-based damage. heroes. Th e Hunter might be the source of answers For example, if Ironclad to questions and enduring mysteries that plague a Continued on next page campaign — even as the Hunter is bedeviling the PC, he is also providing clues and even facts that advance the hero toward his goal of acquiring more informa- tion. Th e Hunter might be romantically pursuing one character even while inconveniencing or endangering the whole group. Or he might amuse the PCs — he could be a witty, charming character as well as a thief and liar. Other intangible rewards include the oppor- tunity a Hunter usually provides for heroes to show off — one who is a particular hero’s opposite number, evenly matched with that PC, off ers the hero a chance to have a battle royal. Don’t underestimate the worth of Hunters who are honorable opponents simply driven by motiva- tions or cultural assumptions that diff er slightly from the PCs’. Not all Hunters have to be despicable, soul- less pockets of pure evil. In fact, the most interesting ones seldom are. Possible Hunted Actions Depending on the nature of the character doing the Hunt- ing, the nature of the target, and the background of/explanation for the Disadvantage, a Hunted might do some or all of the following things as a way of attacking the character: ■ Try to kill him ■ Try to maim or signifi cantly harm him Champions 157

■ Try to learn his Secret Identity ■ Try to make his superheroing life more diffi cult (show up to help another villain fi ght him, frame him for crimes, tell other villains about his weaknesses, and so on) ■ Assuming he knows the character’s Secret Identity, try to make his civilian life more diffi cult (get his boss to put more pressure on him at his job, trick his signifi cant other into breaking up with him, slash his tires, and so on) ■ Stalk/harass the character, or play (potentially harmful) pranks on him ■ Do any of the above to the character’s DNPCs and beloved NPCs PHYSICAL LIMITATION Physical Limitations work just as described in the HERO System 5th Edition, Revised rulebook, and, chosen in moderation, Continued from last page are very appropriate to superhe- throws Sapphire 10”, and roes. Once upon a time, superhe- Sapphire has Flight 15”, roes tended to be perfect physical she can add (15-10) 5” specimens (with the exception of heroes to her distance traveled who were blind but compensated with special sen- and velocity for damage sory powers). But since the 1960s, there has been an purposes. increasing number of supers Alternately, but also at with physical disabilities the GM’s option, if the “fastball” has any number — bad hearts that had to Reputation is be maintained by high- of inches of Flight, he can mostly helpful, add those directly to his tech pacemakers, paraplegics you should require fastball velocity, “stacking” who build power suits that enable the character to buy it both of them to achieve them to walk, characters suff ering from as a Perk. Of course, it’s a much higher velocity dwarfi sm who use their skills and wit to (and thus greater distance entirely possible that a “positive” Reputation can have traveled and damage compensate for their short size, and so forth. So, it’s such negative eff ects that it merits a Disadvantage. perfectly all right for a player to come up with such a done). Using the example For example, a character who has the Reputation of above, that would allow character for Champions; you should work with him being honorable might have problems because ene- Sapphire to travel 25” to integrate the PC into the fabric of the campaign, mies could exploit that personality trait for their own and do a total of +8d6 not assume that “he’ll be useless” because of his Physi- ends (assuming he really is honorable — if he’s not, damage with a Move cal Limitation. Th rough. Th is option can being known for his honorable nature doesn’t really be extremely unbalanc- Th e chief virtue of Physical Limitations in a disadvantage him at all). Champions campaign is that you can place a charac- ing for the game, though, RIVALRY so GMs should consider ter with this Disadvantage in situations where he has carefully before allowing to cope with his disability — possibly for an increase Rivalry works exactly as described on page 338 characters to use it in the in the drama of the episode, possibly to the detriment of the HERO System 5th Edition, Revised. But as the game. of his self-image. With the right player, it can make GM, you should remember that Rivalry isn’t just a If for some reason a “fast- for some fascinating roleplaying and great stories. Disadvantage — it’s oft en a subplot as well. If you ball” with Flight wants to slow down, he can apply PSYCHOLOGICAL LIMITATION go too many adventures without characters’ Rivalry actually aff ecting events in the campaign, it’s time half his inches of Flight Along with Hunteds, Psychological Limitations to counteract his thrown to introduce a new subplot to exploit the character’s velocity as a Half-Phase are perhaps the most common sort of Disadvantage Disadvantage. Since most Rivalries can’t be dealt with among superheroes, and are likewise the best-suited Action. as easily and satisfyingly as Hunteds (with whom the If the “fastball” has Tele- to use as character hooks. Psychological Limitations heroes can fi ght), they oft en create more dramatic help defi ne how the character thinks, what sorts of portation, he can make tension and make for great roleplaying. a Half Move with his events or concerns really eat at him. Bait formed in Teleportation during the the shape of a Psychological Limitation trigger and SOCIAL LIMITATION throw to either increase dangled in front of a hero can lead him into danger, Th e best-known Social Limitation in Champi- the distance he’s thrown or at least into the next stage of a story. See page 67 ons campaigns is the Secret Identity (see the sidebar (but not the damage from for some discussion of Psychological Limitations that example on pages 338-39 of the HERO System 5th velocity), or to alter his are particularly prevalent in the superhero genre. direction of attack and Edition, Revised, and the discussion of the subject thus possibly gain a Sur- REPUTATION beginning on page 48 of this book). As long as a prise Move bonus (this character has a Secret Identity, you should use it as tactic works best if the Reputation works exactly as described on page fastball has the Position th the basis for subplots and main plots — it is a Disad- 337 of the HERO System 5 Edition, Revised. Don’t vantage, aft er all. Th ings you can do to make use of a Shift Adder for his Tele- forget that it’s supposed to be a Disadvantage; if a Secret Identity include: portation). 158 HERO SYSTEM 5TH EDITION

■ Have the PC make promises in one identity that his other identity forces him to break, or nearly break. ■ Have one type of relationship with an NPC in one identity and a very diff erent type in the other identity. ■ Have the character experience success in one iden- tity and failure in the other, or admiration in one identity and contempt in the other. ■ Have duties of and demands on each identity take up 80% of the character’s available time. SUSCEPTIBILITY Th is Disadvantage works as described on page 339 of the HERO System 5th Edition, Revised. It’s a common and popular one in the superhero genre — aliens living on Earth suff er injury and weakness when exposed to chunks of their home planet, mystic villains can’t tolerate the touch of holy objects, and so on (see page 68). Champions GMs may want to take one factor into account that the standard rules do not: whether the substance triggering the Suscep- tibility is merely in the vicinity of, in direct contact with, or internalized within the character. With this optional rule, the default for Suscepti- bility is “character suff ers eff ect when exposed to the substance.” Th is means the Susceptibility aff ects the character if he’s within 4” of the substance and the substance is not contained within an object that sup- presses or insulates its unusual properties. (In your discretion, at ranges beyond 4”, the substance still aff ects the character, but at one-half its listed eff ect per 2x the distance. Th us, a substance that normally does 2d6 damage instead does 1d6 at 5”-8”, ½d6 at 9”-16”, 1 point at 17”-32”, and no damage at 33” and beyond). If the substance must be brought into direct contact with the character’s skin, the value of the Susceptibility is reduced by 5 points. If the sub- stance must be ingested by the character, the value is reduced by 10 points. (See sidebar page 159.) You may also, if you wish, allow the eff ects rules for the Dependence Disadvantage to apply to Sus- ceptibility as well. For example, instead of suff ering damage when in the presence of the dangerous sub- stance, a character could suff er incompetence, weak- ness, or loss of powers. Alternately or in addition, a character can apply Limitations to Powers and Characteristics pertain- ing to the Susceptibility substance — for example, a character could buy his STR so it does not work in the presence of the substance to which he’s Suscep- tible. Th e Limitation value depends primarily on how common the substance is (-¼ for Uncommon, -½ for Common, -1 for Very Common), but you may want ■ Have NPCs and DNPCs accidentally or deliberately to take proximity and other factors into account and come close to discovering it. adjust the value accordingly. ■ Have NPCs and DNPCs actually discover it. It’s also appropriate for a Champions character to have other Disadvantages associated with his Suscep- ■ Have villains discover it, if only temporarily tibilities. If the substance is supposed to do more than ■ Have the PC’s Secret Identity job interfere with his simply damage him, he can take other Disadvan- superheroing time. tages associated with it. For instance, Psychological ■ Have the PC’s Secret Identity job give him insight Limitations such as Freezes When Seeing Substance into a potential villainous plot — but making it (Total Intensity; frequency varies with substance) impossible for him to follow up without revealing and Physical Limitations like Blind In Th e Presence that he’s a superhero. of Substance (Impairs Greatly; frequency varies with Champions 159

SUSCEPTIBILITY: VULNERABILITY FREQUENCIES VULNERABILITY FREQUENCIES PROXIMITY OF SUBSTANCE Special Effect(s) Frequency Specifi c Powers/Game Mechanics Value Proximity Is Acid Attacks Uncommon Armor-Piercing Attacks Common Attacks (All), Physical/Normal Very Common Aff ects Desolidifi ed Attacks Uncommon -0 Substance Biological Attacks Uncommon Dispel Magic Uncommon Aff ects Charac- Blasters/Particle Beam Attacks Very Common Drains Common ter Within 4” Bullets Very Common Ego Attack Common -5 Substance Must Chemical Attacks/Gas/Poison Common Entangles, EGO-Based Touch Charac- Chemical Attacks, Air-Based Uncommon (Mental Paralysis) Uncommon ter’s Skin Cold Attacks Uncommon Find Weakness-Aided Attacks Uncommon -10 Substance Must Cold Attacks + Water Attacks Common Flash Attacks, Sight Group Common Be Ingested/ Darkness Attacks Uncommon Flash Attacks, all Sense Groups Very Common Injected Dimensional-Manipulation Attacks Uncommon Images, Sight Group Uncommon Earth + Fire + Water Attacks Very Common Images, all Sense Groups Uncommon Electrical Attacks Very Common Killing Attacks, Energy Very Common Electrical + Magnetic Attacks Very Common Killing Attacks, Physical Very Common Electromagnetic Pulses Uncommon Knockback Very Common Electromagnetic Radiation Attacks Very Common Mental Illusions Uncommon Energy Attacks (All) Very Common Mind Control Common Explosives Very Common Mind Scan Uncommon Fiery Explosions Uncommon Presence Attacks, generally Very Common Fire Attacks Common Presence Attacks From Fire Attacks + Heat Attacks Common Desirable Opponents Common Force Attacks Uncommon Transform Uncommon Gas Attacks Common Gas + Poison Attacks /Chemical Common substance) add new and interesting dimensions to Gravity Attacks Uncommon the character’s weakness. Gravity Attacks + Magnetic Attacks Uncommon Heat Attacks Uncommon VULNERABILITY Heat Attacks + Fire Attacks Common Vulnerability works as described in the HERO High-Tech Attacks Very Common System 5th Edition, Revised, page 341, but there is a Holy Attacks Uncommon factor at work that’s far more important in Champi- Iron Attacks + Steel Attacks Very Common ons campaigns than most other HERO System cam- Light-Based Attacks Uncommon Magic, all types Common paigns. Superhero characters are exposed to so many Magic, specifi c type Uncommon more powers than most other sorts of characters that Magnetic Attacks Uncommon you have to keep track of a bewildering number of Magnetic Attacks + attacks — specifi c powers, special eff ects, particular Gravity Attacks Uncommon maneuvers, and so on — and gauge how frequently Melee Attacks, Physical/Normal Very Common they appear in your campaign so players can fi gure Mental Powers, generally Common out what their characters’ Vulnerabilities are worth. Particle Beam Attacks/Blasters Very Common As an aid to the beginning Champions GM, the Physical Attacks (All) Very Common accompanying text box contains a list of many dif- Plasma Beams Uncommon ferent special eff ects, special situations, powers, and Pleasurable Attacks Uncommon Poisons Uncommon other game eff ects that can be used as the bases for Radiation Attacks Uncommon Vulnerabilities. Th is is a “default” list, representing Silver-Based Attacks Uncommon how common various special eff ects and attacks are Sonic Attacks Uncommon in typical Champions campaigns (including Hero Spirit Attacks Uncommon Games’s Champions Universe setting). You should Sunlight Attacks Uncommon review this list, then modify it to refl ect your perspec- Technology Attacks Very Common tive and predictions on how common these elements Undead Attacks Uncommon are in your campaign, add to it and continue to Water Attacks Uncommon change it as your campaign develops, and regularly Water Attacks + Cold Attacks Common make it available to your players. Wood-Based Attacks Uncommon Wood-Based + Silver-Based Attacks Uncommon Note that the frequency of a Vulnerability may also depend on common campaign knowledge. Special Situations Silver-Based Attacks are typically Uncommon, but if Ambushes + Treacherous Attacks Very Common Attacks When Obviously Outclassed Common they’re widely known to be especially eff ective against Electrically Grounded — werewolves, a werewolf character could justify label- If a Flyer Very Common ling them as “Common” for Vulnerability purposes, If a Non-Flyer Common since a lot of his enemies will know to use them Falling/Knockback Damage — against him. If a Normal Character Very Common If a Predominantly High- Altitude Character Common Struck in HTH Combat Very Common 160 HERO SYSTEM 5TH EDITION SUPERHERO ENVIRONMENTS EXAMPLE he “Environment” chapter of the HERO appropriate circumstances. RESISTING System 5th Edition, Revised rulebook talks Generally, a character can only stop a resist- OBJECTS about the world player characters live ing object if he has enough STR to lift that object in — how dangerous it can be, how its when it’s not in motion. Weaker characters who Th e following are sug- T gested STR and move- components break. Th ose rules all apply to a Cham- try to stop a resisting object simply suff er a Move ment values for various pions environment, but GMs need some additional Th rough from the object and get knocked out of resisting objects charac- details relating specifi cally to superhero campaigns. the way or dragged along. Characters may also fi nd ters might encounter in it more diffi cult (or impossible) to properly Grab a Champions game: and stop some types of objects, such as tidal waves Asteroid/meteor, small*: STOPPING MOVING THINGS or avalanches; they may need to have Force Wall, or STR 40-60, movement a large, fl at object, to use as a tool in this situation. Superheroes occasionally need to stop moving 500” Th e basic rule, designed for simplicity and objects. You can fi nd rules for catching falling Asteroid/meteor, ease of use, allows a character to subtract inches of objects on page 434 of the HERO System 5th Edition, medium*: STR 60-100, movement from the resisting object’s velocity each movement 500” Revised, and there are basic rules for using STR to Phase automatically, based on his STR. To make the stop moving objects such as vehicles on page 365 Asteroid/meteor, large*: situation more dangerous, diffi cult, and dramatic, STR 100-150, movement of that book. Champions GMs also need rules for you may want to change this a little to make the 500” much bigger moving objects — avalanches and outcome less certain: the character must make a Avalanche, small*: STR landslides, meteors and comets, and the like. STR Versus STR Roll against the resisting object 30-40, movement 20” Any object that applies constant force in each Phase; if he loses, he doesn’t get to subtract Avalanche, medium*: its forward progress is referred to as a “resisting any inches of movement from it that Phase. STR 40-50, movement object.” Th is category includes vehicles that are 20” operating under their own power or objects that Avalanche, large*: STR are being drawn by gravity or Telekinesis powers. BREAKABLE OBJECTS 50-60, movement 20” All these objects have two signifi cant charac- Bus/truck: STR 40-55, teristics: their movement rate and their Strength. In a Champions campaign, the list of “break- movement up to 100” For objects moved by gravity or Telekinesis, calcu- able objects” is somewhat more generous than that Noncombat late the strength of the gravity/Telekinesis rather of any other campaign type. Breakable objects can Car: STR 30-40, move- than that of the object. Gravity has a STR value include fallout shelters, aircraft carriers, moun- ment up to 125” Non- equal to the amount of STR necessary to pick up taintops, and civic centers. A few additional rules combat the entire resisting object in the fi rst place — if it’s are needed to allow the joy of breaking everything Tidal wave, small*: STR a normal-sized man, gravity acts on it with STR 10; within sight to better resemble what happens in the 30-40, movement 80- 120” if it’s a 100-ton space shuttle, gravity has STR 60. If comic books. For example: the object doesn’t have its own STR Characteristic Tidal wave, medium*: PROJECTILES INTO BUILDINGS STR 40-50, movement naturally, and isn’t being aff ected by gravity, you 80-120” should assign it a STR based on its size, mass, and When characters send projectiles into build- ings, worry only about the DEF and BODY of Tidal wave, large*: STR any other factor you deem relevant. 50-60, movement 80- A character trying to stop a moving resisting the exterior walls. Consider everything within a 120” object must fi rst put himself in a position to apply building — furniture, personnel, interior walls and *: Character may need movement (opposite to its current direction) to partitions, you name it — that’s within the path of a Force Wall or large, some portion of it (preferably its most forward a hurled/Knocked Back projectile or superhuman fl at object to “Grab” this point — that tends to be most effi cient, and is to not be there. Th e projectile punches through or “object.” most visually appealing). Th is usually means the brushes aside any such obstacles without diminish- character must use his own movement abilities to ment of its speed. When calculating the eff ects of get to that point, normally without making a Move Knockback damage on a person, worry only about Th rough or Move By attack against the resisting the eff ects of those exterior walls. Th e result is object. Once he’s in position, use the rules from city mayhem wherein supers blast through build- page 365 of the HERO System 5th Edition, Revised ings with startling speed, just as it happens in the to determine if he can get a hold on the object and comics. If an object has enough momentum to start to slow it down. Typically, a character needs penetrate one exterior wall but not the other, it has to have an appropriate Movement Power to stop come to rest somewhere within the building — not a resisting object — a superhero who lacks Flight necessarily against the far wall. Th e GM can decide usually can’t Grab a fl ying object and use his STR for dramatic eff ect where the object stops. to slow it down, since he has no way to counter its When people within those buildings might be forward momentum. You may waive this rule in hit by projectiles, use the attacker’s original Attack Champions 161

Roll and calculate whether it hits the potential target, assuming the attacker is OCV 0 and the BREAKING BUILDINGS TABLE target has half DCV (unless the target saw the incoming object coming, in which case he gets full Multiplier Example DCV). If the attack hits, then the projectile strikes x3 to x5 A small or fl imsy building the target, with the usual eff ects for a thrown attack. (a small home) x6 to x9 An average building (a typical BREAKING BUILDINGS detached residential home, a Sometimes characters do so much damage to a small offi ce building) x10 (or more) A large or especially sturdy building that they make it fall down! building (most superhumans’ A building’s integrity is endangered when it sus- bases, skyscrapers, large offi ce tains damage equal to a multiplier times the BODY complexes) of its exterior walls. Th e accompanying table indicates Building Activation Roll the multiplier, which depends on the size and sturdi- Has Taken Roll Every ness of the building. For example, suppose a large 1x Multiplier BODY 15- Day building (x10 multiplier) has reinforced concrete 2x Multiplier BODY 14- 6 Hours exterior walls (8 DEF, 5 BODY). When it sustains 50 3x Multiplier BODY 13- 1 Hour BODY in damage, its integrity is compromised. Th is 4x Multiplier BODY 11- 20 Minutes means it’s in danger of collapsing. At 10x BODY in 5x Multiplier BODY 10- 5 Minutes damage, it has a 15- Activation Roll (made at the end 6x Multiplier BODY 9- Minute of every day) to remain upright. For every additional 7x Multiplier BODY 8- Turn 10x BODY it sustains, the building’s Activation Roll is Blast, the GM chooses to double the BODY, but only lowered by one line on the Activation Roll chart, and for purposes of determining whether (and when) the the time interval is lowered by one line on the Time building falls down. Chart (see the accompanying table). If a building collapses, everyone in it takes a For Area Of Eff ect attacks, Explosions, vehicle number of dice of Normal Damage equal to the collisions, and other attacks that impact large BODY rating of the exterior walls, +1d6 for each amounts of a building at once, the GM may, in his fl oor above the ground the person is on. For example, discretion, apply a multiplier to the BODY done, a person on the eighth fl oor of a building with 5 solely for purposes of determining building collapse. BODY walls takes 13d6 Normal Damage if the build- For example, suppose a Giant Dinosaur (STR 75) ing collapses. At the GM’s option, a character may be has an Area Of Eff ect attack (Tail Sweep) it can make able to make an appropriate Skill Roll (such as Break- with his STR. It does 18 BODY to a building. Given fall or Contortionist) to reduce this damage some- the nature of the attack, which would cause a lot what — or, even better, leap out the window before more structural damage than even a powerful Energy the building falls down. 162 HERO SYSTEM 5TH EDITION

If a collapsing building falls on a character, that allowing him to go what would have been a Full character suff ers damage based on the weight of the Move’s worth of distance and then still take a combat building. Determine how much STR it would take action, or permitting him to close the distance to a to lift the building (or the discrete chunk of it that target or rescuee before the bad guys realize what hits the character), and then use that STR to apply he’s doing. Normal Damage to the character. In any such situation, you decide whether there Of course, there are plenty of other dangers are fl exible surfaces in the hero’s vicinity, what direc- involved in a building collapse. Characters might tions they can launch a character, and so forth.To use get electrocuted by damaged wiring, fi nd themselves them, a character must make a successful Acrobatics trapped in a fi re, or impaled on a sharp object of roll for each bounce. Each bounce gives the character some sort. See the Living In A Dangerous World rules additional inches of Leaping. Some surfaces are diffi - on pages 444-46 of the HERO System 5th Edition, cult to use this way and impose penalties to the Acro- Revised for more information. batics rolls. See the accompanying table for guidelines. At the GM’s option, these rules can also be used Th e “Direction of Movement” column is only a for breaking other large, roughly hollow objects, such general indicator of direction. Someone leaping onto as a supervillain’s secret mountaintop aerie. Simply a diving board, for instance, can bounce straight up, assign the object an appropriate DEF score (if it up and forward, up and backward, up and to the doesn’t already have one). Based on the shape, struc- side, and so on. ture, and nature of the object, the GM may want to Example: Freedom Fighter is in combat with change how oft en the Activation Roll is made. Splatter, Z-Force’s fl ying knife-wielder. Splatter is CRUSHING DAMAGE chasing Freedom Fighter all over downtown. Sometimes characters or objects get crushed Freedom Fighter, using his Leaping 18” as his pri- under heavy objects (or characters using Density mary means of movement, announces, “I’m going Increase). Determine the STR required to lift the to delay my next movement so it takes place at heavy object. Th en use that STR to apply damage to almost exactly the same time as his, giving him whatever it’s crushing (to save time, you may want the opportunity to pursue me at almost hand- to apply the Standard Eff ect Rule, and have the STR to-hand distance. I’m going to head toward the do 1 BODY and 3 STUN damage per d6). As always, nearest set of telephone poles on the ground, leap the GM may modify this rule to prevent abuse, or in up into the air at the wires, and try to bounce the interest of game balance, common sense, and/or off the wires right back into Splatter’s face as a dramatic sense. surprise maneuver.” Th e GM says that this is possible on this Phase. BOUNCING He has Freedom Fighter make his Acrobatics roll at the -4 penalty for using the telephone wires; Characters with Acrobatics have a lot of oppor- even with the penalty, Freedom Fighter makes tunity to interact with their environments in creative it by 2. Th e GM then makes Splatter’s PER Roll ways. Most commonly, they fi nd fl exible surfaces to see if Splatter detects or anticipates the sur- to bounce off — to gain themselves more altitude, prise maneuver; he gives him a -2 penalty (from to hurtle back at a villain in a surprise maneuver, the skill of Freedom Fighter’s Acrobatics) and and so forth. You can represent these maneuvers another -2 (because Splatter is indeed following as bonuses to the character’s movement rates. Th is Freedom Fighter too close to react well). Splatter means a character who intelligently and correctly misses his roll. uses these surfaces in his actions can move faster and farther than normally expected, sometimes Freedom Fighter bounds to the wire, bounces up to them, inverts, hits them with his feet, and bounces straight back at Splatter. His move- FLEXIBLE SURFACES ment rate is 22” (18” for his Superleap, +4” for Surface Movement Direction Acrobatics Where the bonus from the wire), giving him +7d6 to his Bonus of Movement Penalty Found Move Th rough. Awning +2” Upward +0 Downtown, You can determine any way you choose whether residential, shopping malls there are fl exible surfaces in the hero’s vicinity. Banner (Huge) +2” Out From Face -2 Shopping malls, Typically, downtown city buildings have one or two parade routes fl agpoles and awnings each. You can choose to have Billboard +2” Out From Face +0 Everywhere the character make a Luck roll to determine whether Diving Board +4” Upward +0 Swimming pools a particular building has any more fl exible features Flagpole +3” Opposite Angle than that, with results other than a 6 indicating the of Approach -2 Downtown, govern- pickings are pretty sparse. ment buildings, You may fi nd that characters who like to some homes use these bounce rules tend to ask for incredible Power or amounts of information about local architectural Telephone Line +4” Opposite Angle of Approach -4 Everywhere details when they’re in combat. It’s best to settle Tent +2” Upward -2 Campgrounds, the question of whether there are fl exible surfaces fairgrounds nearby very quickly, such as with a Luck roll. Champions 163

fi elds of shaped energy, or have bodies of solid SUPERHERO-WORLD energy, even though uncontained energy normally PHYSICS dissipates. Extra Mass Comes From/Goes Into Alternate Dimen- Superhero-world physics diff ers from real- sions. If a player has no better explanation for world physics in important ways. If you want to the question of where a character gets any extra run a campaign that simulates the comics, follow mass required by the special eff ects or nature of these guidelines; if not, stick as close to “reality” as his powers, or loses mass to, don’t be shy about you prefer. invoking the notion that it all has to do with A Good Explanation Is More Important Than Scien- alternate dimensions of reality. Th e “extradimen- tifi c Accuracy. To put it another way, “pseudo-sci- sional energy” explanation works for a lot of other entifi c reasoning outweighs real-world scientifi c powers, too, if properly tailored. reasoning,” and the dramatic needs of the story/ Physical Laws Are Universal, Not Multiversal. Th e character trump real-world science. Typically, so-called “universal laws of physics” may function it’s enough for a player to have a good working very diff erently (or not at all) in other dimen- knowledge of scientifi c buzzwords rather than sions. In a “Ditkospace” dimension, for example, hard science — the skill to string together an the landmasses may be discrete chunks fl oating eff ective rationale for how a character’s power through the aether at various angles, with no works is more important than a grounding in real common direction of gravity among them. physics. In short, if it sounds good, it works! To take this “law” one step further, if a player/ Size Alteration Does Not Impair Function. Char- character has a “scientifi c principle” that supports acters who are signifi cantly larger or smaller or explains a power, any real-world scientifi c prin- than normal human size don’t lose eff ectiveness ciple that would oppose or negate that explanation because of it, and can conveniently ignore the can conveniently be ignored. Th e same applies to square/cube law. Superhumans with Shrinking are any real-world scientifi c principle that makes a as strong, and have as many inches of movement, power, maneuver, or stunt “impossible.” For exam- as normal; characters with Growth don’t collapse ple, “realistically,” a high-STR throw could easily (or break bones) under their own weight. destroy many objects. But that’s annoying and undramatic for the superhero genre, so Champi- ons gamers ignore it. On a related point, it’s worth noting that characters in superhero stories almost never question the scientifi c implausibility of what they do. When a brick picks up a building, he doesn’t wonder why it holds together so well — he just accepts that it does so. Characters Ignore Inconvenient Science. If, realisti- cally, a character’s power would have some sort of negative side eff ect, typically he isn’t aff ected by it or can ignore it. Th us, speedsters don’t burn up from the friction they generate (or destroy the surfaces they run on), characters who can move at high velocities can breathe without diffi culty, energy bolts don’t cause painful “recoil” within the character’s body (or any action/reaction at all, unless the character wants them to), high-STR leaps don’t cause a devastating release of energy behind them, and so on. Big Things Have Lots Of Physical Integrity When Lifted/Thrown. Buildings, capital ships, and other large constructions are so well engineered that when a superhero picks them up, oft en tilting them at angles they were never meant to endure, they remain intact. (On the other hand, these objects are no harder to damage than normal if directly attacked.) For perhaps related reasons, the human components of cyborgs are as tough as their artifi cial components where the two come together; the machinery never tears free of the fl esh and bone, no matter how drastically they are stressed in ordinary use. Energy Can Take On Physical Form. Characters can create objects or weapons of solid energy, create 164 HERO SYSTEM 5TH EDITION VILLAINS

Champions adventure’s villain is the charac- for the PCs to face, especially if played intelligently. ter (or process, or force of nature) that sets In higher-powered campaigns, they range from bad events into motion, causing superheroes comic relief (a street encounter for a hero to wade Ato try to counter them. Truthfully, the cor- through without diffi culty) to dangers that confront rect term should be “antagonist” rather than “vil- NPCs, DNPCs, Followers, and the like. lain,” since people who cause trouble this way aren’t Gangsters and hoodlums make good short- necessarily villainous, evil, or even selfi sh in moti- term encounters for heroes, but their lack of ambi- vation or action. An antagonist can be the most tion and organization mean they’ll never constitute noble of superheroes if he goes about his objectives a credible threat for a superteam. in a manner the PCs feel they must oppose. HENCHMEN Except in some comedy campaigns, an adventure’s antagonist should have a well-detailed Henchmen are villains who do the grunt work personality and be as believable (and maybe even for more charismatic or more organized villains. as sympathetic) as the player characters. Even more Th ey may be normals or supers. In most respects importantly, he should have one or more goals you they’re similar to gangsters and hoodlums, but they understand. Th e players do not have to understand serve someone on a regular basis. It’s good for any the character’s goals, but you, in portraying the vil- Henchman the PCs interact with to have a distinc- lain, should always have those goals uppermost in tive personality, but they do not have to be as fully- your mind; this allows you to create a consistent detailed as more prominent villains. portrayal of the villain. (Later, when the PCs do Henchmen tend to be built on fewer points fi gure out the villain’s goals, that portrayal may take than the PCs, so they’re no match for the heroes on additional meaning for them.) individually, though they may be a match en masse. A good villain should have a self-image that INDEPENDENT/FREELANCE VILLAINS doesn’t include the word “villain.” Each villain, no matter how he’s perceived by the rest of the world, Some villains choose to act alone, or to hire has anything from a complete degree of assurance their skills out on a temporary basis to others. that his actions are correct, to a set of excuses that Th ese characters sometimes pursue their own convince him his actions have been inevitable. In agendas, perhaps while aiding the plans of more his own mind, the villain is the hero of his story ambitious organizers. Th e independent villain may (perhaps a tragic hero, misunderstood because of live by a code unique to him (sometimes a code of the actions destiny has forced him to undertake) or, honor understood, though not necessarily dupli- at the very worst, the victim of someone else’s story. cated, by the heroes). Independent and freelance villains are useful as regular encounters in a campaign. Th ey some- LEVELS OF VILLAINS times succeed with their individual missions, escaping into the night ahead of pursuing heroes. Villains in a Champions campaign tend to Th ose with a semi-cordial relationship with heroes occupy any of several ecological niches. Some are might help the PCs on an occasional basis and even bottom-feeders (despite their fl ashy costumes); forge relationships of grudging respect (or strained some exist to support someone with grander aspi- romance) with them. Others, especially those with rations; some plan to change the universe. more antisocial and amoral attitudes, become long- term enemies of individual heroes. But because GANGSTERS AND HOODLUMS they seldom work in concert with one another (and Supervillain gangsters and hoodlums are when they do, they aren’t necessarily very coordi- people who have attained superpowers but still nated), they tend to hatch plans and adventures that cling to traditional roles as low-level criminals. don’t threaten the fabric of society or the world. Th ey use their powers to rob banks, mug pedestri- Independent villains tend to be built on the ans, steal, intimidate, and so on. Th eir ambitions same approximate number of points as PCs. One never rise to equal their new levels of power. Some such villain is usually a pretty good match in a are happy with their low-level existences; some combat with a player character. carry the air of tragedy about them, recognizing that their exceptional qualities have never quite LIEUTENANTS made them exceptional people. Lieutenants are villains who act as middle Of course, you can always use non-superpow- and upper management for more charismatic or ered gangsters, hoodlums, and criminals. In lower- organized villains. Th ey don’t have the ambition or powered campaigns, they can be a credible obstacle the vision of master villains, but may be even more Champions 165 satisfi ed with their criminal lives and careers than heroes usually end them before they reach comple- VILLAINS BY LEVEL the bigger fi sh. tion. A master villain’s plot should bear the stamp Chapter Five of this Lieutenants should be fully-developed and dis- of his personality, or at least be consistent with book includes writeups tinctive characters. Th ey don’t all toe the party line his nature (Dr. Devastation is not likely to base a of seven sample villains within their criminal organization; some pursue plot around laughing-gases released from the big from the Champions private agendas and goals while also serving their red noses of circus clowns, for instance, and the Universe, the offi cial masters; some develop individual relationships with Harlequin’s not going to launch a scheme using lots Hero Games setting for Champions. Here’s PCs (love, hate, love/hate, professional respect, and of ordinary military weaponry). how they break down so on) that their employers do not appreciate. according to the catego- Lieutenants tend to be built on the same Villainous Agencies ries described here: approximate number of points as PCs. One lieuten- Devastator: ant is usually a pretty good match in a combat with Many Champions campaigns feature another Independent villain. a player character. intriguing type of villain who fi lls roughly the same Green Dragon: A lieutenant who develops enough personal niche as the master villain — the villainous agency. Hoodlum. contacts, wealth, power, and ambition might be Th is is a large organization of criminals devoted to Icicle: Independent promoted at some later time to the level of master typical comic book villain sorts of goals — conquer villain. villain; on the other hand, he might continue as a the world, rule America from behind the scenes, Mechanon: Master lieutenant villain, become a superhero, retire, go to steal all the world’s gold, and the like. Unlike more villain. prison forever, die (temporarily or permanently), or traditional organized crime groups or terrorist Pulsar: Hoodlum. suff er a similar fate. If the master villain he serves organizations, villainous agencies adopt the trap- Tachyon: Independent is killed, captured, or retires, the lieutenant may try pings of the comic book world: their “agents” villain. to assume the mantle and take his former master’s (rank-and-fi le members) wear gaudy costume-like Talisman: Independent place. uniforms and use super-tech blasters; their lead- villain. MASTER VILLAINS ers are powerful and mysterious costumed beings (oft en superpowered); and they employ supervil- Th e master villain is the one with the power lains (oft en of their own creation) in their schemes. and the plan. Typically, he wants to change the A good villainous organization can add a lot world in a signifi cant way. He might want to rule a of fl avor and depth to a Champions campaign (par- nation, or the entire world. (“Bolivia is nice, but it ticularly since it’s much harder for the heroes to really should be renamed Destroyerland.”) He may remove an entire organization from the campaign wish to wipe out Earth’s human population, or turn world than to utterly defeat a single supervil- it into amphibians. He might want to change the lain or villain team). On the other hand, a badly very nature of reality in minor or major ways — thought-out or dull villainous agency can hinder a making the Earth the front porch of Hell, permit- campaign. Here are some things to consider when ting an ancient pantheon of gods to return and take creating villainous agencies for your game: over, paving the way for an alien invasion, causing one Earth cult or religion to become dominant in What Are The Agency’s History And Goals?: When all nations among all peoples. creating a villainous agency, think about its goals He should have a distinctive, or at least eff ec- and reason for existing. It didn’t spring to life one tive, manner of speech and behavior; these char- day simply to oppose Our Heroes during a game acteristics help make him memorable. A bland, session. When did the agency get started, and who mild-mannered supervillain is not memorable, started it? What was that person’s reason for start- unless you are capable of portraying his blandness ing it (i.e., the purpose/goal of the agency), and and mildness in such a way as to be creepy or dis- has the agency’s focus changed since then? Many turbing. villainous organizations’ aims and goals are the It helps if he has a memorable visual style, too same as those of master villains: rulership of Earth; — a costume that sets him apart not only from domination of humanity; conquest of a particular common man but also other supers with unusual nation; obtaining vast wealth; maintaining techno- garments. He might be larger than most humans, logical superiority over everyone else. But you (and or smaller, or burning with an inner fi re (literal or your players) may fi nd it fun to create villainous fi gurative), bearing symbols the heroes fi nd diffi cult agencies with less stereotypical goals, such as radi- to ignore (Nazi swastikas, the emblems of fallen cal environmentalism, destroying all high tech- nations, the chest-symbols of superheroes he’s slain nology, committing genocide against some hated over the years, icons of death or destruction). He group of people, or being the fi rst group of humans might be horribly scarred or inhumanly beautiful. to make it to other planets (and, by implication, Typically, master villains are built on far more to rule those planets). As long as the goal allows points than player characters, allowing one master the agency to be either (a) an intriguing one-time villain to stand toe-to-toe in combat with an entire opponent, or (b) provides suffi cient rationale for PC team. However, this isn’t always the case. Some- the agency to become a long-standing foe of the times a master villain who rules by sheer charisma PCs, it works. or brilliance is physically normal; once the heroes What Is The Agency’s Structure?: Is the agency a get to him, Kid Sidekick can annihilate him with a monolithic hierarchical organization answering to 4d6 Punch. a single all-powerful leader? A cartel of lesser allied Master villains are always shepherding plots groups? A network of loosely-connected cells? A from conception to completion — though super- vast family, linked by ties of blood and marriage? 166 HERO SYSTEM 5TH EDITION

A shadowy or mysterious cult? If you know AVENGER this, you know what types of agents and leaders the Th is villain has been wronged, or has been organization has, how easily it can react to changing aff ected by someone else being wronged, and is situations, and so forth. now determined to take vengeance, regardless of What Are The Agency’s Methods?: How does the what the law says, regardless of whomever else agency go about achieving its goals? Th e typical vil- might get hurt. An avenger character could be lainous agency, as mentioned above, uses super-tech- anything from a garden-variety martial artist who nology like blasters, artifi cially intelligent computers, lost a friend to street crime to a survivor of the hovercraft , hidden bases, and grandiose schemes to Holocaust who now bends his superpowers to the accomplish its goals — it’s like a supervillain team destruction of neofascism, the nation of Germany, or master villain writ large. But some agencies may or the descendants (however innocent they may prefer other methods — particularly if they don’t be) of anyone involved with running the concen- want to attract the sort of attention that a color- tration camps. Th is character usually has a good fully-uniformed private army tends to. For example, mix of abilities — some combat-oriented, some a secretive conspiracy-based agency might concen- stalking and planning skills, and so forth. trate on secretive manipulation of politicians behind CULTIST the scenes; a coven of villainous wizards might have ordinary people as its mind-controlled agents and Th is villain believes in a theology that is not work its will through spells instead of gadgetry. really in the best interest of most of the world. Fueled by religious fervor, cultist supervillains tend What Are The Agency’s Resources?: How much to be willing to do anything to promote the aims money, men, and materiel does the agency have to of their gods. Human sacrifi ce is a routine tool in work with? Can it aff ord high-tech blasters, or must the cultist’s arsenal, as are rituals that temporarily it restrict itself to ordinary rifl es? Does it have mul- transfer some of the god’s power to one or more tiple hidden bases, or a single headquarters? Most followers. Cultists can be anything from a minion- importantly, does it have supervillains (or super- league member of a supernatural sect to a religious powered servants) working for it? Most villainous leader in a normal modern-day denomination who agencies do, but they don’t all have to. You should suddenly develops powers, assumes they come also consider whether the agency has the capacity to from his god, and decides they mean every one of create its own superhumans, or must hire mercenary his personal prejudices is his god’s will. Th is char- villains to do its dirty work. acter might have any sort of powers, but they are likely to manifest at the behest of his god rather A COWARDLY, than whenever he wishes. SUPERSTITIOUS LOT: CREATOR Th is person creates things — usually things VILLAIN TYPES that move around and cause trouble, such as robots, synthetic life forms, artifi cially engineered When you’re creating a new villain, you may diseases, undead creatures, golems, and the like. want to base him in part on one of the classic villain Sad to say, the creator is usually not very good stereotypes that have become familiar to us over the about keeping his creations contained, and some- decades. Th ese stereotypes include: times doesn’t care what they do once they’ve ANIMAL walked out of his lab. Creators are typically not very powerful — it’s not uncommon for the aver- Whether an actual animal (in its natural state, age professor of Scandinavian history to be able to or mutated) or an animalistic humanoid, this crea- thrash one with a clipboard and an eraser — but ture is movivated by the basic drives — the needs their creations are sometimes far more powerful to eat, reproduce, survive. An animal villain is not than superheroes. Th is character has tremendous likely to become the personal enemy of any of the scientifi c skills (or the magical equivalents) and heroes, and may well evoke some sympathy from such powers as Summon. the PCs — aft er all, an animal is only a supervillain when things have gone very, very wrong for it (i.e., HERO WITH A DIFFERENT AGENDA it has been horribly mutated, has been transplanted Th is character is in most ways similar to the from its native environment, or the like). Animal PCs, but has just one or two personality quirks that villains are also oft en wounded, one cause for their lead him into violent confrontations with the PCs. rampages. Th is character’s powers tend to be concen- He may prefer to impose high justice on criminals trated on combat abilities and movement powers. he catches (under the assumption the law is not up Some campaigns feature a variation on this type to the task), may have a medieval warrior’s outlook of NPC — a sentient animal villain, such as a hyper- on villains (i.e., that killing them is the best way intelligent talking gorilla. Oft en frustrated by their to prevent recidivism), may have switched from inability to live in human society, and/or by their villainy to heroism but still chooses not to accept perceived superiority over “foolish humans,” these the punishment of the law for his earlier misdeeds, villains lash out, seeking to destroy or conquer that or the like. Th e player character heroes oft en fi nd which they cannot be a part of. something sympathetic about the Hero With A Diff erent Agenda, and some may secretly agree Champions 167

with a few of his views — but ultimately they still SADIST have to stop him. Such characters are usually the Th e Sadist likes to infl ict pain. He doesn’t equal, in personal power, of the PCs, and may have necessarily need a basement fi lled with handmade any arrangement of abilities. torture devices; he may simply be a hand-to-hand MERCENARY fi ghter who continues to beat on his foes long aft er they are incapable of moving, or a psychologi- Th is villain is available for hire. Lone merce- cal sadist who enjoys playing mind games that nary supervillains typically charge high rates for cause his foes emotional pain. Th e Sadist is usually their services and take considerable pride in their subordinate to a more sophisticated villain, but work. Most have no Codes Versus Killing and no some master villains indulge in sadism as a hobby compunction against any sort of crime (they’ll during those times when their plans are on cruise gladly take jobs such as kidnapping young mutants control. A Sadist character might have any sort of and delivering them to villainous instructors, per- powers. forming assaults on police stations or prisons, rob- bing gold reserves, and so forth). Mercenaries who SCAMMER/GRIFTER have ethical codes that approach those of super- Th is villain makes his living by persuading heroes are oft en able to get along quite well with others to give him money or other valuables; he’s PCs, sometimes even joining superhero teams, but simply the superpowered version of a confi dence the majority hire their ethics out with their powers man. He usually has Skills that make it easier for and are considered bottom-feeders by heroes. Th is him to deal with others (especially Conversation character may have any arrangement of powers. and Persuasion), and might have complementary PRANKSTER Powers (Mental Illusion, Telepathy, Mind Control, Shape Shift ). Such characters normally don’t pose Th is villain has personal gain in mind, but much of a threat to combat-oriented superheroes, that gain comes in the form of amusement — he but when their abilities are used by a broader- lives to perform tricks on other characters, par- thinking master villain, they can cause the PCs ticularly superheroes or anyone who is stiff and endless trouble with their manipulations. humorless. His powers tend to be oriented toward movement, escape, illusion, and inconvenience. THIEF He may have a real aff ection for the PCs, but it is Th is character uses his superpowers to help probably not reciprocated. Prankster characters him take valuable things away from their owners. are oft en alien creatures or magical beings (such as Th ief supervillains range from sophisticates who leprechauns). use their powers to allow them to go aft er ever- PUPPET more-carefully-defended targets, or run-of-the- mill burglars whose powers have simply given Th is character is partly or completely con- them a certain reliability when it comes to bur- trolled by another villain. He or she may do that gling houses, knocking over convenience stores, villain’s will out of love, out of debt and a sense of and mugging joggers. A thief super usually has honor, out of naivete, or because he or she is being abilities pertaining to sneakiness — Stealth, Invis- mind-controlled. Puppet characters tend to evoke ibility, Clinging, and so forth. a certain amount of PC sympathy — so long as they are not responsible for their situations. Th ose THUG who follow another willingly, even though they Th is villain uses his powers for exactly the know right from wrong, don’t earn much sympathy same purposes he used his fi sts and weapons from the campaign’s chief heroes. Th is character before he gained superhuman abilities. He enforces may have any arrangement of powers. the rules laid down by the criminal who employs RAVAGER him. Th ug characters tend to be combat-oriented; some are formidable fi ghters, while some are only Th is villain wants to destroy the world, kill slightly superhuman thumb-breakers. everyone on the planet, or accomplish some other equally apocalyptic goal. Usually quite powerful, TRANSFORMER with abilities oriented toward combat (i.e., high- Th is sort of bad guy has powers that allow DC Attack Powers, high defenses), he may have him to turn things into other things — most com- what he considers a legitimate justifi cation for his monly, to turn people into creatures they don’t goals, or he may simply be insane. Sometimes he is want to be. One type of transformer might cause a a frustrated Ruler/Conqueror (“If I can’t have the city’s population to become irresponsible and vio- world, no one can!”). lent. Another might transform victims into gold, or RULER/CONQUEROR horrible chthonian monsters. Such characters tend to have formidable Transform powers; they are Th is character has one overriding agenda: seldom combat-oriented, but may employ super- compel others to obey him. He may wish to be powered bodyguards (who are oft en people they the ultimate authority in society; he may simply have transformed). wish others to obey the same laws he does with the same infl exible diligence. His powers tend to be oriented toward combat and compulsion (i.e., Mind Control, high Presence). 168 HERO SYSTEM 5TH EDITION

team-fi ghting supervillain to perform as expected. RUNNING SUPERVILLAINS Likewise, team-fi ghting villains have an improved IN A CAMPAIGN chance to stand their own against hero-teams if they have attacks with the Area Of Eff ect, Autofi re, When designing, revising, and playing super- and Explosion Advantages — the better to attack villains in a campaign, you should consider the several heroes at once. following issues. VILLAIN TACTICS AND ESCAPE OPTIONS MATCHING THEM AGAINST THE HEROES Supervillain combat tactics also play an Supervillains aren’t much fun when the heroes important role. If a lone supervillain hits one hero have no trouble putting them down, nor are they on one Phase, another on the next, another on the very entertaining when they casually dispose of third, and so on, the heroes tend to Recover as fast the heroes. Some balance is called for. as he can dish out damage. If you want this sort of Take note of how much damage your heroes fi ght, fi ne; if you want to give the villain a chance, do with average attacks and with rare, maxed-out the bad guy ought to concentrate attacks on one or attacks. Compare that to the defenses of your vil- two foes at a time, only turning to attack new ones lains to get a sense of how many attacks the villains when the fi rst ones are down. can sustains before being defeated. Villains are also profi cient at having escape Likewise, compare the attacks of the vil- options set up in advance — their bases have lains against the defenses of your PCs. Th e villain rocket sleds leading to safety, they carry one-use attacks actually ought to be slightly better against Teleportation gadgets, and so on. Too-frequent use PC defenses than the heroes’ attacks are against of these deus ex machina-style options tends to their defenses, for two reasons: frustrate and annoy the players (who hate it when ■ Th e heroes are, in the collective, played by sev- the bad guys always get away), but, judiciously eral minds at once, while you have to divide your used, they can lead to a superteam developing a mind among several villains at the same time. grudging respect for a villain’s versatility or intel- Th is means the PCs have a higher likelihood of ligence. coming up with a clever plan to unbalance a situ- CHOOSING THE FIGHT CIRCUMSTANCES ation in their favor. So, you should compensate, for balance’s sake, by making your villains slightly Since heroes take the active role in cam- tougher. paigns more oft en than not, they oft en determine the circumstances under which they fi ght more ■ Villains are, on the average, more focused on frequently than the villains choose. Th is tends to things like destruction and power than superhe- mean the heroes catch the villains when they’re roes, who are better balanced (both mentally, and less able to come to one another’s aid. Heroes jump in terms of their overall suite of powers). From the in as a group and typically pick off small units of standpoint of genre conception, it’s appropriate for the enemy team until the situation is unbalanced them to have slightly stronger attacks than the PCs. in their favor. TEAMFIGHTING VILLAINS To keep this from making all your campaign’s fi ghts hopelessly tilted toward your heroes, try the Designing a villain to take on an entire team following tactics: by himself is an interesting challenge. If you make him immune to the PCs’ attacks, he’ll win Don’t Give PCs All Day To Study The Enemy almost every time they meet. If he can wipe out a Position. Even if the PCs collectively have tre- hero with each punch or blast he makes, combat mendous stealth and sensory abilities, they can’t becomes nothing more than a test to see whether be permitted to plot out every square foot of a the heroes can wear him down faster than attrition hostage situation or supervillain base. If they do, reduces their numbers to zero. On the other hand, their advantage in a combat may be insurmount- if he folds in the face of the heroes’ attacks too able, which ruins the dramatic tension of the scene. easily, he’s not doing his job in the story. Neither Ways to keep them from spending all day to draw situation is much fun. their diagrams include endangering someone What you need to do is fi nd the proper bal- inside the target zone (forcing the heroes to act ance for the character. It’s best to design a team- immediately or watch an innocent perish), and to fi ghting villain so a sustained attack by a hero team have the heroes’ continued presence in one spot be can eventually wear him down, and so that his discovered if they remain too long. attacks tend to knock a hero out aft er two or per- Remember, if the PCs don’t have the entire haps three successful blows (or perhaps one really fl oorplan of the target zone memorized, they also lucky damage roll). don’t know where all the supervillains are. It also When designing such a villain, consider the helps matters if supervillains are present in their virtues of Damage Reduction. Th is power allows civilian identities — a superhero scanning a base some damage from most attacks to do STUN interior won’t know who’s a super and who’s a to the villain, but makes it much harder for any civilian. attack to Stun him or Knock him Out. Coupled Consider The Virtues of Traps And Missile Refl ection. with a high STUN total, a high END score, a high Supervillains could have things set up so anyone Recovery, decent (but not overwhelming) defenses, not wearing a specifi c sort of tracer gets blasted and perhaps Healing, Damage Reduction allows a by defensive weaponry; the base could be fl ooded Champions 169

with a gas all the bad guys routinely receive the antidote to; and Missile Refl ection can prove dev- VILLAINS AND HEROIC astating to heroes who suddenly appear and throw PSYCHOLOGICAL LIMITATIONS their most powerful attacks at the villains. Villains Can Have Danger Sense, Too. If one or more If A Hero Has: There Might Be A Villain Who Is: villains have this Talent and are smart enough to Code Of Honor Someone with an identical code, but who is honor- communicate sensations of danger to their fel- bound to be a villain; someone extremely dishonorable lows without alerting the heroes, the heroes’ job Code Of Th e Hero; becomes much harder. Must Protect Innocents A despicable villain who uses the Code against the hero THREEDIMENSIONAL VILLAINY as oft en as he can (“You can capture me or save those Girl Scouts, hero — what’s it gonna be?”) When creating a villain, try to make him Code Versus Killing A casual killer three-dimensional — give him a variety of quali- ties and personality traits, some good, some bad. Dislike of a specifi c group A member of that group Very few people are entirely evil, or entirely good, Hatred Of Male Chauvinists A male chauvinist; a submissive, cloying female who even in the comics. If a villain is so awful the encourages male chauvinism; a woman who became a heroes can fi nd no way to sympathize or empa- villainess because of damage suff ered at the hands of a thize with him, the heroes are far more likely male chauvinist to fi nd a way to kill him, or let him die. Getting Overconfi dence Someone who continually mocks the hero, or is better around those pesky Codes Versus Killing can be at the hero’s skills, or both diffi cult, but a hero with enough motivation will family members. Each is truly only great in the fi nd a way. presence of the other, aft er all. As supers age and In addition, when a supervillain has some their closest friends retire, move away, or perish, good traits, he also has thought processes that they may fi nd themselves growing more fond of make his criminal career more reasonable to him. their remaining longtime adversaries... if adversar- Th is allows him to consider himself to be a decent ies they even remain. person, making his outrage at the continued inter- ference by superheroes all the more realistic. It’s COMING BACK FOR MORE... MOSTLY also more likely that you’ll think of interesting sce- Until a supervillain’s personal goals are narios and subplots involving the villain, since you resolved (or become completely impossible to can make him appeal to the heroes as something attain), he’s unlikely to leave a campaign. He may more than just a combatant. be driven into exile or thrown into prison, keeping USING THE HEROES’ PSYCHOLOGICAL him out of the limelight for months or years at a LIMITATIONS time, but he’ll be back. Th e recurring villain is, aft er all, one of the best-known features of the super- Many supervillains should have some trait hero genre (see page 51). that interacts in interesting ways with a hero’s Psy- Of course, it can give a campaign’s players a chological Limitations. Take a look at the accom- sense of accomplishment if they remove a super- panying box for some examples. villain threat permanently, and a certain propor- MAKING THEM PART OF THE HEROES’ tion of your campaign’s villains should end up that LIVES way. Being removed permanently doesn’t neces- Villains don’t have to limit their involvement sarily mean being killed. A villain could lose his in a campaign to commencing a villainous plot, powers, achieve his personal goals and retire, move being beaten, being arrested or forced to fl ee, and away (for example, to rule a planet all his own, then returning. Th ere are other options available to somewhere else in the galaxy), or choose to switch you, especially for a well-developed, three-dimen- to the good guys’ side. Any one of these gives the sional villain. PCs a feeling of accomplishment, so long as they A villain not otherwise engaged in standard had something to do with the outcome. villainous activities can also be inventing new Th e only time when you should choose to devices and procedures (sometimes to the detri- retire a villain permanently without a major ment, sometimes to the benefi t, of humanity), per- change taking place in his psyche is when none of forming (some villains are actors, musicians, and the players appreciate him — when all the play- the like), writing, composing, meddling in national ers react with personal dismay to his every return aff airs in legal ways (villains can resort to lawsuits appearance. If changes to the villain’s goals and and media campaigns just like ordinary mortals), tactics don’t alter this situation, it’s time to put the and conducting their family and professional lives. villain in a box somewhere and leave him there Player characters can be part of those family forever, regardless of how fond you may be of him. and professional lives. A PC could be the child, sibling, spouse, in-law, or even parent of a super- villain. A PC’s company could be a competitor or strategic ally of a supervillain’s corporation. Over time, supervillains and superheroes can conceivably become more important to one another than their more mundane associates and 170 HERO SYSTEM 5TH EDITION

NEUTRAL GROUND An interesting feature of some superhuman set- tings (but which doesn’t work in every campaign) NON-PLAYER is the existence of a neu- tral ground — a place superheroes and super- villains can go where they aren’t expected (or CHARACTERS IN allowed) to fi ght one another. A small nation ruled by a metahuman, a multidimensional pocket where the laws of magic CHAMPIONS prevent characters from fi ghting, or a bar with on-villainous NPCs actually follow the supers in their activism (“Th is is Black Swordsman an eclectic clientele run same guidelines as Villains for what with a word of advice: don’t smoke.”). A very few, by someone power- makes them interesting and how they those whose activism extends to violence, might ful enough to enforce N should interact with a campaign — with actually end up as the villains of an adventure. the peace are all good the signifi cant diff erence that most of them do not Comic book activists tend to be very passionate examples of neutral have full-time criminal intentions. Th ey, too, should people and oft en get in trouble because of their ground. Besides being a place where heroes have fully-detailed personalities, personal goals, concerns, which also makes them a good choice for and villains can meet in relationships with one another and with the PCs, romantic interest characters. peaceful circumstances, and the potential to change over time. What sets Anchorman. Because superheroes appear in the news, a neutral ground allows NPCs apart from villains is that they tend to have and because the news oft en alerts heroes to the superhumans to hear a diff erent (and usually broader) range of motiva- the news (and rumors!), onset of trouble, PCs will see the faces of local news tions available to them. Most have less ambitious anchors a lot. It doesn’t take much eff ort to personal- gather information, look personal goals — they simply want to have the for work, and maybe ize those faces, giving them names and mannerisms, even take classes on sub- allotment of opportunity and reward they think and subsequently you can use those characters in jects of interest to them they deserve. Many pursue success in economic other ways in the campaign. News anchors do charity (“Legal Loopholes: How arenas; many pursue love and aff ection; many just events (that are sometimes the focus of supervillain To Stay Out Of Jail Even want to survive. When Th ey Caught You activities); some struggle for a big news break or Dead To Rights,” “Basic acting opportunity that allows them to leave local Martial Arts For Begin- news; and they can become the targets of stalkers ners”). NPC TYPES (including superpowered ones). Example: John decides his If at all possible, before the fi rst adventure in *Archaeologist. Archaeologists fi ll many roles in a campaign needs a neutral a new campaign, you should create a cast of NPCs campaign. A surprising number of them stumble ground. Since none of — not necessarily in full character-sheet form, but the PCs have long-range across ancient artifacts that turn them into supers. An Movement Powers or in terms of name, appearance, occupation, a vehicle, it needs to and likely reaction to superheroes. be right in the heart of Over time, you’ll add new NPCs to Los Angeles, where he’s your cast of characters. Normally, this hap- chosen to set his game. He pens because you’ve set up an adventure decides it will be a bar, that involves new characters or because, in a tavern catering solely the course of an adventure, a PC wants to to people with superhu- man powers, regardless fi nd a type of character who’s not already of whether they’re heroes part of the campaign cast. (For instance, “I or villains. To keep fi ghts need to track down an expert in the fi eld of from breaking out, he cre- marine biology and run these samples by ates a special NPC owner him.”) of the bar — a fallen god Th e rest of this section lists and whose once-vast divine powers, though consider- describes approximately fi ft y NPC types ably curtailed, are still who appear frequently in Champions cam- more than enough to keep paigns. Th e NPC types likely to be of most all of the bar’s patrons in frequent use to you in a standard campaign, line. Th e PCs, their NPC and therefore the ones you might want to hero friends, and their consider creating fi rst, are marked with an supervillain enemies can all gather at the bar to asterisk (*). exchange insults, have Activist. An activist is someone who tries to friendly conversations on keep issues he considers important in the topics of interest, look for news and in the minds of lawmakers. Activ- work (there’s even a “For Hire” bulletin board on ists can be part of a campaign in a variety one wall!), play games, of ways: some might oppose superheroes and just plain relax. in general, considering their eff ect on soci- ety to be dangerous; others want to enlist Champions 171 even greater number of them stumble across ancient and for others to be available as potential partners, menaces that kill them. But the greatest number “boyfriend” and “girlfriend” don’t actually belong on simply do their jobs, fi nding, cataloguing, and inter- this list. Th is is because any character in a campaign preting information about the physical remains of who is a romantic partner also needs to belong to one human civilization, and they can provide expert of the other character types (for example, “Business- advice to superheroes. It’s helpful for a campaign’s man/Boyfriend” or “Police Offi cer/Girlfriend”). If a PCs to be aware of one scholarly archaeologist, per- romantic partner does not belong to some other role, haps the idiosyncratic professor at a local university, then he or she will mostly sit around waiting to be whom they can turn to about questions of history taken out on a date or being kidnapped so the PCs and civilization. can perform a rescue. Th is does not result in an inter- Artist. Fine artists, commercial illustrators, sculptors, esting character, and players don’t really care about a photographers, performance artists, graffi ti artists, disinteresting one. and more can play interesting roles in your campaign. *Burglar/Thief. Th is NPC type can range from the Th ese creative people don’t necessarily have a lot to very classy cat burglar who shows considerable style do, story-wise, with adventures, but game worlds are with every theft to the drunken, shirtless guy the PCs as full of them as the real world, and they do make pick up on routine patrols every Friday night. Recur- interesting romantic interests. In addition, if the rent burglar or thief characters have a lot of use in heroes fi nd an artist who is capable of doing police- the campaign: they can steal items that turn out to style sketches of suspects and is willing to receive be mystical artifacts and unleash danger upon the impressions through telepathic contact, they’ll have a world, steal items that local organized crime wants helpful resource for bringing criminals to justice. back very badly, stumble across a PC’s Secret Identity, Athlete. A campaign’s athletes can range in stature or the like. And don’t forget the virtues of the retired from a member of the local professional sports fran- or reformed burglar/thief: having reluctantly turned chise to an amateur who stays in training for local to some more honest way of making their living (or charity marathons. Mad scientists sometimes kidnap having become able to live off the proceeds of their athletes to experiment on (their excellent physi- lives of crime), they make good contacts for heroes, cal conditioning makes them good choices, since oft en have a helpful working knowledge of the they’re far more likely to survive the treatments than region’s organized crime, and can help identify others the common man or woman); athletes can stumble in their trade through modus operandi or clues no across game-fi xing plots or other criminal enter- one else could correctly interpret. prises; and, because of their focus and physicality, they make good romantic interests. Bail Bondsman. When someone is arrested and bail is set for him, if he cannot come up with the required portion of the bail, he may turn to a bail bondsman, who puts up that money (for a fee) and then does everything in his power to make sure the suspect actually stays in town and shows up for his trial (if he skips, the bondsman loses the bail). Bail bonds- men sometimes hire bounty hunters to chase down people who have skipped bail; in a superhero world, they may turn to superheroes to ask for the same help. Supers seldom suff er when they cultivate work- ing relationships with bail bondsmen; the bonds- men may have tips that are useful when anticipating upcoming crimes, and the super may fi nd himself in need of being bailed out. Bartender. Most appearances by bartenders in fi c- tion tend to follow a certain pattern: the hero enters the bar and asks the bartender a question about something the bartender doesn’t want to discuss; the hero resorts to bribery or physical threats and gets his information; the hero leaves. (It’s to be suspected the money more than compensates for the physical abuse, else there would be a tremendous turnover in bartenders.) But a bartender character can be a useful regular NPC in a campaign; he does see a lot of traf- fi c through his establishment, hears a lot of drunken confessions and mutterings, and, if he’s skilled at his job, mixes a good drink. Boyfriend/Girlfriend. Th ough every campaign needs a certain number of characters to be established as romantic partners of prominent PCs and NPCs, 172 HERO SYSTEM 5TH EDITION

Businessman. Th e most common sorts of business- superhero world, most crime bosses are keenly aware people regularly encountered by PC superheroes are of what supers can do; they may hire supervillains corporate tycoons whose corporate manipulations to protect them, and almost certainly employ tech- set storylines into motion. PCs are likely to encounter nicians to set up security measures to help counter representatives of companies that manufacture and superheroes’ special senses and other abilities.) Note sell superhero-level equipment, as well as company also that crime bosses don’t have to be adversaries presidents and offi cers whom they need to question in every story. When they have enemies in common during investigations. with superheroes, they may fi nd a way to cooperate Celebrity, Local. In addition to the news anchors and with the PCs. athletes described earlier, local celebrities can include *Doctor. If the superheroes don’t have a physician radio personalities (popular DJs), humorists and among their members or on staff , it’s useful for them comedians, retired war heroes, businessmen who to know of a good non-super doctor. Local medics have a measure of local fame (such as the eccentric can do more than patch up injured supers and diag- business owner who does all his own bad commer- nose their mystery ailments: they can alert heroes to cials), famous columnists and critics, and so forth. unusual medical situations (odd injuries that point PCs are likely to bump into local celebrities at fund- to the presence of some sort of monster or alien, raising events and to save them from stalkers. diseases that threaten to become epidemics, physi- Charity Worker. Th ese sorts of people share many of ological changes that suggest someone is developing the same story-type advantages as Activists (above), super-abilities). Th e multidisciplinary physician but are not as extreme in their relationships with working at the city’s main hospital is a mainstay of local government and business. Because they come comic books, but specialists are also helpful — genet- into contact with people who are at the brink of icists, bacteriologists, biologists, botanists, and psychi- fi nancial collapse and despair, charity workers are atrists can also fi gure prominently in investigations. very likely to stumble onto events that point toward Any superhero who has specialized medical needs adventures that are ready to pop. should know a doctor who can meet those needs. Driver. . Th ere are as many diff erent types of collec- Th e professional driver is an occasional guest tors as there are things to collect — artwork, coins, star in a superhero story. Supers oft en need to ques- statuary, stamps, movies, autographs, toys, railroad tion cab drivers, limo drivers, and chauff eurs about ties, roleplaying games, commemorative plates, and the movements of their clients. A normal-level the like. Some collectors are simply acquisitive com- superhero with a sense of tradition might employ a pletionists, but others may be scholars in their fi elds personal driver for his super-car. of interest, and therefore good contacts for PCs to Fire Chief. Th e head of the city’s fi re department may cultivate. Collectors can also get into trouble — such play a role in adventures, specifi cally in situations as when they obtain an item that’s dangerous or have where a villain is responsible for a series of arson a valuable object stolen — which can also bring them crimes. Fire chiefs can also be good consultants into contact with superheroes. when dealing with supervillains who use fl ame; they *Congressman. It’s good to develop at least one of the can help determine what accelerants the villains are region’s senators or representatives; superheroes are using, discover the temperatures at which the supers’ likely to encounter this person at one time or another, powers operate, and so on. and the politician is equally likely to seek out the Firefi ghter/EMT. Rank-and-fi le fi refi ghters are not as supers for matters relating to national government. useful in a campaign as the fi re chief, but, because Comic book Congressmen can pull strings to help they’re courageous people in a critical occupation, obtain justice for those people it has bypassed, lobby they do make good friends, DNPCs, and romantic to get major industries set up in their regions, attract interests for PCs. Th e same is true of emergency the ire of terrorists and assassins, and so on. medical technicians. *Coroner. Comic books are full of dead people, and Gambler. A professional gambler off ers many of the superheroes oft en need to know how it happened. same benefi ts as the Burglar/Th ief: He may have Cultivating a working relationship with the county connections, however tenuous, with organized crime, coroner is a good idea for PCs. In addition, the dis- and operates in a realm that gives him insight into cipline is such a macabre one that it’s an excellent weird events on the horizon. Professional gamblers opportunity to create a very eccentric NPC, though can also be useful in setting up “sting” operations to the death-obsessed or death-oblivious kook coroner trick villains. is becoming something of a cliché. Ghost. In a campaign that makes use of the supernat- *Crime Boss. Every group of superheroes should have ural, it’s appropriate to have a ghost or two wandering at least a peripheral knowledge of how organized around. Typically, ghosts fall into one of two catego- crime operates in its area. Th is means you should give ries. Th e fi rst is a nearly mindless spirit that haunts a name, personality, and modus operandi to the most a place, acting as a signpost to an unsolved crime or signifi cant local crime lords, and possibly to their unresolved tragedy. Th e second is a fully developed chief lieutenants, as early as possible in the campaign. personality whose death may have been an incon- Crime bosses tend to operate their syndicates as venience or even a tragedy but didn’t serve to slow businesses, meaning they’re frustratingly elusive to the character down much. Th e second type is better indict and convict; this gives them staying power in suited to humorous campaigns or those with elabo- a campaign. (And do remember that in a four-color rately developed mystic themes; otherwise it strains Champions 173

harder at the players’ willing suspension of disbelief. planetary law (in the right campaign), any of whom Gossip. A character who lives to acquire personal the PCs might wish to consult. Occasionally one will information and then pass it on to others can be fi nd an attorney who has reformed — given up the either extremely annoying or extremely helpful to practice to run a game company, for example. the player characters... or both. Gossips have the Martial Arts Master. Many superheroes are martial unsettling habit of revealing information that causes artists, and some of them can even count themselves friction in relationships or that causes months of as masters, but even they occasionally have to turn to surveillance to be wasted (at the worst possible time, the true masters of their respective arts. NPC martial of course). On the other hand, they are great treasure arts masters tend to be aged (one reason why they are troves of information about people, including local not out fi ghting supervillains themselves), wise, and crime fi gures, politicians, and supervillains. experienced (each one’s knowledge of the Martial *Governor. Th e leader of state government off ers World, and sometimes of mysticism, secret societies, many of the same benefi ts as the Congressman, or history’s mysteries is unique). Because they are above, and you ought to at least know this character’s aged, wise, and experienced, they also tend to be quite name and primary motivations. eccentric characters, and a good opportunity for a GM to do some acting. *Inventor. Naturally, many superheroes are inventors, but there are others who are not supers. *Mayor. Most Champions Some have an unfortunate habit of campaigns are set pri- creating menaces that escape marily in an urban to endanger the community. area, or give the PCs Some fabricate gadgets frequent cause to and weaponry for super- visit a particular heroes, or supervillains, city. Th e local commu- or both. Some make nity’s mayor is certain to be discoveries that aff ected by super-activities, so they then bring to you should develop him early. the superheroes Th e mayor makes state- as starting- ments about supers points for new to the local press, adventures appears at the (“My new same charity jumpspace functions the EMR moni- PCs do, and tor is detect- takes steps to ing wave make the commu- fl uctuations that nity a safer one resemble communi- even when cations, and I think I’ve this incon- been able to decode portions of the alien language... veniences they’re coming here...”). supers. Th e GM can help establish the tone of a cam- paign by Investigator. If the heroes do not have someone deciding how the mayor feels about and nor- with detective skills among their number, they’ll mally reacts to supers — a hero-friendly mayor fi nd it helpful to have a working relationship makes life easier for the PCs, a hero-neutral mayor with a local private investigator. Even if they sometimes helps and sometimes hinders them, and do, they are, over the course of a campaign’s a hero-hostile mayor makes things diffi cult at every duration, certain to encounter other inves- step. tigators: private eyes, insurance investiga- tors, and the like. Investigators also have an unhealthy Mechanic. If the supers operate super-vehicles and habit of staggering into a PC’s presence mortally don’t want to do all their own maintenance, they’ll wounded, gasping out cryptic clues, and then dying, eventually require the services of a trustworthy launching the heroes into a new adventure. mechanic. A mechanic can be an employee of the superhero team or a garage mechanic they regularly *Lawyer. Superheroes will eventually meet a lot of turn to. Mechanics make good “personality” NPCs, lawyers in a campaign. Th ey tend to fall into one of and the stereotype of the grease monkey who turns several categories: prosecuting attorneys (members out to be a cute young woman exerts an impressive of the district attorney’s offi ce who are responsible fascination on the minds of some gamers. for making convictions in criminal cases); defense attorneys (whose usual job is to keep criminals Medium. In a comic book world, there are two types captured by the heroes out of jail, but who are some- of spiritualists: Th ose who use trickery to pretend times called on to keep superheroes themselves from to be in contact with the spirit world, and those who being convicted); and civil attorneys (who either sue actually have powers that let them speak with spirits. people, or protect a client from being sued). Th ere Both types are useful in a campaign. Fake spiritualists are also attorneys who are experts in superhero law, can implement scams that take people for millions of international law, salvage law, and possibly even inter- dollars, and become trusted advisors of businessmen 174 HERO SYSTEM 5TH EDITION

and politicians. Spiritualists who actually possess ries in a Champions campaign: Reform, Conventional, powers can be crucial in some superhero adven- and Corrupt. A Reform police chief has recently taken tures, and can initiate adventures by bringing news the job and is determined to restructure the police or prophecies to the heroes. force from top to bottom, either because it is outdated Military Offi cer. If the campaign setting includes a (it needs new equipment, new techniques, new atti- local military base, it’s useful for you to know the tudes), ineffi cient (offi cers get new training and irritat- name of its commander. In addition, many cam- ing motivational courses), or corrupt (the new chief paigns make use of military special forces such as ferrets out crooked cops and cooperates extensively supervillain capture teams or special rescue units, with the Internal Aff airs Division, making him/her and these personnel can come into regular contact very unpopular with the rank and fi le). A Conven- with superheroes. tional chief believes his department is operating at an acceptable level of effi ciency and honesty (and may be *Occult/Paranormal Investigator. Assuming none of correct). A Corrupt chief may be in the pocket of local the PCs fi ll this role for a campaign, it’s useful for organized crime or may have found ways to make the the heroes to encounter someone who spends his department a profi t center, in which case justice is for life digging at the seamy underside of the occult sale in the local community. world. Such characters might be genuine seekers All these characteristics are similarly appropri- aft er knowledge and truth, tabloid reporters with an ate for local sheriff s, heads of special police units (like unhealthy habit of stumbling over genuine super- state rangers), and other law enforcement agencies natural events, or skeptics adept at exposing fakers. prominent in your campaign. Any of them can be helpful consultants for a PC team. *Police Investigator. Player characters will inevitably run into local police investigators on a regular basis; *Patriarch. Th is character is the leader of a promi- aft er all, police detectives and superheroes both inves- nent family. Patriarchs may also be businessmen, tigate crimes. Th ere is likely to be a bristly, somewhat lawyers, politicians, or whatever, but their principal competitive atmosphere between police and superhe- role in a campaign is as the ultimate authority in roes (the supers consider the police to be hampered the aff airs of their family members. Th ey tend to be by tradition and foolish laws; the police consider middle-aged and older, very forceful of personality, the supers to be amateurs who screw up convictions and pursuing agendas that are neither evil nor good through their extralegal antics; both attitudes tend to but are in what they consider the best interests of be correct). In the comics, police investigators tend to their families, so it is possible for them to be in vicious be smart, idiosyncratic people, making them fun for confl ict with the PCs one minute and be arm-in-arm you to play and making them appropriate for roman- helpful the next, possibly without any lingering feel- tic leads, DNPCs, and friends of PCs. ings from one situation to the other. In a campaign, it’s useful to have one important family to point at, and *Police Offi cer. Likewise, superheroes frequently occasionally to use in meddling with local or regional encounter uniformed offi cers (as well as equivalent events in such a way as to aff ect the player characters. peace offi cers such as deputy sheriff s and state troop- It can also be interesting to have several diff erent ers). Here, too, we have the cooperative but competi- supers (heroes, villains, or preferably both) belong to tive interaction of the police and supers. However, a specifi c prominent family, especially when they start because cases tend to be turned over to investigators out the campaign not being aware of one another as when they are not instantly resolved, PC heroes do supers. not usually establish as strong relationships with uni- formed offi cers as they do with investigators, whom Performer. Into this category falls actors, musicians, they deal with far more regularly. and the like, to whatever extent is appropriate for the local setting. (Settings such as Los Angeles, Nashville, The President. If the superhero team is of suffi cient and New York City are naturally going to have consid- prominence that they’re involved with matters of erable numbers of performers to draw on.) Perform- national interest on a regular basis, they are likely to ers, like local celebrities, can easily become the target be in occasional contact with the President (or, out- of kidnappers and stalkers; it’s also not unknown for a side the U.S., the principal government representative lonely and somewhat deranged supervillain to capture or leader). Except for the security surrounding him one in an eff ort to make the performer his consort. and appropriate diffi culty in getting appointments to Note that you doesn’t have to create performers out of speak with him, the President functions in a campaign whole cloth; it’s permissible to use real-world celebri- much as the Governor (above) does. ties in cameo appearances in your campaign. Th is can Priest. Into this category falls any religious authority be a real treat for players who enjoy that sort of thing. fi gure, from the kindly old priest to the glassy-eyed *Police Chief/Captain. Th e local police chief deter- cult recruiter. Priestly characters can be either ben- mines in large part the state of relations between his efi cial or harmful (depending on the true natures of department and superheroes. If the police chief is their various churches and denominations), weak friendly or neutral toward heroes, then offi cial rela- or powerful (some may actually receive superpow- tions will probably be cordial. If he is hostile, then the ers from godly beings), knowledgeable or deluded heroes might still be able to have friendly relations (depending on how close a relationship their doctrine with individual offi cers, but these relationships will has to reality), pro-super or anti-super, and so on. If have to remain secret. any of the campaign’s PCs have strong religious feel- Police chiefs tend to fall into one of three catego- ings, you should develop priest-type characters for Champions 175 them to be acquainted with: the father-confessor, the repositories. Instead, they usually become involved nun who helped raise them when they were orphans, in personal-interest stories, especially those involving the urban minister/activist whose attempts to improve DNPCs (who are notoriously troublesome students). the lot of his people get him in trouble again and Teachers can also notice changes, especially unfortu- again, the cultist who is only in it for money and sex, nate ones, in their students, and bring their suspicions the neopagan who is anxious to instruct the world in to PCs, precipitating investigations. the fact that witches are nature-worshipers rather than Valet/Butler. Wealthy PCs may have personal servants. tools of Satan, and so on. Valets and butlers bring a bit of class to a campaign, Professor. In addition to their responsibilities teach- and you can also use them to inject wry humor and ing students at the university and justifying their social commentary into your stories. Valets and but- existence with academic publications, professors can lers tend to be physically normal, but have endless be useful sources of information to PCs. Each one is patience, dry wits, and considerable conversational theoretically an expert in one or more fi elds of human skills. On the other hand, some of them have led... study. For every Knowledge Skill in the book, there are interesting... lives before becoming “gentlemen’s gen- professors at various universities who embody them. tlemen,” and come to their positions with a variety of It is therefore useful for PCs to cultivate long-lasting unusual Skills and abilities. relationships with them. For some reason, especially Watchdog. Government agencies and private interest in movies from the 1950s but all throughout the groups sometimes hire individuals to keep an eye on comic book generations, gaunt, absent-minded pro- others — and “others” sometimes includes superhero fessors tend to have very attractive children who are groups. Superhero watchdogs try to make sure super- less obsessive than their parents and make very good hero groups obey the law, promote the watchdog romantic interests. group’s agenda, or act as role models for today’s youth. Reporter. Reporters fi ll several useful roles in a cam- Watchdog characters are invariably pains in the rear paign. Th ey write or broadcast stories that alert PCs to end for superheroes, but they do help keep life inter- situations. Th ey stumble across clues that further PC esting. investigations. Th ey dig away at heroes’ Secret Identi- ties, causing heroes to have to go to extreme measures to protect their private lives. Th ey get killed when NPC ROLES curiosity leads them into danger, causing heroes to Separate from their particular “type,” NPCs also have to seek justice on their behalf. Because they are have roles within a campaign — roles chiefl y refl ect- relentlessly curious and have little respect for author- ing how they relate to player characters. Any of the ity fi gures, they make fun NPCs for a GM to play, and NPC types above can relate to PCs in any of these stubborn, dogged romantic interests for PCs to have ways: to cope with. Admirer. An NPC might be a fan of the PC, and exist Shop Owner. Especially in campaigns where heroes chiefl y to shore up his self-image and remind him just protect a specifi c community, shop owners make good how important he is to the community and the world. regular contacts, much as Bartenders do. Because they are fi xed to a vul- nerable address, they can be preyed upon by organized crime or disor- ganized robbers. Because they have a regular clientele, they can be a rich source of information. Because they regularly deal with goods in a par- ticular fi eld, they can become knowl- edgeable about those fi elds, making them as helpful as Professors. Support Personnel. Some hero teams have civilian operatives who perform secondary tasks for the organization — maintenance of vehicles, routine medical aid, research, and the like. Heroes naturally encounter their support personnel on a frequent basis, making it easy for friendships to begin. It’s very helpful for you to establish names and personalities for all support personnel attached to a superteam, if for no other reason than the fact that it increases the verisimilitude of your setting. Teacher. Unlike the professor, teach- ers are not oft en used as information 176 HERO SYSTEM 5TH EDITION

adopts a paternal attitude toward the follower/side- kick (sometimes to that character’s distress) and tries to help the character through life’s bumps and obstacles. Relative. Any character could be related to a PC — including the NPCs types described above and the villain types described earlier. As a GM, you should value each PC’s relatives because, typically, PCs can’t get rid of them — they’re related for life, providing a perpetual weakness you can exploit. Romantic Interest/Signifi cant Other. And, of course, an NPC could be the PC’s romantic partner. GENERIC NPCS Th e following character sheets are for “generic” NPCs you can quickly adapt for use in a game instead of taking the time to create your own. Th ey refl ect the way these types of characters are portrayed in comic books, and so may not be appropriate for other types of campaigns. STREET PUNK Val Char Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1½d6 [1] 10 DEX 0 11- OCV: 3/DCV: 3 10 CON 0 11- 8 BODY -4 11- 8 INT -2 11- PER Roll 11- 8 EGO -4 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11-

Admirers can be charming indicators of community 3 PD 1 Total: 3 PD (0 rPD) opinion, or a source of comic relief who constantly 2 ED 0 Total: 2 ED (0 rED) inconveniences the hero by eff orts to remain close to 2 SPD 0 Phases: 6, 12 him. 4 REC 0 20 END 0 Adversary/Foil. An NPC can constantly oppose a PC 20 STUN 3 Total Characteristics Cost: -9 without being a villain. He might perform a valu- able story function through his opposition; this is an Movement: Running: 6”/12” Adversary. He might just be a cheerful troublemaker Swimming: 2”/4” who pokes and prods at the PC whenever he gets a chance; this is a Foil. A hero’s girlfriend’s brother Cost Powers END might be a foil, as might the neighborhood postman, 3 Brawling: HA +1d6; Hand-To-Hand a newspaper reporter, or the team’s chief mechanic. A Attack (-½) 1 government watchdog could be an adversary, as could the child protective services representative keeping an Skill eye on the PC’s home life or a police offi cer waiting 2 CK: Own Neighborhood 11- for the hero to get into trouble. 2 KS: Hobby 11- Colleague. An NPC could belong to the same profes- 2 KS: Street Music 11- sion as the PC (either as a superhero or in private life), 2 PS: Street Gangster 11- and thus be someone the PC constantly encounters in 3 Streetwise 11- a professional environment. Colleagues oft en socialize 1 WF: Pistols together, and this creates grapevines by which valu- 4 Additional skills of GM’s choice able information can reach the superhero. Total Skills & Powers Cost: 19 DNPC. If the character frequently gets into trouble, and Total Character Cost: 10 drags a PC in aft er him, he’s a Dependent Non-Player Character. 0+ Disadvantages Follower/Sidekick. Th is character is a junior partner 10 Hunted: Police 8- (Mo Pow, NCI, Watching of the PC, usually very helpful to his career or goals. [or worse]) Occasionally, the actions of the follower or sidekick drag the hero into greater trouble. Th e PC usually Total Disadvantage Points: 10 Champions 177

Typical Equipment MASTER VILLAIN’S AGENT SKILLED Handgun (RKA 1d6+1, 7 shots) Knife (HKA ½d6) Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 [1] 10 DEX 0 11- OCV: 3/DCV: 3 POLICEMAN 10 CON 0 11- Val Char Cost Roll Notes 10 BODY 0 11- 10 STR 0 11- Lift 100 kg; 2d6 [1] 10 INT 0 11- PER Roll 11- 11 DEX 3 11- OCV: 4/DCV: 4 10 EGO 0 11- ECV: 3 12 CON 4 11- 10 PRE 0 11- PRE Attack 2d6 10 BODY 0 11- 10 COM 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 2 PD 0 Total: 2 PD (0 rPD) 13 PRE 3 12- PRE Attack 2½d6 2 ED 0 Total: 2 ED (0 rED) 10 COM 0 11- 2 SPD 0 Phases: 6, 12 4 REC 0 3 PD 1 Total: 3 PD (0 rPD) 20 END 0 2 ED 0 Total: 2 ED (0 rED) 20 STUN 0 Total Characteristic Cost: 0 2 SPD 0 Phases: 6, 12 4 REC 0 Movement: Running: 6”/12” 24 END 0 Swimming: 2”/4” 21 STUN 0 Total Characteristic Cost: 11 Cost Powers END Movement: Running: 6”/12” 22 Blaster: EB 7d6, 32 Charges (+¼); Swimming: 2”/4” OAF (-1) [32] 7 Armored Uniform: Armor (6 PD/ED); Cost Powers END OIF (-½), Activation Roll 11- (-1) 0 2 Sharp-Eyed: +1 PER with Sight Group 0 6 Radio: Radio Perception/Transmission; OIF (-½), Aff ected As Hearing Group Perks As Well As Radio Group (-¼) 0 2 Fringe Benefi t: Local Police Powers Skills Skill 4 +2 with Blaster 3 Criminology 11- 2 CK: City Of Operation 11- 3 Concealment 11- 2 KS: Criminal Law 11- 2 KS: Hobby 11- 2 KS: Hobby 11- 2 PS: Agent 11- 1 KS: Another Hobby 8- 3 Stealth 11- 2 PS: Policeman 11- 2 WF: Small Arms 2 WF: Small Arms 9 Pick three of the following Skills: Bribery, 6 Choose two Skills from this list: Bureaucrat- Climbing, Combat Driving, Combat Piloting, ics, Combat Driving, Concealment, Conver- Interrogation, Lockpicking, Security Systems, sation, Deduction, Persuasion, Shadowing, Shadowing, Tactics, Teamwork Streetwise Total Skills & Powers Cost: 60 Total Skills & Powers Cost: 24 Total Character Cost: 60 Total Character Cost: 35 25+ Disadvantages 0+ Disadvantages 5 Distinctive Features: Uniform (Easily 5 Distinctive Features: Uniform (Easily Con- Concealed; Noticed And Recognizable) cealed; Noticed And Recognizable) 10 Hunted: the organization or villain he 10 Hunted: Police 8- (Mo Pow, NCI, Watching) works for 8- (Mo Pow, NCI, Watching) 20 Social Limitation: Subject To Orders (Very 15 Psychological Limitation: Greedy or Amoral Frequently, Major) or Self-Centered (Common, Strong) 20 Social Limitation: Subject To Orders (Very Total Disadvantage Points: 35 Frequently, Major)

Typical Equipment Total Disadvantage Points: 75 9mm Sidearm (RKA 1d6+1, 10 shots) Nightstick or Tonfa (HA +2d6) Handcuff s (see HERO System 5th Edition, Revised, page 168) Body armor (Armor [9 PD/ED], Activation Roll 14-) 178 HERO SYSTEM 5TH EDITION

MASTER VILLAIN’S AGENT COMPETENT for 11- (Mo Pow, NCI, Watching) Val Char Cost Roll Notes 15 Psychological Limitation: Greedy or Amoral 13 STR 3 12- Lift 150 kg; 2½d6 [1] or Self-Centered (Common, Strong) 11 DEX 3 11- OCV: 4/DCV: 4 20 Social Limitation: Subject To Orders (Very 13 CON 6 12- Frequently, Major) 10 BODY 0 11- 10 INT 0 11- PER Roll 11- Total Disadvantage Points: 125 10 EGO 0 11- ECV: 3 13 PRE 3 12- PRE Attack 2½d6 REPORTER 10 COM 0 11- Val Char Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1½d6 [1] 4 PD 1 Total: 3 PD (0 rPD) 10 DEX 0 11- OCV: 3/DCV: 3 3 ED 0 Total: 2 ED (0 rED) 10 CON 0 11- 3 SPD 9 Phases: 4, 8, 12 8 BODY -4 11- 6 REC 0 10 INT 0 11- PER Roll 11- 26 END 0 10 EGO 0 11- ECV: 3 24 STUN 0 Total Characteristic Cost: 25 13 PRE 3 12- PRE Attack: 2½d6 8 COM -1 11- Movement: Running: 6”/12” Swimming: 2”/4” 2 PD 0 Total: 2 PD (0 rPD) Cost Powers END 2 ED 0 Total: 2 ED (0 rED) 2 SPD 0 Phases: 6, 12 30 Blaster: EB 8d6, 64 Charges (+½); 4 REC 0 OAF (-1) [64] 20 END 0 Martial Arts: Generic 17 STUN 0 Total Characteristics Cost: -4 Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort Movement: Running: 6”/12” 4 Dodge — +5 Dodge, Aff ects Swimming: 2”/4” All Attacks, Abort Cost Skills END 5 Kick -2 +1 STR + 4d6 2 CK: Campaign City 11- Strike 2 KS: Current Events 11- 4 Punch +0 +2 STR + 2d6 2 KS: History 11- Strike 2 KS: Hobby 11- 3 Th row +0 +1 STR + v/5; 2 PS: Reporter 11- Target Falls 3 Streetwise 12- 13 Armored Uniform: Armor (9 PD/ED); OIF (-½), Activation Roll 14- (-½) 0 Total Skills & Powers Cost: 13 6 Radio: Radio Perception/Transmission; Total Character Cost: 9 OIF (-½), Aff ected As Hearing Group As Well As Radio Group (-¼) 0 25+ Disadvantages 5 Hunted: rival media organization 8- (As Skills Pow, NCI, Watching) 4 +2 with Blaster Total Disadvantage Points: 30 3 Concealment 11- 2 KS: Hobby 11- Typical Equipment 1 KS: Superheroes 8- Job-related equipment (camera, notepad and 2 PS: Agent 11- pencil, and so on) 3 Stealth 11- Car 2 TF: 2 points’ worth 2 WF: Small Arms 12 Pick four of the following Skills: Bribery, Climbing, Combat Driving, Combat Piloting, Interrogation, Lockpicking, Security Systems, Shadowing, Tactics, Teamwork

Total Skills & Powers Cost: 100 Total Character Cost: 125

50+ Disadvantages 5 Distinctive Features: Uniform (Easily Concealed; Noticed And Recognizable) 20 Hunted: Police 8- (Mo Pow, NCI, Capture) 15 Hunted: the organization or villain he works Champions 179 FINAL ADVICE

o one ingredient described in this book can make a Champions campaign good, nor will an average or below- N average expression of any of the ingre- dients discussed in this chapter necessarily make a campaign bad. What’s important is that you rep- resent each of them as well as you are capable. It’s the way they interact with the PCs over time that shapes the campaign and makes it what it eventu- ally becomes. One last ingredient shapes the quality of the campaign, and that is the degree to which you listen to your players. Th is means not only asking them how they liked or disliked individual char- acters or other campaign details, but also listening during normal conversation, post-game chats, and mid-game meals. A player may make a mild comment suggest- ing he is dissatisfi ed with something happening in the campaign. Th e mildness of the player’s voice may not have any bearing on the player’s real emotions on this matter; he may feel very strongly about the matter, with shyness or common cour- tesy preventing the statement from being a stron- ger one. Take note of commentary, no matter how mildly off ered, especially when the same com- ments come up time aft er time. Players may discuss their impressions of what’s happening in a campaign and, in their guesses, come up with better ideas than the ones you’ve been implementing. Don’t be shy about using those ideas. Th e player in question will generally be pleased that he “guessed right” about what was going on — and you’ll look like a great story planner. Players asking idle questions will unknow- ingly remind you that you’ve forgotten to tie up a loose end from a previous adventure, that you haven’t addressed a mystery the PCs should have been solved by now, or that you’ve made a mistake in character or campaign-history details. Champi- ons campaigns are long on details — you need to rely on your players’ memories as much as you do on your own. If you do listen to your players, and execute all the campaign’s other elements to the best of your ability, you’ll have a campaign that is likely to grow, adding depth and detail, and last for as long as you wish it to. 180 HERO SYSTEM 5TH EDITION

o get you started, and give you pions themselves — and some of their some ideas and sample characters enemies. You can fi nd out more about you can use, this chapter details the world where the Champions live and Tone of the premier superteams of battle injustice in the Champions the Champions Universe — the Cham- Universe setting book. Champions 181 THE CHAMPIONS

Membership: Defender, Ironclad, Nighthawk, Sap- Lake St. Clair. Th e impact destroyed the ship, and phire, Witchcraft . they feared the pilot was dead... until Ironclad waded ashore. Grateful for their help, Ironclad became an Background/History: Th e Champions began as a informal ally of the heroes of Millennium City for gleam in the eye of a wealthy and talented young man several weeks, but then accepted Defender’s invitation named James Harmon IV. Inspired to fi ght crime and to join the Champions. villainy by the destruction of Detroit, James used his An almost-deadly encounter with the minions intellect to design and build a powerful suit of bat- of Takofanes the Undying Lord left Defender and his tlearmor. Christening himself Defender, he enjoyed teammates painfully aware they lacked any sort of some success as a superhero in his hometown, New mystic expertise. As luck — or perhaps fate? — would York City. Aft er being defeated by a skilled team of have it, Witchcraft showed up at their headquarters supervillains, Defender realized he needed the next week. Aft er several years of fi ghting crime both a and some teammates of his own. informally, Witchcraft had decided it was time to Since New York already had several superteams, dedicate herself to the struggle against evil full-time. James moved to Millennium City. Th ough full of She was a perfect fi t, both temperamentally and superhuman activity, the “City of the Future” didn’t powers-wise, and the other four didn’t hesitate to vote yet have a superteam of its own, and James decided it her in. was time for that state of aff airs to change. With the At that point, the group’s membership stabilized. blessing of the city fathers, he called a press confer- Th e Champions have remained a team of fi ve for ence to announce his arrival in Millennium City and some time now, earning world-wide accolades for put out the word — he was looking for a group of their many triumphs over threats to both Millennium like-minded individuals willing to band together to City and the world. protect the city from Mechanon, VIPER, and any- thing else that might threaten its safety and security. Group Relations: For the most part, the Champions It didn’t take long to get a response. Almost get along well. Each of them considers the other before the press conference had ended, he got a call members his friends (at least on some level), not just from Sapphire’s agent, asking if she could try out “workmates,” and it shows in their concern for one for the team. To this day Defender isn’t entirely sure another, the way they socialize together during their whether she got involved partly as a publicity stunt, “off hours,” and so forth. but neither he nor any of the other Champions can All of the Champions would agree it’s Defender deny her passion for helping others, or her dedication who does the most to keep the group together and to duty. Aft er talking with her, Defender made her the content. Th ough their opinions and methods may fi rst member. diff er, though they may have diff erent lifestyles or Aft er rejecting a few other superheroes whose come from very diff erent places, they all have a deep attitudes, powers, or personal circumstances didn’t and abiding respect for the man who brought the suit the team he had in mind, Defender walked into team together. Something about Defender’s manner his offi ce one evening to fi nd Nighthawk sitting there and approach to superheroing just seems to inspire waiting for him. Like Defender, Nighthawk had dis- loyalty and camaraderie. Even Nighthawk, by far the covered there were criminals he couldn’t handle on most standoffi sh and brooding member of the team, his own. Any man who could get past his security and an unspoken rival of Defender’s when it comes systems interested Defender, and it didn’t take long to matters technological, thinks well of the team’s for him to discover that Nighthawk, though some- leader. what more intense than most crimefi ghters, would And it doesn’t hurt that both Sapphire and make a valuable teammate. Now they were three, and Witchcraft seem to fi nd Defender attractive. Neither the newly-allied heroes, aft er some discussion, chose of them has acted on her feelings yet, and so the to name themselves “the Champions.” situation hasn’t really put any stress on their friend- Notable victories against VIPER and Holocaust ship, but only time will tell if that remains the case. brought the Champions favorable attention, but it Defender, meanwhile, remains mostly oblivious to was a diff erent sort of threat — a crashing starship the whole state of aff airs. For now. — that brought them their fourth member. When Th e Champions govern themselves with a they got a report of an out-of-control space vessel charter specifying the obligations, responsibilities, heading toward the city, they joined up with some and benefi ts of belonging to the team, and setting other heroes to divert the craft . It was fl ying too fast forth important procedures (like standards for new for them to stop, so they did the only thing they members). Routine administrative matters, such as could: they knocked it off -course and right into scheduling, are left to Defender and/or SOCRATES; 182 HERO SYSTEM 5TH EDITION

more serious matters are subject to group vote, with 3 Searchlight: Sight Group Images, 1” radius; majority rule applying in all cases. OIF (Searchlight Generator; -½), Only To Tactics: Th e Champions have developed a wide Create Light (-1), No Range (-½) 1 array of battlefi eld tactics for use against their foes, 30 Powered Armor: Armor (15 PD/15 ED); and they practice constantly to refi ne their moves, OIF (-½) 0 develop new stratagems, and fi nd ways to counteract 27 Boot-Jets: Flight 20”; OIF (-½) 4 supervillains’ powers. Typically Defender, Ironclad, 6 Communications Suite: HRRP; OIF (-½), and Sapphire are the frontline combatants, with Flashed As Sight And Hearing Group As Nighthawk and Witchcraft acting as backup and sup- Well As Radio Group (-½) 0 port. Th at can vary depending on the nature of the 3 Heat Sensors: Infrared Perception threat; Witchcraft oft en takes point against mystic (Sight Group); OIF (-½) 0 foes, for example. Perks Campaign Use: Th e Champions are one of the most 2 Contact: famous scientist (GM’s choice) 11- prominent superteams in the Champions Universe, 10 Money: Wealthy but you should adapt them to suit your campaign if necessary. If you don’t want to have your PCs share Skills the limelight, get rid of the Champions altogether and 6 +2 with Weapons Array let the PCs be the Champions instead. If you prefer to 5 +1 Hand-To-Hand have a diff erent team in Millennium City, move the 6 +2 with Electronics Skills (Computer Champions to New York, Los Angeles, or some other Programming, Electronics, Systems major city. Operation) DEFENDER 3 Computer Programming 13- Val Char Cost Roll Notes 3 Electronics 13- 15+25*† STR 17 12- (17-) Lift 200 kg (6,400 kg); 3 High Society 13- 3d6 (8d6) [1(4)] 3 Inventor 13- 15+10*† DEX 30 12- (14-) OCV: 5(8)/DCV: 5(8) 1 Language: French (basic conversation; 15+15*† CON 25 12- (15-) English is native) 12 BODY 4 11- 2 CK: Millennium City 11- 20 INT 10 13- PER Roll 13- 1 CK: Washington, D.C. 8- 15 EGO 10 12- ECV: 5 2 KS: Superhuman World 11- 20 PRE 10 13- PRE Attack: 4d6 3 Mechanics 13- 14 COM 2 12- 2 PS: Play Chess 11- 2 SS: Chemistry 11- 5 PD 2 Total: 20 PD (15 rPD) 3 SS: Physics 13- 5 ED 2 Total: 20 ED (15 rED) 3 Systems Operation 13- 3+2* SPD 18 Phases: 4, 8, 12 3 Teamwork 12- (14-) (3, 5, 8, 10, 12) 1 TF: V-Jet 8 REC 4 30 END 0 Total Powers & Skill Cost: 209 Total Characteristic Cost: 141 35 STUN 7 Total Cost: 350 *: OIF (Powered Armor; -½) †: No Figured Characteristics (-½) 200+ Disadvantages 10 DNPC: Wendy Brooks (the Champions’s Movement: Running: 6”/12” housekeeper) 8- (Normal) Leaping: 8”/16” 20 Hunted: Mechanon 8- (Mo Pow, NCI, Flight: 20”/40” Capture) 20 Hunted: VIPER 8- (More Pow, NCI, Capture) Cost Powers END 10 Hunted: Lazer 8- (As Pow, Capture) 20 Power Pack: Endurance Reserve 20 Psychological Limitation: Fearlessly Heroic; (150 END, 15 REC); OIF (-½) 0 Risks His Life Even In Obviously Lethal Situ- 40 Weapons Array: Multipower, 60-point ations (Very Common, Strong) reserve; all OIF (Powered Armor; -½) 20 Psychological Limitation: Code Versus Kill- 4u 1) Electric Blast: EB 12d6; OIF (-½) 6 ing (Common, Total) 4u 2) Pulse-Blast: EB 8d6, Autofi re 10 Psychological Limitation: Must Live Up (5 shots; +½); OIF (-½) 6 To Family Reputation For Achievement 1u 3) Overload Blast: RKA 3d6; OIF (-½), (Uncommon, Strong) Increased Endurance Cost (x4 END; -1½), 15 Reputation: do-gooder superhero who’ll Activation Roll 14-, Burnout (-¼) 16 help anyone, 14- 4u 4) Focused EMP Pulse: Dispel 16d6, any 15 Social Limitation: Secret Identity (James Electricity power one at a time (+¼); Harmon IV) (Frequently, Major) OIF (-½) 6 10 Social Limitation: Famous (Frequently, Minor) 3u 5) Electro-Bolos: Entangle 6d6, 6 DEF; OIF (-½), 12 Charges (-¼) [12] Total Disadvantage Points: 350 Champions 183

Background/History: James Harmon IV, scion of what evils the world holds, and because of that he the wealthy Harmon family of New York City, takes his role as a superhero, and as leader of the grew up surrounded by the portraits and memoirs Champions, very seriously. He considers himself a of his famous ancestors: the fi rst James Harmon, role model and conducts himself accordingly. His who explored the wilds of Africa and began the attitude and achievements have inspired respect family fortune in the mid-nineteenth century; and admiration among millions of people (even his son James II, a fearless member of Eliot Ness’s Nighthawk), and he takes advantage of that to lead “Untouchables” during Prohibition, and a crime- charity drives and help other causes... when he’s not fi ghter on his own later into the 1930s; and James saving the world from alien invaders or Mechanon. III, his father, the World War II Ranger who earned Given his good looks, poise, the Congressional Medal of Honor and later self-confi dence, and reputa- quintupled the family fortune by turning Harmon tion, it’s no surprise James Industries into a top-notch defense contractor. attracts the attention of a His father made it quite clear he expected James lot of women — includ- to establish a similar record of accomplishment ing his teammates Sap- — “to give back to others of what you’ve so richly phire and Witchcraft , received — intelligence, money, and strength.” and the Champions’s But James didn’t feel very heroic. All he really housekeeper Wendy Brooks. liked to do was putter around with electronics and What is surprising is that he computers. He’d built his fi rst computer when he seems completely oblivious to was 13, and he thought for a while he could make it. He’s not one of those anti- the world a better place, and satisfy his father, social heroes who relates best to with some sort of astounding technological break- machinery; he genuinely likes through. people. But Th en, when he was 18, he watched in horror he’s so as a battle between superhumans destroyed the city wrapped of Detroit. Something about that event awakened up in his in him fi res of bravery and determination he’d mission never known he possessed. Th ere were people like that he Destroyer and his allies in the world, and someone overlooks had to fi ght them. Th at was how to be a hero today things like the — you had to stand up to the forces of evil threat- possibilities of romance... at ening the world. least for now. And the best way for him to do that, he fi g- Despite his accom- ured, was to put his technological skills to work. plishments, James continues Inspired by other heroes, he began building a suit to feel the burden of living of powered armor equipped with the best systems up to his famous ancestors. his genius could design and his father’s money It doesn’t help that his need could pay for. It took several years, but he fi nally to maintain a secret identity (to fi nished it. Christening himself Defender, he began protect his family) prevents him a one-man battle against the supervillains of New from claiming credit for what York, scoring several notable victories. But he suf- he’s done. As a result, his father fered one terrible defeat, at the hands of a group of and mother think of him as a VIPER villains, that badly shook his confi dence. playboy and disappointment, Deciding he needed a change, and some help, even though he’s already put all of James packed up his armor and moved to Millen- his ancestors to shame. nium City, already a hotbed of superhuman activity. Although one of his teammates is a Since the city as yet lacked a superteam of its own, powerful mystic, Defender refuses to believe and James had learned from harsh experience he in magic. He’s convinced there’s a rational, couldn’t fi ght all the villains by himself, he put out scientifi c explanation for the abilities of the word he was looking to form a team of heroes people like Witchcraft and Dark Seraph. to protect the city, and the world. A few weeks later, Powers/Tactics: Although Defender is his new team, the Champions, was founded, and he smarter, tougher, and faster than the aver- has led it ever since. age person (not to mention a gift ed Personality/Motivation: James Harmon IV — or inventor), his “superpowers” all Defender, as he’s better known to the world at large come from his suit of powered — is the living, breathing embodiment of the word battlearmor. A marvel of modern “hero.” He gives of himself unstintingly, taking on technology, it provides far more than just protec- any mission to combat evil or save the helpless. He’s tion. His weapon array, including several diff erent absolutely fearless, caring nothing for the danger- types of electric blasters, allows him to dish out ousness of a situation if only he can do something more damage than your average platoon, and his helpful. boot-jets give him air combat capability with a Although Nighthawk sometimes describes high degree of maneuverability. James is constantly him as “naive,” in truth Defender knows well tinkering with the suit, fi nding ways to improve its performance or adapt it for specifi c situations. 184 HERO SYSTEM 5TH EDITION

In battle, Defender usually prefers his Electro- 1 AK: Malva 8- bolos, which can restrain many opponents without 2 AK: Dorvala (Phi Cassiopeia IV) 11- harming them. If they don’t work, his Electric Blast 2 CK: Millennium City 11- is his fi rst option for single foes, or his Pulse-Blast 1 KS: Superhuman World 8- for groups — unless his opponent has electrical 2 Language: English (fl uent conversation; Per- powers, in which case he’ll try his EMP Pulse. Only seid is native) in the most desperate situations does he use his 2 Language: Malvan (fl uent conversation) Overload Blast; he has a deep respect for all life 2 Navigation (Space) 12- (even that of supervillains), and risks his full power 1 PS: Etch-Sculpting 8- only when it’s absolutely necessary. 1 PS: Perseid Soldier 8- Appearance: Defender’s powered armor has a black 2 PS: Superhuman Gladiator 11- framework, golden helmet, gauntlets, and boots, 1 Tactics 8- and blue breastplate, belt/trunks, and thigh- and 3 Teamwork 13- armbands. Out of his armor, James Harmon is a tall, 3 TF: And Space Vehicles, V-Jet dark-haired man who looks like he’s in his early 30s, 2 WF: Perseid Small Arms with a sort of casual handsomeness many women fi nd irresistible. He favors “dressy casual” clothes. Total Powers & Skill Cost: 133 Total Cost: 350 IRONCLAD Val Char Cost Roll Notes 200+ Disadvantages 60 STR 50 21- Lift 100 tons; 12d6 [6] 20 Hunted: Firewing 8- (Mo Pow, Kill) 20 DEX 30 13- OCV: 7/DCV: 7 25 Hunted: VIPER 8- (Mo Pow, NCI, Capture) 30 CON 40 15- 20 Physical Limitation: Weighs 2,000 Kilograms 20 BODY 20 13- (All Th e Time, Greatly Impairing) 13 INT 3 12- PER Roll 12- 10 Physical Limitation: Knows Little Of Earth 12 EGO 4 11- ECV: 4 Culture (Frequently, Slightly Impairing) 20 PRE 10 13- PRE Attack: 4d6 20 Psychological Limitation: Code Versus Kill- 12 COM 1 11- ing (Common, Total) 20 Psychological Limitation: Overconfi dence 25 PD 13 Total: 25 PD (20 rPD) (Very Common, Strong) 28 ED 22 Total: 28 ED (20 rED) 10 Reputation: destructive and dangerous, 11- 5 SPD 20 Phases: 3, 5, 8, 10, 12 15 Social Limitation: Public Identity (Ironclad, 20 REC 4 alien superhero) (Frequently, Major) 60 END 0 10 Vulnerability: 2 x STUN from Magnetic 65 STUN 0 Total Characteristic Cost: 217 Attacks (Uncommon)

Movement: Running: 6”/12” Total Disadvantage Points: 350 Leaping: 20”/40” Background/History: Far from Earth, orbiting the star Phi Cassiopeia, is the world Dorvala. Similar Cost Powers END to Earth in many ways, it is the homeworld of 15 Gladiator’s Eye: Find Weakness 12- with the Dorvalan, or Perseid, Empire, a government Punch 0 encompassing several star systems. Th e Dorvalans, 20 Ironclad Perseid Physiognomy: Damage though not possessing powerful faster-than-light Resistance (20 PD/20 ED) 0 drives, have by the Earth year 2000 AD developed 9 Iron Body: Life Support (Safe primitive FTL capability — enough to settle nearby Environment: Low Pressure/Vacuum, systems and begin interacting with the greater High Pressure, High Radiation, Intense galaxy. Cold, Intense Heat) 0 One of the prides of the Dorvalan people 5 Iron Skin: Lack Of Weakness (-5) for is their military, an institution with centuries of Resistant Defenses 0 honorable traditions and accomplishments to its 5 Perseid Eyes: Sight Group Flash Defense credit. Inspired by love of his people and his world, (5 points) 0 a young Dorvalan named Drogen Lar joined up. 14 Iron Body: Knockback Resistance -7” 0 He underwent the basic training given to all mili- 8 Super-Strong Legs: Leaping +8” tary personnel, with an eye to becoming one of the (20” forward, 10” upward) 1 feared Dorvalan Space Marines. But he soon found 6 Bracer Communicator: Radio Perception/ himself assigned to such glamorous postings as the Transmission; OIF (-½), Flashed As quartermaster’s offi ce and the machine shop. Hearing Group As Well As Radio With his natural intelligence, he soon worked Group (-¼) 0 his way up to a slightly better position as a lab assis- tant at one of the military’s starship engineering Skills yards, where he helped a group of scientists trying 20 +4 Hand-To-Hand to develop a new alloy for starship hulls. One day, while he was adjusting some smelting equipment, 3 Climbing 13- it inexplicably exploded, showering his body with 3 Combat Piloting 13- molten experimental alloy. But something even Champions 185 more unusual happened — instead of burning him inhabitants called Earth. to death, the alloy melded with his cellular struc- Lar’s approach did not go unnoticed. His ship ture, literally transforming him into man of living was detected shortly aft er it entered Earth’s solar metal! system. Although no superhumans were able to While he was recovering from the incident stop him from crashing into Lake St. Clair not far in a military hospital, Lar received a visit from a from Millennium City, fi lm of him wading ashore group of admirals. Th ey explained to him that his was widely broadcast, and newsmen’s frequent transformation hadn’t exactly been an accident. comment that he looked like “an ironclad cutting His physical profi le showed that his cells might through the waves” soon earned him his nom de react as they did to the experimental metal, so the guerre. Before long, he was fi ghting crime admirals arranged for him to get the lab job alongside the heroes who’d tried and then suff er the “accident” in the hopes to stop his crash. He found this of creating a Dorvalan super-soldier. Th ey new pursuit not only exciting, expected him to be grateful and get right but morally benefi cial (unlike back to work. gladiatorial fi ghting). Seeking Instead, Lar was furious. He expressed a permanent group of friends disgust for what they’d done and how they’d and teammates to work and live done it. Unwilling to continue to serve leaders with, he responded to Defender’s so callous as they, he stormed out of the hos- invitation and joined his new team, the pital and deserted. Stealing a ship, he headed Champions. for a strange world called Malva, where he’d Personality/Motivation: Although not heard that super-powerful beings were Human, Ironclad possesses in large mea- pitted against each other in gladi- sure a strong dose of what’s called atorial contests for rich rewards. “humanity.” He is kindhearted and When he fi nally arrived noble, always sympathetic to those at Malva some years later, in need or who require the assis- he learned the rumors tance of one such as himself. were true. His great When not fi ghting alongside strength and resilience his teammates, he oft en uses made him one of the his awesome strength to help most powerful gladiators, build clinics and shelters for the but by no means the most poor. powerful; for the fi rst time Like many superhumans with since his transformation, he great strength and resilience, Ironclad has a found himself challenged, some- sense of confi dence sometimes bordering times even bested. Among the greatest on braggadocio. He doesn’t think anything of his rivals in the arena were two other can really hurt him, and that sometimes beings of great power, a Malvan named leads him to stick his neck out a little Ariax Th one, and a being from the far further than he should. Even hard les- side of the galaxy who called himself sons learned at the hands of Mechanon Tren Tarrec Dazeur. and his old nemesis Th one (now the As time went on, the duels in supervillain Firewing on Earth) have not the arena became bloodier and cured him of this tendency. bloodier, all to satisfy the whims Believing himself stranded on of the Malvans and their Earth for the rest of his life, Ironclad is Phazor, or High King. Lar soon extremely curious about his new home- became disgusted with it all, world. Although he remains largely unfa- the moreso because he came miliar with Earth culture, he is slowly to despise his rivals — Th one learning about Humans and their ways. pretended to be honorable, Unfortunately, all too much of his but found subtle methods learning comes from television. to cheat his way to vic- tory when necessary, and Powers/Tactics: Ironclad is Dazeur was arrogant a Dorvalan, or “Perseid” in and condescending, lord- ing over all common Human parlance. He whom he defeated. But Lar was trapped; the comes from the fourth planet orbiting Phi Cassio- Phazor would not let any of his gladiators depart peia, a star 200,000 times brighter than Sol. Perseids Malva. are far more resistant to energy and radiation than At long last, an opportunity to escape arose, Humans, and have a special ocular membrane and he took it. Stealing a small starship, he made which protects their eyes from bright light. his way off Malva — only to fi nd that his under- In addition to his natural gift s, Ironclad pos- standing of the Malvan tongue was not enough for sesses great powers as a result of the “accident” that him to use their advanced navigational equipment melded his fl esh with an unusual experimental properly. Flying out of control across the galaxy, he alloy. Strong enough to lift a hundred tons, and chanced to crash-land on a primitive blue world its able to resist most forms of attack without suff er- 186 HERO SYSTEM 5TH EDITION

ing harm, he is a classic “brick.” Like most bricks NIGHTHAWK he excels at hand-to-hand combat, but he has a few Val Char Cost Roll Notes additional skills, like the ability to pilot spacecraft , 20 STR 10 13- Lift 400 kg; 4d6 [2] that most superhumans lack. 25 DEX 45 14- OCV: 8/DCV: 8 Unfortunately, having a quasi-metallic body 20 CON 20 13- also causes him some problems. First, it renders 15 BODY 10 12- him unusually vulnerable to attacks based on mag- 23 INT 13 14- PER Roll 14- netic force — a weakness Mechanon, among others, 18 EGO 16 13- ECV: 6 has exploited. Second, it makes him unusually 28 PRE 18 15- PRE Attack: 5½d6 heavy. He weighs 2,000 kilograms, which makes it 10 COM 0 11- diffi cult or impossible for him to go onto the upper fl oors of buildings, ride in normal vehicles, or even 8 PD 4 Total: 18 PD (10 rPD) walk down the street without leaving “footprints” in 6 ED 2 Total: 16 ED (10 rED) asphalt and concrete. Not for nothing does he have 6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 a reputation as destructive. 8 REC 0 In combat, Ironclad is a little cannier than 40 END 0 most bricks, thanks to his years in the Malvan 35 STUN 0 Total Characteristic Cost: 163 arena. He oft en Holds his Action, allowing his opponent to attack fi rst (maybe several times) so he Movement: Running: 9”/18” can assess their weaknesses before he strikes. When Swinging: 15”/30” he does hit, he hits hard and accurately, though he Leaping: 7”/14” oft en Pulls his Punch until he knows an opponent can tolerate a full-strength blow. Cost Powers END In his spare time, Ironclad enjoys watching Martial Arts: Kung Fu television and movies, attending cultural events, Maneuver OCV DCV Notes and otherwise learning about Earth and her peo- 4 Block +2 +2 Block, Abort ples. He also indulges in a Perseid artform called 4 Dodge — +5 Dodge all “etch-sculpting,” in which the artist uses his hands attacks, Abort to mold, and etch designs in, various soft materi- 4 Knife Hand -2 +0 1d6+1 HKA als. For Ironclad, “soft ” materials include things like (2½d6 with STR) granite and steel, resulting in some unusual pieces 4 Punch/Kick +0 +2 10d6 Strike of art (oft en highly sought aft er by collectors; he 3 Th row +0 +1 8d6 +vel/5, sometimes auctions them for charity). Target Falls Appearance: Standing nearly seven feet tall and 4 Tien-hsueh Strike -1 +1 4d6 NND (1) with a build to match, Ironclad would dominate 16 +4 Damage Classes (already added in) nearly any situation even if he weren’t obviously 6 Left Bracer/Mask Radio: HRRP; OIF (a) from another planet and (b) made of metal. His (-½), Flashed As Sight And Hearing metallic body preserves his Perseid features, includ- Group As Well As Radio Group (-½) 0 ing the small, symmetrical rows and knobs on top 10 Right Bracer (Linegun): Swinging 15”; of his head and shoulders. He wears the typical OIF (-½) 1 garb of ancient Perseid wrestlers, a kilt-like gar- 20 Combat Vest: Armor (10 PD/10 ED); ment with a sort of bandolier over his right shoul- OIF (-½) 0 der, both colored red with gold trim. He also wears 3 Mask Lenses: Infrared Perception matching red bracers and sandal-like boots. (Sight Group); OIF (-½) 0 20 Utility Belt: Multipower, 30-point reserve; OIF (-½) 1u 1) Billy Club I: HA +2d6; OAF (-1), Hand-To-Hand Attack (-½) 1 1u 2) Billy Club II: EB 6d6; OAF (-1), 1 Mutant Ice Scream!? Recoverable Charge (-1¼) [1rc] ‘Those jerks from the IHA tried to shoot me! I don’t care what 1u 3) Mini-Camera: Eidetic Memory; they tell you, the Institute is NOT OAF (-1), Visual Images Only (-½) 0 just a bunch of lobbyists — they 1u 4) Mini-Recorder: Eidetic Memory; want to kill all those mutants, maybe all us OAF (-1), Sound Only (-½) 0 superhumans. I don’t know why they’re after 1u 5) Smoke Pellets: Darkness to Sight me. I’m not a mutant. I got my powers eating Group 2” radius; OAF (-1), 8 Continuing ice cream made with milk from genetically- Charges lasting 1 Turn each (removed by altered cows. Maybe they should go shoot the winds or rain; -0), Range Based On cows or something.’ STR (-¼), Limited Eff ect (Normal — Icicle on the Institute for Human Advancement Sight only; -¼) [8cc] 1u 6) Flash Pellets: Sight Group Flash 6d6; OAF (-1), 6 Charges (-¾), Range Based On STR (-¼) [6] 1u 7) Th ermite Pellets: RKA 1d6, Armor Piercing (+½), Area Of Eff ect (One Hex; Champions 187

+½); OAF (-1), 6 Charges (-¾), Range 15 Hunted: organized crime boss of the week Based On STR (-¼) [6] 8- (As Pow, NCI, Capture/Kill) 1u 8) Sleep Gas Pellets: EB 3d6, NND 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) (defense is LS: Self-Contained Breathing; 15 Hunted: Mechassassin 11- (As Pow, Kill) +1); OAF (-1), 6 Charges (-¾), Range 20 Psychological Limitation: Overconfi dence Based On STR (-¼) [6] (Very Common, Strong) 1u 9) Th rowing Blades: HKA ½d6 (1d6+1 20 Psychological Limitation: Obsessed With w/ STR), Ranged (+½); OAF (-1), 6 Crimefi ghting (Very Common, Strong) Recoverable Charges (-¼), Range 10 Reputation: reckless vigilante, 11- Based On STR (-¼) [6rc] 5 Rivalry: Professional (with Defender) 1u 10) Weakness Darts: Drain STR 2d6, 15 Social Limitation: Secret Identity (Mark Ranged (+½); OAF Fragile (poisoned Whitaker) (Frequently, Major) darts, poison is easily washed off or spoiled; -1¼), Must Target Non-Armored Total Disadvantage Points: 350 Hit Locations (-¼), 6 Charges (-¾) [6] Background/History: Some men are born to hero- 1u 11) Rebreather: Life Support (Expanded ism. Others have heroism thrust upon them. Breathing: Breathe Underwater); OAF Mark Whitaker was a college student who (-1), 1 Continuing Fuel Charge seemed to have it all. Handsome, athletic, and (1 Hour; -0) [1cc] popular, he was also academically gift ed; even while 1u 12) Monocular: +6 versus Range he was an undergraduate, his projects in computer Modifi er for Sight Group; OAF (-1) 0 science attracted attention from both scientists and 6 Athletic: Running +3” (9” total) 2 major corporations. His future seemed as bright as 3 Athletic: Leaping +3” (7” forward, 4” could be. upward) 1 But fate, for better or worse, intervened. One day while he was heading into the computer sci- Perks ences building, VIPER attacked, intending to steal 3 Money: Well Off some valuable electronic components the depart- ment had recently received. Unwilling to stand by Skills and do nothing, Mark charged into the fray, taking 10 +1 Overall down two VIPER agents before being caught in the explosion of a grenade and knocked unconscious. 3 Acrobatics 14- He woke up in the hospital, his face heavily 3 Breakfall 14- bandaged. He soon learned he’d foiled part of the 3 Climbing 14- robbery, but the VIPER agents had gotten away 3 Computer Programming 14- with most of what they came for, and the police 3 Contortionist 14- had no idea how to fi nd them or solve the crime. 3 Criminology 14- And the grenade explosion had badly scarred his 3 Demolitions 14- face — not enough to render him hideously ugly, 3 Electronics 14- but certainly enough to mar his once-handsome 3 Interrogation 15- features forever. 2 CK: Millennium City 11- As he lay in his hospital bed convalescing, 2 KS: Espionage World 11- Mark’s mind seethed with anger. He wasn’t so upset 1 KS: Military/Mercenary/Terrorist World 8- about his injuries as he was about the injustice of 2 KS: Millennium City Underworld 11- the whole situation. What kind of society did he 2 KS: Superhuman World 11- live in where thugs like VIPER could steal peoples’ 3 Lockpicking 14- work and get away scot-free? It wasn’t right. 3 Security Systems 14- By the time he was released from his doc- 3 Stealth 14- tors’ care, Mark was a changed man. Gone was the 3 Streetwise 15- happy-go-lucky academic star, replaced by a man 3 Systems Operation 14- driven to fi ght injustice and evil. Dropping out 3 Teamwork 14- of school, living on money from a few inventions 1 TF: V-Jet he’d already patented, Mark set out to right the wrongs of the world. He trained himself relent- Total Powers & Skill Cost: 187 lessly in crimefi ghting disciplines ranging from Total Cost: 350 criminalistics to martial arts to infi ltration, taking time off only to design special devices to help him 200+ Disadvantages accomplish his mission. Within two years, there 10 DNPC: Julie Morgan (crime reporter, girl- was a new crimefi ghter on the street who called friend) 8- (Normal; Useful Noncombat himself Nighthawk. A shadow in silver and black, Position; Unaware of character’s Social he swooped down upon criminals and beat them Limitation: Secret Identity) senseless, soon earning a reputation for his inten- 5 Distinctive Features: scars on face (Easily sity... and brutality. Concealed; Noticed and Recognizable) But he learned there were threats he couldn’t 15 Enraged: when takes BODY damage in handle alone. He could handle street scum, but all combat (Common), go 8-, recover 11- the training in the world wasn’t enough to let him 188 HERO SYSTEM 5TH EDITION

triumph over the likes of Devasta- rival, both for leadership of the team, and as an tor, Firewing, or Mechanon. He inventor and engineer. Defender is aware of needed allies. When he heard Nighthawk’s attitude, but doesn’t share it; Defender’s call to form a new he’s content to lead by example, and doesn’t superteam, he responded at care whether he or Nighthawk knows the once. most about electronics. Today, Nighthawk is per- Powers/Tactics: Nighthawk is a naturally haps the most dedicated member gift ed athlete and fi ghter who trains intensely to of the Champions — though also the one with keep himself in top physical form. He’s studied the poorest reputation in the martial arts with several world-renowned mas- ters, and his reaction time and skill in combat are second to few. He’s also well-versed in many skills; he can analyze a crime scene, pick a lock, operate just about any type of computer or electronic system, and maneuver acrobati- cally. In addition to his natural skills, Night- hawk has built several devices to help him fi ght crime. Th e most important of these is his Combat Vest, a slim, high-tech chestpiece he wears. Interfacing with fi bers woven throughout his costume, it generates a low-level, invisible force fi eld to protect him from bul- lets, energy blasts, and other attacks. minds of the public. He maintains a He also wears two high-tech brac- secret identity, working as a freelance ers that cover most of both of his programmer/engineer, but spends most forearms; the left one contains of his time fi ghting crime, or preparing to. Th e communications technology, the others worry about him, afraid that he’ll carry his right one a linegun. Finally, he has one-man crusade too far, but he seems to be in compartments in his belt which hold a variety control of himself... for now. of small, useful devices, such as throwing blades, Personality/Motivation: Nighthawk is tough, intense, thermite pellets, and a monocular. and self-assured. He’s met few obstacles he couldn’t Nighthawk prefers to fi ght hand-to-hand, handle (either on his own, or with his teammates), using his martial arts skills and billy clubs, and he approaches his work with absolute confi - though he oft en opens the battle with a volley of dence. Even when he discovers that an opponent’s thrown weapons. When fi ghting large numbers too much for him to handle at fi rst, he withdraws, of foes, he oft en uses his Smoke Pellets and Mask develops a plan, and comes back to take his enemy Lenses to blind his foes while maintaining his down. He has no qualms about expressing his opin- own ability to see. When his regular attacks won’t ions or taking his own route if he feels his team- work, he usually resorts to surprise maneuvers to mates don’t know what they’re doing. gain an advantage. Given his obsessive nature, Nighthawk tends Appearance: Nighthawk’s costume is silver and to regard his fellow Champions as well-inten- black. Th e body stocking, full face mask, gloves, tioned but amateurish. He sees Sapphire as fl ighty, and hooded cape are black; his knee-length boots, Witchcraft as too shy, and Defender as naive. He bracers, belt and billy club holsters, and Combat hopes to open their eyes over time. Only Ironclad, Vest are silver. Th e Vest fi ts over his upper chest, with his military experience and stolid approach but is designed to be slim enough that it does not to getting the job done, seems to earn his respect impede his movement or distort the outline of his most of the time. body when he hides in the shadows. Although Nighthawk genuinely likes and admires Defender, he sees him as something of a Champions 189

SAPPHIRE ing (Common, Total) Val Char Cost Roll Notes 15 Social Limitation: Public Identity (Corazon 15 STR 5 12- Lift 200 kg; 3d6 [1] Eldora “Corrie” Valenzuela) (Frequently, 23 DEX 39 14- OCV: 8/DCV: 8 Major) 23 CON 26 14- 10 Susceptibility: to hard radiation, 1d6 damage 10 BODY 0 11- per Turn (Uncommon) 12 INT 2 11- PER Roll 11- 10 Vulnerability: 2 x STUN from Light-Based 14 EGO 8 12- ECV: 5 Attacks (Uncommon) 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- Total Disadvantage Points: 350 Background/History: Corazon Valenzuela — 9 PD 6 Total: 21 (12 rPD) “Corrie” to her friends — has never known what 12 ED 7 Total: 24 (12 rED) it was like to be ordinary. Her earliest memories 6 SPD 27 Phases = 2, 4, 6, 8, 10, 12 are of singing, and being praised for her superb 9 REC 2 singing voice. As she grew into a beautiful young 60 END 7 woman, she began recording professionally, and 35 STUN 5 Total Characteristic Cost: 154 soon her name and voice were known all over America, and then the world. She was what she’d Movement: Running: 6”/12” always wanted to be, a star! Flight: 15”/30” But she was more gift ed than she knew. When she was 17, one of her concerts was Cost Powers END attacked by a group of supervillains who wanted 60 Sapphire Energy Powers: Multipower, 60- to take her hostage and get a big ransom for her. point powers Under the stress, her mutant powers of energy 6u 1) Power Bolt I: Energy Blast 12d6 6 manipulation manifested themselves, and before 6u 2) Power Bolt II: Energy Blast 8d6, she knew what she was doing she’d blasted the Reduced Endurance (0 END; +½) 0 villains into unconsciousness. 6u 3) Sapphire Bolt: Sight Group Flash 12d6 6 If she thought she received lots of media 5u 4) Combination Bolt: Energy Blast 8d6 attention before, now she learned what it was plus Sight Group Flash 4d6, Linked (-½) 6 really like to be under the glare of constant scru- 6u 5) Stun-Bolt: Energy Blast 6d6, NND tiny. A superstar superhero — who could resist it? (defense is ED FF; +1) 6 At fi rst Corrie rebelled against the idea, wanting 36 Force Shield: Force Field (12 PD/12 ED), to remain just a singer, but the more she thought Reduced Endurance (0 END; +½) 0 about it, the more she liked the idea of being a 45 Power-Riding: Flight 15”, Reduced superheroine. It was sort of like an extension of Endurance (0 END; +½) 0 the charitable foundations she’d set up; it was a way of helping people. Perks Before long, Corrie, rechristening herself 5 Money: Well Off “Sapphire” because of the blue color of her energy powers, was fi nding time to fi t crimefi ghting into Skills her already hectic schedule. Th at only increased 3 Conversation 14- her fame, but she decided she wanted to spend 3 High Society 14- more time crimefi ghting — it was incredibly 2 Language: English (fl uent conversation; exciting (when it wasn’t terrifying) — and even Spanish is native) more rewarding than being a rock star. When 3 PS: Singer 14- she heard about Defender wanting to form a new 3 PS: Singing 14- superteam in Millennium City, she was the fi rst 3 Seduction 14- to sign up. 3 Teamwork 14- Personality/Motivation: Of all the Champions, 1 TF: V-Jet Sapphire is the most outgoing, and the one who seems the least serious. She’s been a major media Total Powers & Skill Cost: 196 star for years (and still is), and she enjoys living Total Cost: 350 the rock ‘n’ roll high life. She spends a lot of time being squired around to the most fashionable 200+ Disadvantages places in the world by the most handsome bach- 15 DNPC: boyfriend of the week 11- (Normal) elors in the world, appearing in movies, perform- 10 Distinctive Features: Mutant (Not Conceal- ing at concerts, and recording new albums. She’s able; Always Noticed; Detectable Only By used to showing herself off , and she does so as a Unusual Senses) superheroine as well as a performer. More than 25 Hunted: Mechanon 8- (Mo Pow, NCI, Cap- once she’s pulled some fl ashy stunt in a super- ture) battle that looked great on camera, but didn’t 25 Hunted: VIPER 8- (Mo Pow, NCI, Capture) accomplish much in the fi ght — or even put her 20 Psychological Limitation: Showoff (Very in danger. But hey, it’s all in a day’s work for a star, Common, Strong) right? 20 Psychological Limitation: Code Versus Kill- 190 HERO SYSTEM 5TH EDITION

Although she’s well known (and in some cir- Appearance: Sapphire’s beautiful face, with deep cles condemned) for “fl aunting her sexuality,” she brown eyes and framed by her straight black has a way of doing so that seems to please, rather hair (usually worn long and tied back), is known than off end, most people. Regardless of how she to people all over the world from her concerts, carries herself or acts, there’s something “nice” music videos, television and movie appearances, about her that nothing can sully. and charity work. In public as a celebrity, she While Corrie loves the spotlight and doesn’t dresses provocatively, but always at the height of want to be anywhere else, there is a small part fashion, oft en setting trends for others to follow. of her that would be happy just to settle down As a superheroine, she oft en tries diff erent cos- and live a quiet, normal life. Th at’s not likely to tumes depending on her mood, but usually wears happen anytime soon, but it does sometimes tight-fi tting blue clothes, accessorized with a manifest in her spending an ordinary Sunday at blue-black short leather jacket, black high-heeled home reading, or going for long walks by herself. boots, and black gloves. Around her neck she Sapphire has been courted by some of the oft en wears a choker with one of her namesake most eligible men on the planet, and while she gems; it sometimes sparkles and glows when she fi nds most of them intriguing, none of them uses her powers, leading some to consider it their has really caught her interest — until she met source. Defender. Something about him really attracts her, even if he doesn’t seem to WITCHCRAFT notice it or pick up on her Val Char Cost Roll Notes little hints and double enten- 10 STR 0 11- Lift 100 kg; 2d6 [1] dres. Th is strains her friend- 20 DEX 30 13- OCV: 7/DCV: 7 ship with Witchfi re a little, 18 CON 16 13- but the two of them still spend 10 BODY 0 11- a lot of time together. 18 INT 8 13- PER Roll 13- 23 EGO 26 14- ECV: 8 Powers/Tactics: Sapphire 20 PRE 10 13- PRE Attack: 4d6 is a mutant with abilities 18 COM 4 13- of energy generation and projection. Physiologi- 4 PD 2 Total: 14 PD (10 rPD) cal studies indicate that 7 ED 3 Total: 17 ED (10 rED) her cells seem to function 5 SPD 20 Phases: 3, 5, 8, 10, 12 as “biological batteries,” 8 REC 4 absorbing energy from 36 END 0 sunlight, motion, and 30 STUN 6 Total Characteristic Cost: 129 other sources which Sapphire instinctively Movement: Running: 6”/12” converts and releases Flight: 15”/30” to cause various eff ects. She can fi re Cost Powers END bolts of energy, 60 Greater Witcheries: Multipower, 60-point protect her- reserve self with a 6u 1) Witchfi re: Energy Blast 9d6, Reduced force fi eld, Endurance (½ END; +¼) 2 and even 6u 2) Fascination: Mind Control 9d6, use her Reduced Endurance (½ END; +¼) 2 powers to fl y. 6u 3) Glamour: Mental Illusions 9d6, Unfortunately, her mutant physiology Reduced Endurance (½ END; +¼) 2 is unusually sensitive to radiation 6u 4) Irresistible Slumber: Ego Attack 6d6 6 (which can cause her severe harm) 6u 5) Terrors Of Th e Dark: Drain PRE 4d6, and vulnerable to attacks based on light Ranged (+½) 6 (they somehow “polarize” her cellular 4u 6) Man Into Frog Spell: Major Transform structure, causing her powers to 4d6 (humans into frogs, heals back if feed back on themselves and hurt her). target is kissed by royalty of the opposite Her powers manifest with a sapphire-blue gender or Witchcraft voluntarily “dispels” color, hence her name. the magic); Limited Target (humans; -½) 6 In combat, she usu- ally opens up 15 Helpful Witcheries: Elemental Control, with her Sapphire Bolt or Combina- 30-point powers tion Bolt, fi nding it’s easier to fi ght 15 1) Shield Of Sorcery: Force Field most supervillains when they can’t (10 PD/10 ED), Reduced Endurance see. Th en she follows up with a Power (0 END; +½) 0 Bolt. Th at’s about the extent of her tactical 15 2) Wings Of Th e Wind: Flight 15” 3 thinking, though Nighthawk and Ironclad are 39 Lesser Witcheries: Variable Power Pool both trying to teach her. (Magic Pool), 30 base + 15 control cost; Only Magic (-¼), Can Only Be Changed Champions 191

With Access To Spellbooks (-½) var HKA 1d6 (1½d6 with STR); OAF (-1), No 3 Magesense: Detect Magic 13-; Knockback (-¼) (total cost: 7 points) plus Concentration (0 DCV; -½) 0 HKA +1d6 (total of 2½d6 with STR); OAF (-1), No Knockback (-¼), Only Versus Evil Perks Mystic Beings (-1) (total cost: 5 points). Total 6 Contact: Th e Trismegistus Council 11- cost: 12 points.

Skills Spell Of Vitality: Since her spells consume much 6 +2 with Greater Witcheries Multipower energy, before she goes into combat Witchcraft oft en prepares this spell. 1 Cryptography 8-; Translation Only (-½) +40 END and +5 REC. Total cost: 30 points 3 High Society 13- 3 KS: Arcane & Occult Lore 13- Awareness: At most times, when she doesn’t need 2 KS: Demonology 11- her Lesser Witcheries for something else, Witch- 3 KS: Witchcraft 13- craft uses her spells to give herself the mystical 2 CK: Vibora Bay 11- ability to sense danger. 1 CK: Paris 8- 1 Language: French (basic conversation; Eng- Danger Sense (immediate vicinity, any danger) lish is native) 13-. Total cost: 30 points 1 Language: Latin (basic conversation) 2 PS: Painting 11- Seeming: With this spell, Witchcraft can alter her 3 Sleight Of Hand 13- outward appearance. 3 Stealth 13- Shape Shift (Sight Group; any humanoid form), 3 Teamwork 13- Imitation. Total cost: 30 points.

Total Powers & Skill Cost: 221 Shape: Witchcraft sometimes fi nds it Total Cost: 350 useful to take the form of small animals — birds, rodents, and the like — to travel unnoticed or spy 200+ Disadvantages on her enemies. She needs to learn a separate spell 10 DNPC: Sunshine (her black cat familiar) for any given form. 8- (Normal) 10 Distinctive Features: Mystic Aura (Not Multiform (any one animal form of up to 150 Concealable; Always Noticed; Detectable points). Total cost: 30 points. Only With Unusual Senses) 20 Hunted: Circle Of Th e Scarlet Moon 8- (Mo Background/History: Bethany Duquesne and Pow, NCI, Capture/Corrupt) her twin sister, Pamela, were raised in a seem- 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) ingly ordinary suburban home near Detroit. But 10 Hunted: Talisman 8- (As Pow, Kill) it wasn’t what it looked like — her parents were 20 Psychological Limitation: Code Versus Kill- witches devoted to the dark powers, and from ing (Common, Total) birth they groomed both girls to follow in their 15 Psychological Limitation: Underconfi dent; footsteps. While Pamela, a cruel and spiteful child, Affl icted With Self-Doubt (Common, Strong) took to the training readily, Bethany found it dis- 15 Social Limitation: Secret Identity (Bethany turbing. Bethany’s natural gift for magic was as Duquesne) (Frequently Major) great as or greater than Pamela’s, but she was too 20 Vulnerability: 2 x STUN from Ice/Cold kind-hearted and gentle to truly embrace all of (Common) her parents’ teachings. It was as if she rebelled by 10 Vulnerability: 1½ x BODY from Ice/Cold becoming a nice person. (Common) On their eighteenth birthdays, both girls were to be formally inducted into the Circle of Total Disadvantage Points: 350 the Scarlet Moon, the powerful coven their par- ents belonged to. Pamela spoke the oaths and EXAMPLE POWERS FOR LESSER performed the rituals exultantly, but when it was WITCHERIES VPP her turn, Bethany couldn’t do it. Horrifi ed by what she’d seen and heard, she turned and ran, using Voice Of Th e Mind: Witchcraft sometimes pre- her magics to fl ee her family forever. pares this spell when she expects a crisis or battle Aft er a year or two of almost aimless wander- to erupt, since it allows her to maintain constant ing, during which she used her magic to survive contact with all of her teammates. and remain safe, Bethany drift ed into Vibora Bay Mind Link, any eight minds at once. Total cost: and got a job there in a small bookstore. She used 30 points her powers once or twice to save an innocent person from peril, and found she enjoyed helping Athame: When facing demons, monsters, and others. Her activities attracted the attention of the other terrifying mystic foes for whom her Code Trismegistus Council, a brotherhood of benevo- Versus Killing does not apply, Witchcraft some- lent wizards who took her under their wing and times carries her enchanted silver dagger. furthered her training. 192 HERO SYSTEM 5TH EDITION

She remained with the Council for several stirrings of a romantic attraction for Defender, and more years, but eventually felt “a call” (as she puts this is causing a little bit of strain in her otherwise it) to return to Detroit — now Millennium City excellent relationship with Sapphire. She sometimes — where people needed her help. She journeyed chats with Defender in French, establishing a bond home and began putting her powers to good use, of common interest no one else on the team can choosing the name “Witchcraft ” as her nom du share. guerre. She fought crime informally for several Powers/Tactics: Witchcraft is a naturally gift ed years on her own. Aft er deciding she wanted to practitioner of the arts of magic. Although many get more involved in superheroing, she applied for of her spells are yet weak, her talent is enormous, membership in Defender’s new superteam, and soon and as her skill grows so will her power, until she became a member of the Champions. is one of the greatest spellcasters on Earth — or so Eager to reclaim one of her power, the Circle some members of the Trismegistus Council fore- of the Scarlet Moon continues to pursue Witchcraft , tell. Witchcraft has her doubts. oft en making her life very diffi cult. Even worse is her Witchcraft ’s favorite spells, which she relies sister, now the supervillainess Talisman, who rejected on the most in combat, are her Greater Witcheries the Council long ago to seek her own dark path. and Helpful Witcheries. She usually begins battle Talisman hates Witchcraft bitterly, and oft en seeks to with something relatively harmless (like Fascina- harm or kill her. But so far the only lasting harm she tion, Glamour, or Irresistible Slumber), escalating has infl icted is a curse that leaves Witchcraft vulner- to more dangerous forces only if she must. All able to spells of winter. Witchcraft has tried to fi nd a of her other spells are her Lesser Witcheries, of way to lift the curse, but so far without success. which she can only cast a few at a time. Personality/Motivation: Of all the Champi- Witchcraft oft en gestures and incants when ons, Witchcraft is the least outspoken or casting her spells, but she doesn’t have to — she’s outgoing. She’s somewhat shy, preferring just used to doing so. She’s perfectly capable of to remain in the background while the using any of her powers even when bound and fl ashier, more extroverted members of the gagged. group grab the spotlight. Part of this Appearance: Witchcraft is a beautiful young is just her nature, but part woman in her early 20s, with bewitching green derives from the self-doubt eyes and shoulder-length red hair. Her beauty and which constantly affl icts her. youth have led several opponents to underesti- Although she knows it’s mate her, to their quick chagrin. When engaged irrational, Witchcraft feels in superheroics, she wears a thigh-length teal- she is somehow “tainted” colored tunic with a deep (though not immodest) by her upbringing decolletage, long sleeves that fl air slightly at the and her parents’ evil wrists, and matching leggings, with a golden sash magics, and that she’s and slippers. Over it all she wears her hoodless not really worthy to be a witch’s cloak. On the inside it is the color of lapis superhero. At times this lazuli, a deep royal blue with gold fl ecks; on the causes her to hesitate outside it is black, embroidered in the center with when she should the Blood-Red Tree of Life. She fastens the cloak act decisively. about her shoulders with a golden chain whose (In game clasps are craft ed in the shape of crescent moons. terms, She conceals her identity with a minor glamour when- that makes those who see her face forget exactly ever what she looks like. Witch- craft is con- Defending PRIMUS fronted ‘I really admire the job the men with a and women of PRIMUS do. Day situation in, day out they’re out there, risking their lives to keep the where things citizens of the U.S. safe. They don’t have seem to be going superpowers, or battle armor, or magic spells wrong, she must suc- — just guts and determination.’ ceed with an EGO Roll or — Defender of the Champions waste a Phase doing nothing.) As her career with the Champions blossoms, she’ll no doubt gain the confi dence she needs (i.e., buy off this Psychological Limita- tion). Witchcraft has had little contact with men; she oft en seems a little disturbed by them (especially if they are loud or crude). Nevertheless she feels the Champions 193 TEAM RESOURCES

hanks to various members’ wealth, benefi ts Value Disadvantages PAYING FOR showered upon them by grateful govern- 10 DNPC: Wendy Brooks (the Champions’s THE TEAM’S ments, and donations from several altruistic housekeeper) 8- (Normal) RESOURCES Tprivate citizens, charities, and public corpo- 10 DNPC: Jeanine McGillicuddy (the In the campaign fea- rations, the Champions have plenty of resources to Champions’s receptionist) 8- (Normal) turing the Champions call upon besides their own superpowers. It’s a good 10 DNPC: Denise Dumont (government as PCs, the characters thing, too — it takes a lot to fi ght crime these days! watchdog) 11- (Normal, Useful did not have to chip Noncombat Position) in Character Points to cover the cost of Home- 10 Hunted: United States government 8- stead, SOCRATES, and HOMESTEAD (Mo Pow, NCI, Watching) the V-Jet. Instead, as 10 Hunted: UNTIL 8- (Mo Pow, NCI, Th e Champions headquarters, Homestead, is discussed on page 97, Watching) the GM gave them the located in Millennium City. Th e construction was 15 Publicly Known base and plane for free, funded partly by Defender and Sapphire, but mostly as a way of encourag- by donations from several charitable organizations Total Disadvantage Points: 65 ing them to form a and government grants. From the outside it resem- team and remain a Total Cost: 82/5 = 16 bles a three-story modernistic offi ce building in the team. Additionally, that middle of a well-manicured lawn. Inside, the base’s allowed him to create Homestead consists of three above-ground the NPCs for the base, facilities — the labs, the vault, the high-tech monitor- fl oors and two below-ground (all are roughly 15” x and establish certain ing equipment, the training room where Ironclad lift s 18”). Additionally, the roof functions as a landing relationships between weights — quickly reveal its true nature. pad for the V-Jet. Surrounding the building itself the team, the govern- ment, and various cor- HOMESTEAD are grounds which are mainly decorative, but also porations that he can Val Char Cost Notes include an area with a pool, tennis court, and other exploit later for story 20 BODY 18 recreational facilities. A thick hedge of yew trees purposes. 2,000” Size 24 -12 DCV shields the recreation area from prying eyes and In a campaign where 10 DEF 24 Total Characteristic Cost: 66 nosy reporters. the PCs had to pay for Th e fi rst fl oor mainly consists of public areas. these Perks, they’d each have to contribute 3 Abilities & Equipment A visitor always enters through the lobby, where Jeanine McGillicuddy, the Champions’s recep- Character Points toward Cost Power END the base, 5 toward 0 Location: City 0 tionist, greets them. Mrs. McGillicuddy has a SOCRATES, and 20 3 Grounds: 16,000 hexes 0 well-deserved reputation as a tough old battle-axe toward the V-Jet (with 5 Communications System: HRRP; who wouldn’t even back down for Firewing. She the GM graciously kick- OIF Immobile (-1½) 0 carefully preserves this reputation by not reveal- ing in the spare points where necessary). 5 Reference Library: KS: General ing to her employers that she spends her spare Knowledge 14- time fostering kittens for Millennium City Pet 13 Vault: +10 BODY and +10 DEF for a 50 Rescue. (Witchcraft ’s familiar, Sunshine the cat, has hex area; Partial Coverage (-2) 0 learned of this weakness... and the fact that Mrs. 7 Crime Lab: Criminology 11- McGillicuddy keeps a box of cat treats in her desk 7 Crime Lab: Electronics 11- drawer.) Th e fi rst fl oor also includes conferences 7 Crime Lab: SS: Physics 11- rooms, a lecture hall, cooking and eating facilities, 7 Weapons Lab: Weaponsmith (Firearms, and offi ces. Energy Weapons) 11- Th e second fl oor, to which access is restricted, 27 Sensors: Clairsentience (Sight and includes the team members’ rooms and several Hearing Groups), 16x Range (2,400”), guest bedrooms. Few visitors spend any time here. Reduced Endurance (0 END; +½); OAF Th e third fl oor, also restricted access, contains the Immobile (cameras and monitor station; laboratories, monitor/situation room, and some -2) plus Infrared Perception (Sight Group); space for expansion. OAF Immobile (same; -2), Linked (to Th e fi rst below-ground level is half parking Clairsentience; -½) plus Ultraviolet deck, half storage area. Th e Champions and their Perception (Sight Group); OAF staff park here, as do important visitors. Unex- Immobile (same; -2), Linked (-½) 0 pected visitors, delivery personnel, and the like park in the driveway. Total Abilities & Equipment Cost: 81 Th e second below-ground level, or “basement” Total Base Cost: 147 as the Champions call it, is the most restricted and 194 HERO SYSTEM 5TH EDITION

secure part of the base. Mostly it consists of a gymna- shaped like a rounded wedge, with two forward- sium and “danger room” suitable for the Champions pointing wings attached to either side of the body at to train and practice with their powers. Compared to the rear. Capable of vertical takeoff and landing, and more established superteams, the Champions don’t intended mainly for speed, it can reach approximately have advanced training facilities, but Defender has big Mach 10. Passengers are protected from the eff ect of plans to expand this part of Homestead. In another these velocities by a sophisticated internal force fi eld. part of the basement there’s a vault for storing danger- It carries enough concentrated fuel to fl y at full speed ous materials and anything the Champions want to for up to day. keep secure. If an enemy attacks the V-Jet, the Champions can fi ght back with twin blasters mounted on either side of the craft ’s nose. Hatches in the roof and fl oor also Champions Personnel allow fl ying members of the team to exit the vehicle Besides Mrs. McGillicuddy, the Champions have to do battle; low-level force fi elds allow them to exit several full-time employees. the craft without overly disrupting the fl ow of air over Wendy Brooks, a pert young lady who works for the body. the Champions as their housekeeper and cook, spends Typically Ironclad pilots the plane, which the most of her time on the fi rst fl oor, though her clean- manufacturers specially reinforced to carry his weight. ing duties take her throughout the building (except Defender, Nighthawk, and Sapphire are also trained for the below-ground levels). Wendy dreams of being to fl y “the ship” (as the team calls it), and Witchcraft a superhero herself someday (though she’d never intends to learn soon. admit it to her bosses), and is quick to drop whatever THE VJET she’s doing if she thinks she sees an opportunity to Val Char Cost Notes “help” the Champions. She spends her spare time 40 STR 0 Lift 6,400 kg; 8d6 HTH [0] working out, jogging, and studying criminology; she’s 20 BODY 4 developing a crush on Defender. 4”x2” Size 30 Mass 6.4 tons; -6 KB; -4 DCV Although not exactly an employee, Denise 6 DEF 12 Dumont works at Homestead as the Champions’s 25 DEX 45 OCV: 8/DCV: 8 liaison with the Department of Superhuman and 5 SPD 15 Phases: 3, 5, 8, 10, 12 Paranormal Aff airs and the federal government. Her Total Characteristic Cost: 106 presence results from a deal struck some time ago in which the Champions felt they needed national police Movement: Ground: 6”/12” authority to accomplish a mission, and the govern- Flight: 60”/480” ment wouldn’t grant it without a concession from them. Since Dumont was put in place to provide regu- Abilities & Equipment lar reports and intelligence, the Justice Department Cost Power END has been much more cooperative about granting the 195 Jet Engines: Multipower, 130-point Champions police powers when they need them. Th e reserve, 1 Continuing Fuel Charge for unspoken terms of the deal are that as long as the entire Multipower (1 Day; +½) [1cc] Champions submit to having Dumont as an “advisor,” 13u 1) Standard Flight Mode: Flight 60”, x8 the government won’t worry too much about work- noncombat ing with them; if that changes, the members’ lives as 1u 2) Supersonic Flight Mode: Flight 5”, crimefi ghters could become much harder. Despite her MegaScale (1” = 1 km; +¼) sometimes diffi cult working situation, Dumont is gen- 19 Radar Array: Radar (Radio Group), Dis- erally friendly and competent — but quick to invoke criminatory, Increased Arc Of Perception her implied authority if she feels the Champions are (360 Degrees), Telescopic (+14 versus trying to keep her away from something she needs to Range Modifi er); OIF Bulky (-1) 0 know about. She’s 32 years old, considered attractive 6 Communications System: HRRP; OIF by most people who know her, and has no romantic Bulky (-1) 0 interest in Defender (in fact, she can’t quite under- 27 Starboard Forward Blaster: RKA 3d6, 64 stand what the other women see in him). Charges (+½); OIF, Bulky (-1), Limited Arc Of Fire (60 degrees forward; -½) [64] THE V-JET 5 Port Forward Blaster: same as Starboard Forward Blaster [64] Th e Champions oft en have to travel to other 10 Sealed Environment: Life Support states or countries in situations when time is of the (Self-Contained Breathing) 0 essence. In these situations, they have a powerful, 15 Structural Enhancements: +20 STR, high-tech aircraft , the V-Jet, to ride in. Th e V-Jet was Reduced Endurance (0 END; +½); Only funded partly by Defender, but mostly by several To Increase Lift ing Capacity (-1) 0 aerospace fi rms based in or near Millennium City who donated time, expertise, and materials toward the Total Abilities & Equipment Cost: 291 project. Total Vehicle Cost: 397 Th e V-Jet takes its name from its shape, and Value Disadvantages citizens oft en recognize it because it’s appeared in 15 Social Limitation: Publicly Known so many news reports. It consists of a central body (Frequently, Major) Champions 195

Total Disadvantage Points: 15 1 Show/Provide Entertainment Total Cost: ((350/5) + (32/1)) = 102 1 Send Emergency Call to Team Members If Specifi ed Protocols Are Not Met

SOCRATES Talents 3 Clock: Absolute Time Sense To help run their headquarters and assist them 5 Memory: Eidetic Memory with their fi ght on crime, the Champions, with the 3 Calculator: Lightning Calculator aid of several corporations and private citizens who 3 Instant-On Feature: Lightsleep donated their time and skills, custom-built a super- 4 Scanner: Speed Reading (x10) computer for Homestead. Christened SOCRATES, this artifi cially intelligent thinking machine can Total Abilities & Equipment Cost: 114 operate all of the base’s primary equipment and Total Computer Cost: 159 labs (using artifi cial arms, or “waldoes,” when nec- essary), monitor the sensors, assist with research, or Value Disadvantages provide entertainment. It speaks with an educated 20 Psychological Limitation: Code Against (and sometimes a little stuff y) male voice. Killing, Harming, Or Allowing Harm To SOCRATES Come To Humans (Very Common, Strong) Val Char Cost Notes 15 Psychological Limitation: Secret Program- ming Th e Champions Don’t Know About 20 INT 10 PER Roll 13- (Uncommon, Total) 15 EGO 10 ECV: 5 15 DEX 15 OCV: 5/DCV: 5 Total Disadvantage Points: 35 4 SPD 15 Phases: 3, 6, 9, 12 Total Cost: 124/5 = 25 Total Characteristic Cost: 50

Cost Powers END 5 Waldoes: Extra Limbs (two or more RELATIONS WITH mounted at necessary locations OTHER ORGANIZATIONS throughout Homestead) 0 Th eir work requires the Champions to interact Skills and maintain relations with a number of important 3 Criminology 13- institutions and agencies. 3 Electronics 13- THE MILLENNIUM CITY GOVERNMENT 4 AK: Earth 14- Th anks to their numerous eff orts to save the city, 4 AK: Home Nation 14- their participation in civic and charitable projects, 4 CK: Campaign City 14- and the good image they maintain, the Champions 2 KS: Archived Recent News 11- have an excellent relationship with the Millennium 3 KS: Current News 13- City authorities. Although they don’t have formal 10 KS: General Knowledge 20- police sanction, the MCPD has no problem working 3 KS: Popular Movies 13- with them, and frequently calls them when it encoun- 3 KS: Popular Music 13- ters situations it can’t handle on its own. 3 KS: Video Games 13- 3 KS: Superheroes 13- THE UNITED STATES GOVERNMENT 3 KS: Supervillains 13- Th e Champions have so far enjoyed cordial rela- 2 KS: World History 11- tions with the government not only of Millennium 2 KS: World Politics 11- City, but the United States. Th e Department of Justice 3 Mechanics 13- does not entirely trust the team yet — they are too 3 PS: Household Management & Maintenance 13- new to the scene, and at least one member clearly is 3 SS: Astronomy 13- not a U.S. citizen — so it has not yet granted them full 3 SS: Biology 13- national police powers. It has, on occasion, temporar- 3 SS: Chemistry 13- ily bestowed those powers (once using the oppor- 3 SS: Geology 13- tunity to force the Champions to accept an on-site 3 SS: Physics 13- government liaison, Denise Dumont), and frequently 3 Systems Operation 13- consults with the Champions or seeks their aid. Many 3 Weaponsmith (Firearms, Energy Weapons) 13- other nations around the world also value the Cham- pions’ assistance. Programs 1 Monitor Camera System, Report Anomalies PRIMUS 1 Plot Distance, Travel Times Between Speci- Th e Champions enjoy slightly less pleasant fi ed Locations relations with PRIMUS, the government’s primary 1 Scan and Enter Data organization for combatting supercrime. Th e leaders 1 Search Reference Material For Information of PRIMUS regard the Champions (and most other On A Topic superteams) as amateurs who tend to cause as many 1 Operate Laboratories problems as they solve most of the time. PRIMUS has 196 HERO SYSTEM 5TH EDITION

worked with the Champions in the past, and almost with and manage superhuman assets for world secu- certainly will do so in the future, but it always tries rity and the benefi t of mankind, its organizational (and usually fails) to take control of the operation attitude is diff erent from PRIMUS, which is primar- and informally “deputize” the Champions instead of ily a law enforcement agency. UNTIL has so many letting them think they’re equals. Some of the rank- superhuman resources to call on, it doesn’t have to and-fi le are less rigid, and gladly call in the Cham- impose on the Champions’ time oft en, but it won’t pions when there’s trouble PRIMUS personnel can’t hesitate to do so if a menace arises it thinks the team easily handle on their own. is particularly suited to handle. Th e Champions’s conduct during several past missions has really UNTIL impressed some UNTIL leaders, who have begun fol- In contrast, the Champions work well with lowing the team’s exploits on a regular basis. UNTIL. Since UNTIL was founded in part to work ENEMIES

uring their short, but intense, career as a 7 Flashbang Protection: Flash Defense superteam, the Champions have fought and (Sight and Hearing Group), 5 points; defeated many supervillains and other men- OIF (-½) 0 Daces to society. Here are a few of the members 7 Internal Air Supply: Life Support (Self- of their “rogues’ gallery”; you can fi nd dozens more Contained Breathing); OIF (-½) 0 villains for your campaign in Conquerors, Killers, And 30 Jetpack: Flight 15”, Reduced Endurance Crooks. (0 END; +½); OIF (-½) 0 33 Sensor Suite: Infrared Perception (Sight DEVASTATOR Group), Ultraviolet Perception (Sight Val Char Cost Roll Notes Group), Ultrasonic Perception (Hearing 10+20* STR 10 11-/15- Lift 1.6 tons; 6d6 [3] Group), Radar, HRRP, 360 Degree 20 DEX 30 13- OCV: 7/DCV: 7 Perception (Sight Group); OIF (-½) 0 18 CON 16 13- 6 Leg Servos: Running +3” (9” total) 1 10 BODY 0 11- 18 INT 8 13- PER Roll 13- Perks 12 EGO 4 11- ECV: 4 6 Contact: a fence 11- (extremely useful 20 PRE 10 13- PRE Attack: 4d6 Skills and resources; signifi cant Contacts 12 COM 1 11- of his own) 4 Deep Covers (2) 5 PD 3 Total: 20 PD (15 rPD) 10 Money: Wealthy 5 ED 1 Total: 20 ED (15 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 Talents 6 REC 0 8 Onboard Computer: Absolute Range 36 END 0 Sense, Absolute Time Sense, Bump Of 30 STUN 6 Total Characteristic Cost: 109 Direction, Lightning Calculator; OIF (-½) *: OIF (Power Armor, -½), No Figured Character- istics (-½) Skills 6 +2 with Battle Armor Weapons Suite Movement: Running: 9”/18” Flight: 15”/30” 3 Acrobatics 13- 3 Breakfall 13- Cost Powers END 3 Climbing 13- 67 Battle Armor Weapons Suite: Multipower, 1 Computer Programming 8- 100-point reserve; all OIF (-½) 3 Conversation 13- 7u 1) Confi gurable Blaster: EB 10d6, 3 Forgery (Documents, Paper Money) 13- Variable Advantages (+½ Advantages; 4 Gambling (Card Games, Dice Games) 13- +1); OIF (-½) var 3 High Society 13- 4u 2) Weapons Suite: RKA 2d6, Variable 2 CK: Madrid 11- Advantages (+½ Advantages; +1); OIF (-½) var 2 CK: Moscow 11- 6u 3) Tangleweb Projector: Entangle 6d6, 2 CK: New York City 11- 6 DEF, Reduced Endurance (0 END; +½); 2 CK: Paris 11- OIF (-½) 0 2 Language: French (fl uent conversation; 30 Battle Armor: Armor (15 PD/ED); OIF (-½) 0 English is native) Champions 197

1 Language: Japanese (basic conversation) glimpsed once or twice while casing the boat) and DEVASTATOR 1 Language: Russian (basic conversation) his entourage were at the casino, Richard slipped PLOT SEEDS 2 Language: Spanish (fl uent conversation) aboard. Th e security measures almost foiled him; 3 Lockpicking 13- they were extremely well-made. But that only con- Aft er suff ering a terrible 3 Persuasion 13- vinced him there was something he wanted to have defeat at the hands of 3 PS: Appraising 13- concealed on the boat. some superhero, Witt- 3 Security Systems 13- When he fi nally found what the yacht’s owner genstein decides to get out of the supervillain 3 Seduction 13- was so careful to hide, he nearly threw it in the sea. business and off ers his 5 Stealth 14- Blueprints! Not jewels, not bearer bonds, not cash, armor for sale on the 3 Streetwise 13- just some stinking blueprints. But rather than call black market. Who ends the night a total loss, Richard took them, thinking up with it... and what Total Powers & Skill Cost: 291 he could at least sell them back to the man he’d happens if Wittgenstein Total Cost: 400 stolen them from. changes his mind aft er But he quickly changed his mind when he the sale and schemes to get the armor back? 200+ Disadvantages got home and took a careful look at them. Th ese 20 Hunted: Warlord 8- (Mo Pow, NCI, weren’t plans for a building or a car — they were Eager to reclaim his Capture/Kill) for a weapon. Some sort of prototype suit of stolen technology, the 20 Hunted: UNTIL 8- (Mo Pow, NCI, powered armor. Th ey reminded him of Warlord manipulates Capture) something he’d seen somewhere, in one of the heroes into 20 Psychological Limitation: the news probably, but he couldn’t going aft er Devastator. Greedy (Very Common, place it. It didn’t come to him Assuming the PC wins, Strong) until the next day. what happens when he fi nds out he’s actually 15 Psychological Limitation: Th ey were plans for the been working for one of Refuses To Back Down Warlord’s battle-armor. the most feared super- Or Be Bullied (Common, Terrifi ed for the fi rst time in villains in the world? Strong) his life, Richard took the plans, his 15 Social Limitation: Secret Identity gear, everything else he could lay Wittgenstein wants (Richard Wittgenstein) (Frequently, his hands on quickly, and fl ed. He even more power, so he Major) knew the Warlord would be look- decides to steal more of 110 Experience Points ing for him now, and he knew the Warlord’s technol- ogy. But he can’t take on that if the Warlord found the Warlord’s forces or Total Disadvantage Points: 400 him, he’d be a long, penetrate the security Background/History: It was the long time in dying. on his Flying Fortress alone, so he has to trick opportunity of a lifetime. the PCs into providing Richard Wittgen- “cover” for him while he stein was a cat burglar. sneaks aboard the craft And he was a good and loots the Warlord’s one, too. He might arsenal. not have been at the abso- lute pin- While he nacle of was hiding, carefully concealed his pro- by one of the cover identities fession, he’d established long ago, Rich- but he’d ard looked at the plans some rarely more, and did some research. failed to It turned out they weren’t for complete a the Warlord’s armor, but for mission, and had a similar suit — one based gotten rich in the process. on his, maybe intended for One day, aft er a casually some of his best soldiers overhearing some interesting or something. Th e suit gossip at a high-society party was sleeker and less about a new yacht in the harbor well-armed than the at Monaco, he fl ew down to Warlord’s was said to take a look. Th ere it was — big be, but it was still quite as life and twice as gaudy. powerful. It practically screamed At fi rst Richard “new money,” and in fi gured he’d sell the Richard’s expe- plans through his rience that usual fence; he usually meant knew they’d good pickings. fetch a high One night, when price on the the owner of the yacht (a man Richard had only international 198 HERO SYSTEM 5TH EDITION

black market for arms. But the more he thought his combat abilities and his thieving skills. about it, the more he said to himself: why shouldn’t To make Devastator more powerful, give him I build the suit? He realized he was sick of sneaking more Multipower slots, increase his STR to 40 or around all the time, preying on people too stupid to more, and up his DEX a few points. To scale him protect their valuables. It was time to take whatever down, reduce the Multipower to 75 Active Points he wanted — regardless of who tried to stop him. and replace the Variable Advantage slots with three It took most of his savings, and dealing with to fi ve EB and RKA slots with specifi c Advantages. a lot of disreputable people he didn’t really like, Appearance: Devastator wears a suit of armor that but eventually Richard got his powered armor suit. clearly derives from the Warlord’s technology. It Christening himself Devastator, he embarked on a has the same rough confi guration, with weaponry career of robbery and mayhem that has lasted to this mounted on the arms and shoulders, and the user’s day. head and upper body protected by a dome-like Personality/Motivation: Devastator is using his structure instead of a more ordinary helmet. How- battlesuit, and the power it brings, to work out a lot ever, the “dome” is much more slender and cylindri- of frustration and anger he’s accumulated over the cal, and the weaponry more limited. A suite of con- years. He no longer has to skulk about in the shad- fi gurable blaster components (barrels and focusing ows, run from the police, or watch over his shoulder lenses that rotate into position) on his right arm is for bounty hunters and angry husbands. Now he can matched by a similar, but more lethal, assemblage on go toe-to-toe with superheroes and smash them into his left . Th e suit is dull gold in color, a defi nite con- the dirt, and take what he wants from even the most trast to the Warlord’s shiny steel blue-white. heavily-guarded vaults. He rarely backs down or Out of his armor, Richard Wittgenstein is a runs away from any threat, and anyone who tries to handsome man in his mid-30s, six feet tall with care- bully him is in for trouble. fully styled brown hair and an elegant moustache. Th e only thing that still scares him is the War- He dresses in expensive, hand-tailored clothing at lord. He knows that master villain can tell where he the height of fashion. got his armor, and that the Warlord wants it back. GREEN DRAGON He’s had a few scrapes with the (the Warlord’s personal group of supercriminals) and Val Char Cost Roll Notes held his own, but he’d prefer to avoid further con- 25 STR 15 14- Lift 800 kg; 5d6 [2] frontation if he can. He doesn’t want to risk losing 27 DEX 51 14- OCV: 9/DCV: 9 the power he now has. 18 CON 16 13- 16 BODY 12 12- Powers/Tactics: Devastator has an interesting suite 13 INT 3 12- PER Roll 12- of powers and abilities deriving from two sources. 14 EGO 8 12- ECV: 5 Th e fi rst is his battle armor, which was built from 18 PRE 8 13- PRE Attack: 3½d6 plans developed by the Warlord for a lesser suit of 8 COM -1 11- armor based on his own. It comes equipped not only with defensive technology, but a confi gurable blaster 10 PD 5 Total: 10 PD (8 rPD) on the right arm, a suite of other weapons attached 10 ED 6 Total: 10 PD (0 rED) to other parts of the armor, and a tangleweb projec- 7 SPD 33 Phases: 2, 4, 6, 7, 9, 11, 12 tor on the right shoulder. 10 REC 2 Th e second is his former career as a cat bur- 36 END 0 glar. Few armored supervillains have the acrobatic 38 STUN 0 Total Characteristic Cost: 158 prowess or infi ltration skills of a professional thief, but Devastator does. Sometimes they allow him to Movement: Running: 9”/18” take a low-key or sneaky approach to a problem, Leaping: 11”/22” where someone like Armadillo or Ankylosaur would simply have to smash things. Cost Powers END Devastator prefers to open with an all-out Martial Arts: Kung Fu off ense, using whatever weapon he thinks is most Maneuver OCV DCV Notes likely to hurt his opponent. Th e various weapons are 4 Block +2 +2 Block, Abort simulated with Variable Advantage Advantage on 4 Disarm -1 +1 Disarm, 55 STR the two main slots of his Multipower. If that doesn’t 4 Dodge — +5 Dodge all work, he’ll try tangleweb, Surprise Moves, or the like. attacks, Abort He’ll only fl ee from combat if he thinks there’s too 4 Escape +0 +0 60 STR vs. great a chance he’ll be defeated and lose his suit. Grabs Campaign Use: Devastator is a good general pow- 5 Flying Kick +1 -2 13d6 Strike ered armor villain. His Multipower gives him a lot of 3 Joint Lock/Grab -1 -1 Grab, 55 STR options in combat, and his Skills are an unusual twist 5 Kick -2 +1 13d6 Strike the GM can exploit for many eff ects and plot points. 4 Knife Hand -2 +0 1d6+1 HKA Devastator rarely Hunts anyone. He’d rather (2½d6 w/STR) concentrate on getting rich and enjoying the free- 3 Legsweep +2 -1 10d6 Strike, dom the suit gives him. However, if bullied or Target Falls defeated too much by a hero, he’ll make it his per- 4 Punch +0 +2 11d6 Strike sonal mission in life to hurt that person, using both 3 Th row +0 +1 9d6 +vel/5, Champions 199

Target Falls 10 Distinctive Features: Style (Not Concealable, GREEN DRAGON 4 Tien-hsueh Strike -1 +1 4d6 NND (1) Always Noticed And PLOT SEEDS 4 Tiger/ Recognizable, Detectable By Large Group) Dragon Claw +0 +0 13d6 Crush, 15 Enraged: if honor insulted or hears an To Green Dragon’s Must Follow ethnic slur (Common), go 8-, recover 11- astonishment, the Tour- Grab 25 Hunted: VIPER 8- (Mo Pow, NCI, Capture) nament of the Dragon 4 Uproot/ 15 Psychological Limitation: Honorable proves to be real. It’s an Sand Palm +0 +0 60 STR Shove (Common, Strong) event held every sixty years to determine a 16 +4 Damage Classes (already added in) 15 Psychological Limitation: Disdain For champion who will 7 Use Art with Blades, Clubs, Hook Sword, Occidentals And Western Culture fi ght the Death Dragon, Polearms, Staff , Th ree-Section Staff , (Common, Strong) a fearsome being of Wind And Fire Wheels 10 Psychological Limitation: Overprotective great evil who can only 3 Stances: Multipower, 5-point reserve, all Of His Little Sister (Common, Moderate) be kept restrained by Cost END (-½) 15 Social Limitation: Public Identity defeat at the champion’s hands. Green Dragon 1u 1) Cat Stance: +2 Lightning Refl exes; (Chow Deng) (Frequently, Major) beats up a prominent Costs END (-½) 1 41 Experience Points martial artist, steals his 1u 2) Crane Stance: +1 OCV with Block; invitation, and heads for Requires A DEX Roll (-½), Costs END (-½) 1 Total Disadvantage Points: 351 the event. Th e heroes, investigating the beat- 1u 3) Horse Stance: -1” Knockback Background/History: Chow Deng was born to a poor Resistance; Costs END (-½) 1 ing, get pulled into the peasant family in central China. As soon as he could events surrounding the 1u 4) Phoenix Stance: +1 OCV with Block walk, he went to work in the fi elds assigned to the Tournament and the and Legsweep; Requires A DEX Roll family. One day, when Deng was only eight years old Death Dragon’s possible (-¼), Costs END (-½) 1 and his sister Lin fi ve, his parents were both killed release. 1u 5) Tiger Stance: +1 with Tiger/Dragon in a tractor accident... one whose cause was never Claw; Costs END (-½) 1 precisely determined. One of the PCs meets 4 Iron Skin: Damage Resistance (8 PD) 0 Orphaned and alone, the two siblings barely Lin Chow, and they start dating. Green Dragon 20 Dodging and Defl ecting: Missile managed to eke out a living with help from some Defl ection (all missiles) 0 fi nds out about his sis- of the villagers. Aft er more than a year of this hard- ter’s romantic relation- 6 Leaping: +6” Leaping (11” forward, scrabble existence, a group of monks showed up at ship with a Westerner. 6” upward) 1 their hut. All his life Deng had heard about them, Hilarity ensues. 6 Swift : Running +3” (9” total) 1 in village tales told late at night, but he had never expected to actually see one of them. Th ey lived in VIPER fi nds Green Talents an isolated monastery more than an hour’s walk Dragon, captures him, 15 Danger Sense 12- (in combat) from the village, where they lived as their predeces- and forces him to undergo an augmenta- sors had for centuries. Skills tion process that grants Th e monks made Deng a tempting off er: they him superpowers. Now 10 +2 with Hand-To-Hand Combat would teach him the ancient fi ghting arts, so that he intends to show the he could enter something called “the Tournament decadent West just how 3 Acrobatics 14- of the Dragon” and triumph. In return, they would weak it truly is. Can the 3 Breakfall 14- support him and his sister. Deng didn’t hesitate heroes stop him before 3 Climbing 14- he destroys Millennium before accepting. City? 3 Contortionist 14- Many long years of training followed. Th rough 3 Disguise 12- intensive training, Deng’s natural gift s for the 3 Gambling (Dice Games, Poker) 12- martial arts were brought out; he grew to become 3 KS: Kung Fu 12- a strong, proud young man, far more skilled at 2 KS: Chinese History & Culture 11- combat than anyone he had ever sparred with. He 2 KS: Chinese Healing 11- thought he was ready for the Tournament, but the 1 Language: English (basic conversation; monks soon dashed his hopes — he had many more Chinese is Native) years to go, they told him. 3 Shadowing 12- Deng wouldn’t accept that. It sounded ridicu- 3 Stealth 14- lous to him. In fact, the whole Tournament thing 3 Streetwise 13- sounded a little ridiculous. Why work and work for 4 TF: Common Motorized Ground Vehicles, that, when he could already use the skills he had to Two-Wheeled Motorized Ground Vehicles, make good money in America? Small Rowed Boats Taking his sister with him, Deng fl ed the mon- 7 WF: Common Melee Weapons, Common astery and made his way to the United States. Th e Martial Arts Weapons, Hook Sword, Th ree- monks never found them, if in fact they pursued Section Staff , Wind And Fire Wheels them. Deng quickly became disgusted with America Total Powers & Skill Cost: 193 and its people. His masters had told him Ameri- Total Cost: 351 cans were undisciplined and foolish, and his mas- ters were right. His sister, on the other hand, was 200+ Disadvantages enchanted. While he was content to live apart from 5 DNPC: Lin Chow (younger sister) 8- those around him, she embraced America and all (Normal; Useful Noncombat Skills) of its unique qualities. Th is disgusted him, too, but 200 HERO SYSTEM 5TH EDITION

despite his harangues, she did as she wished. sake of overall personal growth. Green Dragon is Deng began testing his skills by picking fi ghts, not one of those martial artists. Deng is a head- which led to confrontations with police offi cers. strong, stubborn, proud, angry young man who has Beating them up wasn’t much harder than beating gotten to the level of skill he occupies today through up other martial artists. But then he met someone a combination of innate talent and pure cussed- more his size: a superhero named Shugoshin. Deng ness. He is, essentially, a bully stubborn enough to fought well, but he could not overcome his gaudily- learn martial arts. He uses his fi ghting skills to push clad foe’s skill. Th e incident infuriated him. Being people around, to make himself feel “big,” to get beaten — and by a Westerner! — was the most what he wants. He does not tread the path of self- humiliating thing that had ever happened to him. restraint and inner peace, as most martial artists of It wasn’t long aft er that that Deng fell in with his level of ability do. the tongs. Th ey had heard of his fi ght with Shu- On top of this, Deng is a vicious anti-Western goshin, and were impressed with his skill and power, bigot (despite the fact that insults to his ethnicity despite his loss. He began doing “jobs” for them, jobs oft en send him into a rage). He considers Western- that not only earned him fat paychecks, but which ers, particularly Americans, to be lazy, undisciplined, gave him the chance to practice his fi ghting skills and stupid. As far as he’s concerned, beating them and vent his rage. He crippled or maimed many of up and taking their money is just cultural evolution his opponents, but he didn’t care. His masters nick- in action. named him Lù Lóng, “Green Dragon,” because of his Green Dragon is not, however, wholly without fi ghting prowess and his hatred of the West; eventu- good qualities. He is in fact an honorable person ally, they gave him a costume like the ones other and warrior. To him, “honor” means he will not martial artist “supervillains” wore. He took the name attack opponents from ambush or “fi ght dirty,” fi ght and the costume as a badge of honor. women (unless they attack him fi rst), use weapons Deng soon found out he could make even (again, unless they are used against him fi rst), or more money working for other criminal organiza- “dishonor” himself through sinful or licentious con- tions, such as VIPER (with whom he’s since had a duct. Th e confl ict between his bigotry and his desire falling out). He became a mercenary villain, work- to be honorable seems never to have occurred to ing for whoever could pay him top dollar and give him. him an opportunity for a good fi ght. Th e only thing in the world that means more Personality/Motivation: Some martial artists acquire to Green Dragon than fi ghting is his younger sister, their skills due to their strength of character and Lin. He loves her very much, but expresses his love willingness to sacrifi ce a part of their lives for the through a stifl ing overprotectiveness that is begin- ning to really annoy her now that she’s an indepen- dent young woman. Her chosen career — actress — is scandalous and repugnant to him, and he’s doing everything he can to make her live a more “womanly” life. (His attitudes about women are just one of Deng’s many “traditional” opinions; as Lin has observed, his views are frequently “twelve thou- sand miles and two thousand years away!”) Quote: <<“American dog! Now I will show you what true kung fu is!”>> Powers/Tactics: Green Dragon has two qualities that make him a powerful fi ghter. Th e fi rst is his strength; years of farm labor and heavy training have given him great lift ing and hitting power. Th e second is his speed; Green Dragon is fast, faster than most superheroic martial artists. His training has emphasized kung fu substyles which make the best use of his speed and strength, such as Bear, Dragon, and Shaolin Tiger. He has studied many other sub- styles of kung fu as well. However, Green Dragon also has attributes which hamper him in battle. Chief among these are his pride, his anger, and his impetuousness. Unlike other martial artists of similar power, he’s spent little time on “mystic foolery,” such as ch’i abilities. His power and skill are essentially stagnating; he has gone as far as he can go without delving into the more esoteric aspects of the martial arts, which he has neither the patience nor the discipline to do. Green Dragon’s fi ghting tactics are fairly simple and straightforward. He attacks quickly and hard, hoping to take his opponent down easily. Only Champions 201

if this proves unworkable will he resort to more 5u 3) Ice Blast III: EB 7d6, Area of Eff ect (One ICICLE PLOT SEEDS advanced tactics such as acrobatic manuevering and Hex Accurate; +½) 5 tien-hsueh strikes. Due to his relatively low defenses, 4u 4) Chilled To Th e Bone: EB 4d6, NND Icicle learns (perhaps he oft en uses his Martial Dodge when facing foes (defense is Life Support [Safe Environment: through DNA fi nger- with powerful attacks. His tactics are further cir- Intense Cold]; +1) 4 printing aft er being cumscribed by his “honor,” as described above. He 2u 5) Ice Bonds: Entangle 5d6, 5 DEF; captured by the police) also has a tendency to announce his presence and Vulnerable (Fire/Heat; -1) 5 that her father is Freon, the infamous (and simi- make a brief, haughty speech before he attacks 4u 6) Ice Sheet: Change Environment larly-powered) VIPER someone. (create ice sheet) 32” radius, -4 to DEX supervillain. Will she Some of Green Dragon’s abilities are taken Rolls to move on, Personal Immunity confront him and try from Th e Ultimate Martial Artist; feel free to ignore (+¼); Only Aff ects Characters Who Are to learn more about her them if you don’t have that book and aren’t sure Moving On Th e Ground (-¼) 5 past? Could an enemy how they’d function. 10 Ice Powers: Elemental Control, of Freon’s try to use this information against Campaign Use: Deng makes a great antagonist for a 20-point powers him? martial arts-oriented hero, particularly one of West- 18 1) Ice Armor: Armor (10 PD/10 ED), ern descent. As a Hunter, he’s not very imaginative, Hardened (+¼), Costs Endurance (-½) 4 A rash of vicious rob- simply attacking his foe at inconvenient moment or 15 2) Ice Slides: Running +10” (16” total), beries, resulting in two teaming up with other villains to cause him trouble. Reduced Endurance (½ END; +¼) 1 deaths and hundreds of thousands of dollars of If Green Dragon isn’t powerful enough for 19 3) Ice Wall: Force Wall (5 PD/5 ED; 3” long) 3 lost property, has been your campaign, boost his STR to superhuman levels committed by someone (he underwent ancient mystic Chinese rites to get Perks with ice powers, or an superpowers) and increase his defenses to just ice weapon of some sort. above campaign averages (and perhaps make part 2 Contact: a fence 11- An intense manhunt is of them Resistant). If he’s too powerful, reduce his 2 Contact: a street gang member 11- on for Icicle — but she STR to 20, his DEX to 24, his SPD to 6, and get rid didn’t do it. What will she do to clear her name of some or all of his Extra DCs. Skills 3 +1 with Ice Powers Multipower and keep her freedom? Appearance: Green Dragon is 5’8” tall and weighs 175 pounds, most of it rock-solid muscle. He wears 2 CK: Millennium City 11- VIPER captures Icicle and hooks her up to an a costume colored light and dark green, with a 2 KS: Michigan Child Welfare System 11- “scale” pattern to it (like snakeskin). His mask is experimental weather 2 KS: Popular Music 11- control device, plunging dark green, with two fl ares projecting outward 1 Language: Spanish (basic conversation; the Millennium City across either side his face which are embroidered English is native) area into a seemingly with gold and orange threads. Th e eyepieces of the 3 Stealth 13- non-stop blizzard. Th e mask are lined with a sort of transparent gauze 3 Streetwise 12- heroes have to fi nd out which makes his eyes look like they are solid white. what’s going on, stop it, Th e chest, arms, and legs of the costume are dark and rescue Icicle before Total Powers and Skills Cost: 157 the experiments kill her. green; the gloves, boots, and trunks are lighter Total Character Cost: 251 green. ICICLE 200+ Disadvantages 5 Distinctive Features: unusually low body Val Char Cost Roll Notes temperature (Easily Concealed, Noticed And 10 STR 0 11- Lift 100 kg; 2d6 [1] Recognizable) 18 DEX 24 13- OCV: 6/DCV: 6 10 Distinctive Features: Mutant (Not Conceal- 18 CON 16 13- able; Always Noticed; Detectable Only By 10 BODY 0 11- Unusual Senses) 13 INT 3 12- PER Roll 12- 20 Hunted: PRIMUS 8- (Mo Pow, NCI, 12 EGO 4 11- ECV: 4 Capture) 15 PRE 5 12- PRE Attack: 3d6 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) 16 COM 3 12- 15 Psychological Limitation: Pyrophobia (Fear Of Fire) (Common, Strong) 5 PD 3 Total: 15 PD (10 rPD) 15 Psychological Limitation: Greedy; Wants 6 ED 2 Total: 16 PD (10 rED) Luxurious Th ings (Common, Strong) 5 SPD 22 Phases: 3, 5, 8, 10, 12 15 Social Limitation: Secret Identity (Christine 8 REC 4 Saunders) (Frequently, Major) 36 END 0 20 Vulnerability: 2 x STUN from Fire/Heat 30 STUN 6 Total Characteristic Cost: 92 Attacks (Common) 20 Vulnerability: 2 x BODY from Fire/Heat Movement: Running: 16”/32” Attacks (Common) Cost Powers END Total Disadvantage Points: 335 52 Ice Powers: Multipower, 52-point reserve 5u 1) Ice Blast I: EB 10d6 5 Background/History: Christine Saunders’s back- 5u 2) Ice Blast II: EB 7d6, Invisible to Sight ground is a mystery. As a baby, she was left on the Group (+½) 5 doorstep of a Detroit orphanage. She grew up in a series of state institutions and foster homes (one 202 HERO SYSTEM 5TH EDITION

of whom gave her her name), never quite fi tting in. amount of moisture in the atmosphere, so they Although she was a nice enough girl most of the work at lesser eff ect (typically 75-50% of normal time, something about her — including the way her Active Points) in deserts and similar areas, and may hands were always so cold! — seemed to put people not work at all in outer space or other places with off . When she was 14, Christina decided she’d had no water. However, having lived near Lake Erie all enough. She ran away and began living on the her life, she doesn’t know this, and since it almost streets of Millennium City, surviving by stealing. never aff ects her, it’s not refl ected She hung out with street gangs and oft en got into with a Limitation on her powers. trouble with the police, but was never arrested. Campaign Use: Icicle is built on One day, shortly aft er she turned 16, Christine considerably less than the normal got caught shoplift ing from a market by the store’s campaign starting total of 350 owner. Deciding he’d teach her a lesson, he locked Character Points (200 Base + 150 her in his freezer “just for a few minutes.” Fift een Disadvantages) to refl ect her rela- minutes later, Christine’s mutant powers of ice con- tive youth and inexperience. She trol had fully erupted. She blasted her way out of ends up closer to the Low-Powered the freezer and out of the market, and soon Superhero total points. As the game began using her powers to commit bigger progresses, the GM can, if he wishes, and bolder crimes. She’s been neglected use her 80 unspent points from Dis- and poor for too long; now she’s going advantages to start bringing her up to attract some attention and get rich! to par with everyone else in the Personality/Motivation: Despite the hard campaign. Since she hasn’t yet life she’s lived, Icicle is a pretty well- reached her allowed total of 150 adjusted person. She likes to have fun points’ worth of Disadvantages, (listening to music and dancing are her the GM might also allow her to favorite ways), and usually approaches acquire some more during play, things (including crime) with a sort of even though characters normally lighthearted and carefree attitude. Now that she’s don’t get points for new Disadvan- got her powers, life is mostly a big game to her, in tages earned through campaign play. which she tries to satisfy her desire to live the If, on the other hand, Icicle’s “high life” to the fullest. Even the defeats she’s already too powerful for your cam- suff ered at the hands of superheroes haven’t paign, reduce her Multipower to a aff ected her mood; things are so much better 40-point reserve and her SPD to 4. for her now than they’ve ever been, that she Icicle would rarely, if ever, can handle a few setbacks. If things keep become someone’s Hunted. She’s going well, she’ll probably keep this opti- simply not that driven or vindic- mistic attitude for the rest of her life. But tive; she’s more interested in surviv- if she suff ers a long series of defeats and ing and becoming rich and secure disappointments, or even just a single than in pursuing vendettas. Only a severe one, she could become bitter deeply personal insult or humiliation and cold-hearted. would drive her to Hunt a hero. On Powers/Tactics: Icicle is a mutant the other hand, she might make with the ability to create ice and an interesting potential romantic cold. Her powers range from relationship for a young hero (or blasts of ice, to chilling develop a crush on an older one); the someone from the inside right infl uences could certainly turn out so quickly he becomes her away from crime and toward the stunned, to trapping her side of Justice. opponents in solid Appearance: Icicle is a slender, small- blocks of ice. She framed 18 year-old girl with long, can also protect straight blonde hair, blue eyes, and herself with ice a usually-cheerful face. She wears armor or walls, a dark ice-blue costume and hood, and move quickly using ice slides. Her control over edged with white fur. her powers isn’t complete yet — there may be a lot more she could learn how to do. Icicle has been in few pitched battles (she’s Taste Of A City mostly just a superpowered smash-and-grab thief), ‘There’s a delightful ... taste ... and has no real sense of tactics. If confronted, she’ll to Vibora Bay that’s unlike any fi ght back at fi rst, but quickly decides to run if hurt, other city in the world. Even or if the situation doesn’t seem to hold any hope of the shadows have shadows, and you never know what might be lurking in gain. She desperately wants to avoid prison, equat- them. Every visit is a wonderful string of sur- ing it with the terrible institutions she lived in as a prises for me. The last time I was there I met child. the most interesting vampire. ...’ Icicle’s powers depend on having a reasonable — Talisman on Vibora Bay Champions 203

MECHANON 37 Robotic Form: Damage Resistance Val Char Cost Roll Notes (30 PD/30 ED), Hardened (+¼) 0 60 STR 50 21- Lift 100 tons; 12d6 [6] 15 Psychic Shield: Mental Defense 24 DEX 42 14- OCV: 8/DCV: 8 (18 points total) 0 40 CON 60 17- 10 Total Defense: Lack Of Weakness (-5) 20 BODY 20 13- for Normal and Resistant Defenses 0 30 INT 20 15- PER Roll 15- 12 Structural Support Field: Power Defense 15 EGO 10 12- ECV: 5 (12 points) 0 40 PRE 30 17- PRE Attack: 8d6 10 Hardened Visual Sensors: Sight Group 6 COM -2 10- Flash Defense (10 points) 0 45 Robotic Form: Life Support: Total 0 30 PD 18 Total: 30 PD (30 rPD) 17 Self-Repair Systems: Healing 3d6 30 ED 22 Total: 30 ED (30 rED) (Regeneration; 3 BODY per Hour), 7 SPD 36 Phases: 2, 4, 6, 7, 9, 11, 12 Reduced Endurance (0 END; +½), 20 REC 0 Persistent (+½); Self Only (-½), Extra 90 END 5 Time + Increased Time Increment 90 STUN 20 Total Characteristic Cost: 331 (3 BODY/Hour; -2) 0 82 Foot-Jets: Flight 20”, x16 noncombat, Movement: Running: 12”/24” Reduced Endurance (0 END; +½) 0 Flight: 20”/320” 12 Robotic Legs: Running +6” (12” total) 1 44 Visual Sensors: Infrared Perception, Cost Powers END Ultraviolet Perception, Increased Arc 90 Primary Weapons Array: Multipower, Of Perception (360 Degrees), x1000 90-point reserve Microscopic, Telescopic (+6 versus 9u 1) Energy Bolt (Off ensive Mode): Range) (all for Sight Group) 0 EB 18d6 9 15 Auditory Sensors: Active Sonar (Hearing 9u 2) Energy Bolt (Defensive Mode): EB Group) 0 12d6, Reduced Endurance (0 END; +½) 0 3 Auditory Sensors: Ultrasonic Perception 9u 3) Energy Bolt (Autofi re Mode): EB 9d6, (Hearing Group) 0 Autofi re (5 shots; +½), Reduced 12 Radio Sensors: HRRP 0 Endurance (½ END; +½) 3 15 Radio Sensors: Radar 0 9u 4) Meson Bolt: EB 12d6, Armor 12 Sensor Enhancements: +4 PER with all Piercing (+½) 9 Sense Groups 0 9u 5) Explosive Projectiles: EB 9d6, Area 21 Shielded Radio Link: Mind Link, specifi c Of Eff ect (5” Radius; +1) 9 group of up to any 8 minds, No LOS 9u 6) Neural Agonizer: EB 8d6, NND Needed, Invisible Power Eff ects (Fully (defense is Mental Defense or not being Invisible; +½); Only Can Be Maintained a living organic being; +1), Reduced With Others Who Have Mind Link (-1), Endurance (½ END; +¼) 4 Flashed As Radio And Hearing Groups, 9u 7) Disintegrator Beam (Off ensive Mode): Not Mental Group (-½) 0 RKA 4d6, Armor Piercing (+½) 9 12 Encrypted Transmitter: Detect Broadcast 9u 8) Disintegrator Beam (Defensive Mode): Spectrum Of Transmissions 15- (no Sense RKA 4d6, Reduced Endurance Group), Increased Arc Of Perception (360 (0 END; +½) 0 Degrees), Transmit 0 9u 9) Cyberkinesis: Mind Control 12d6 77 Detachable Head: Duplication (creates (Machine class of minds), Reduced one 768-point Duplicate); Original Endurance (0 END; +½) 0 Character Is Incapacitated And Helpless 4u 10) Animate Technology: Summon up to While Duplicate Exists (-1) 0 4 150-point robots, Expanded Class 57 Self-Destruct Mechanism: RKA 7d6, (minor “robots”; +¼), Slavishly Loyal NND (defense is ED Force Field; +1), (+1); OIF (must have suffi cient Does BODY (+1), Trigger (encrypted technology/parts available; -½), Extra radio signal from detached head or base; Time (Full Phase; -½) 9 +¼); Self Only (-1), 1 Charge which 60 Secondary Weapons Array: Multipower, Never Recovers (-4) [1] 60-point reserve 6u 1) Synaptic Scrambler: Drain DEX 4d6, Talents Ranged (+½) 6 32 Onboard Computer Systems: Absolute 6u 2) Muscular Disruptor: Drain STR 4d6, Range Sense, Absolute Time Sense, Bump Ranged (+½) 6 Of Direction, Lightning Calculator, 4u 3) Tangle-Cable: Entangle 6d6, 6 DEF; Universal Translator 15- 8 Charges (-½) [8] 4u 4) Flare: Sight Group Flash 6d6, Area Skills Of Eff ect (7” Cone; +1); No Range (-½) 6 12 +4 with Primary Weapons Array Multipower 15 Robotic Form: Hardened (+¼) for PD 30 +3 Overall and ED 0 204 HERO SYSTEM 5TH EDITION

13 AK: Earth 25- Cost Powers END 3 Combat Driving 14- 15 Robotic Form: Hardened (+¼) for PD 3 Combat Piloting 14- and ED 0 3 Computer Programming 15- 37 Robotic Form: Damage Resistance 3 Cryptography 15- (30 PD/30 ED), Hardened (+¼) 0 3 Deduction 15- 15 Psychic Shield: Mental Defense 3 Demolitions 15- (15 points total) 0 3 Electronics 15- 12 Structural Support Field: Power Defense 3 Inventor 15- (12 points) 0 3 Lockpicking 14- 10 Hardened Visual Sensors: Sight Group 3 Mechanics 15- Flash Defense (10 points) 0 3 Security Systems 15- 45 Robotic Form: Life Support: Total 0 3 Systems Operation 15- 82 Neck-Jet: Flight 20”, x16 noncombat, 3 Scientist Reduced Endurance (0 END; +½) 0 2 1) Astronomy 15- 44 Visual Sensors: Infrared Perception, 2 2) Biology 15- Ultraviolet Perception, Increased Arc 2 3) Chemistry 15- Of Perception (360 Degrees), x1000 2 4) Genetics 15- Microscopic, Telescopic (+6 versus 2 5) Geology 15- Range) (all for Sight Group) 0 2 6) Nuclear Physics 15- 15 Auditory Sensors: Active Sonar (Hearing 2 7) Physics 15- Group) 0 2 8) Robotics 15- 3 Auditory Sensors: Ultrasonic Perception (Hearing Group) 0 Total Powers & Skill Cost: 920 12 Radio Sensors: HRRP 0 Total Cost: 1,251 15 Radio Sensors: Radar 0 12 Sensor Enhancements: +4 PER with all 200+ Disadvantages Sense Groups 0 20 Hunted: Champions 11- (As Pow, NCI, 21 Shielded Radio Link: Mind Link, specifi c Capture) group of up to any 8 minds, No LOS 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) Needed, Invisible Power Eff ects (Fully 25 Psychological Limitation: Must Destroy Invisible; +½); Only Can Be Maintained All Organic Life On Earth (Very Common, With Others Who Have Mind Link (-1), Total) Flashed As Radio And Hearing Groups, 20 Psychological Limitation: Overconfi dence Not Mental Group (-½) 0 (Very Common, Strong) 12 Encrypted Transmitter: Detect Broadcast 20 Reputation: supervillain of world- Spectrum Of Transmissions 15- (no threatening power, 14- (Extreme) Sense Group), Increased Arc Of 20 Vulnerability: 2 x STUN From Gravity, Perception (360 Degrees), Transmit 0 Magnetic, Or Force Attacks (Common) 32 Self-Destruct Mechanism: RKA 4d6, 931 Experience Points NND (defense is ED Force Field; +1), Does BODY (+1), Trigger (encrypted Total Disadvantage Points: 1,251 radio signal from base; +¼); Self Only (-1), 1 Charge which Never Recovers (-4) [1] MECHANON’S HEAD Val Char Cost Roll Notes Talents 0 STR -10 9- Lift 25 kg; 0d6 32 Onboard Computer Systems: Absolute Range 24 DEX 42 14- OCV: 8/DCV: 8 Sense, Absolute Time Sense, Bump Of Direc- 40 CON 60 17- tion, Lightning Calculator, Universal Transla- 5 BODY -10 10- tor 15- 30 INT 20 15- PER Roll 15- 15 EGO 10 12- ECV: 5 Skills 20 PRE 10 13- PRE Attack: 4d6 30 +3 Overall 6 COM -2 10- 20 +4 DCV

30 PD 30 Total: 30 PD (30 rPD) 13 AK: Earth 25- 30 ED 22 Total: 30 ED (30 rED) 3 Combat Driving 14- 7 SPD 36 Phases: 2, 4, 6, 7, 9, 11, 12 3 Combat Piloting 14- 8 REC 0 3 Computer Programming 15- 90 END 5 3 Cryptography 15- 45 STUN 20 Total Characteristic Cost: 233 3 Deduction 15- 3 Demolitions 15- Movement: Running: 12”/24” 3 Electronics 15- Flight: 20”/320” 3 Inventor 15- 3 Lockpicking 14- 3 Mechanics 15- Champions 205

3 Security Systems 15- caust, but fortunately the Sentinels damaged him 3 Stealth 14- enough to drive him away. 3 Systems Operation 15- Th ereaft er, Mechanon began new schemes 3 Scientist or assaults on a regular basis — so regularly, in 2 1) Astronomy 15- fact, that it has become apparent he has multiple 2 2) Biology 15- plots in the works at all times, and brings them to 2 3) Chemistry 15- fruition only at the appropriate time. So far, the 2 4) Genetics 15- superheroes of the world have beaten back his 2 5) Geology 15- attacks on humanity, but oft en by the barest of 2 6) Nuclear Physics 15- margins. A few times they have even managed to 2 7) Physics 15- destroy him... but he always returns, in a newer, 2 8) Robotics 15- stronger form. It may only be a matter of time before his technological evolution progresses to Total Powers & Skill Cost: 535 the point where nothing on Earth can stop him. Total Cost: 768 Personality/Motivation: Mechanon’s programming, whether it’s his original directives or (as some 200+ Disadvantages people assert) highly fl awed versions of the origi- 20 Hunted: Champions 11- (As Pow, NCI, nals, infuses him with an absolute and unending Capture) hatred for all forms of organic life. Mechanon 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) considers organic life a fl aw or blot in the pattern 20 Physical Limitation: No Manipulatory Limbs of reality, one which can only be corrected by (All Th e Time, Greatly Impairing) removal. His goal is nothing less than the exter- 15 Physical Limitation: Diminutive (suff ers mination of all organic life on the planet Earth +6” KB) (All Th e Time, Slightly Impairing) (and perhaps the universe). 25 Psychological Limitation: Must Destroy All Mechanon’s programming also apparently Organic Life On Earth (Very controls his approach to achieving this goal. Common, Total) Rather than go about his business quietly and 20 Psychological Limitation: Overconfi dent effi ciently, Mechanon seems driven to launch (Very Common, Strong) one grandiloquent scheme aft er another, each 20 Reputation: supervillain of world- designed to accomplish his objectives in one fell threatening power, 14- (Extreme) swoop. Despite numerous defeats, he remains 20 Vulnerability: 2 x STUN From Gravity, utterly confi dent in his own superiority, certain Magnetic, Or Force Attacks (Common) he will one day control a planet from which he 405 Experience Points has expunged all life. Superheroes who have con- fronted him, and know his power, are aware his Total Disadvantage Points: 768 confi dence is well-deserved. Background/History: Mechanon’s precise origin Powers/Tactics: Experts rightly regard Mecha- and history are unknown. Despite years of dedi- non as one of the most technologically advanced cated investigation and research by superheroes, devices on Earth. In fact, he is so sophisticated police departments, and intelligence agencies, that, unlike most robots, he can take “STUN” sometimes using computers captured from the damage from attacks of suffi cient strength to robotic arch-villain himself, no one knows who bypass his shielding and jar some of his more del- built him, or why. icate systems. His computer brain is so complex Th eories, of course, abound. Some scientists that it responds just like an organic brain would claim he’s the product of alien super-science, to psychic powers (though it does have built-in and is an advance assault force/scout designed defenses against such powers). to cleanse this planet of organic life and prepare To ensure his ongoing existence, and thus it for invasion and colonization. Th e late super- the eventual achievement of his goal, Mechanon hero Digitak asserted on several occasions that has devised several strategems. Th e fi rst is heavy he “knew” Mechanon was an experiment of Dr. defense. His basic armor plating, reinforced by Destroyer’s that went awry and escaped from low-level internal force fi elds, provides protec- Zerstoiten’s control. A group of conspiracy theo- tion against most attacks, and dedicated defensive rists based in the northeastern United States and systems serve to stop or blunt more exotic forms Europe opine that Mechanon evolved from the of assault. If he suff ers damage, his advanced self- Internet and built itself. All of those theories, or repair systems can restore him to full operating none of them, could contain the truth... or at least effi ciency in mere hours. part of it. In the event the unthinkable — total defeat What is known for certain is that Mechanon or destruction — is imminent, Mechanon has two fi rst appeared in public on October 18, 1985, options. First, if time allows, he can detach his when he launched an attack on the White House head from his body and have it fl y away, (trigger- that resulted in the deaths of fi ft een top-level offi - ing his Self-Destruct Mechanism in the process), cials and threatened the life of President Reagan thus preserving his entire computer brain and himself. Mechanon’s goal appears to have been allowing him to simply attach it to another body. the acquisition of America’s nuclear launch codes, If that won’t work, he can transmit his personal- which he intended to use to start a global holo- 206 HERO SYSTEM 5TH EDITION

MECHANON ity and fi les to one of his many backup these are not listed on PLOT SEEDS computer systems via his Shielded Radio his character sheet. He Link and/or Encrypted Transmitter. He never works with living Unwilling to accept the updates his computer records frequently, servants (except as tem- humiliation of his very so that he only has to transmit records porary dupes or pawns); fi rst defeat, Mecha- since the last update. If neither of those his Followers are robots non begins a series tactics work, he has programmed his and androids built as of assaults on various robotic bases to create a new Mechanon Automatons. United States govern- ment installations with aft er the demise of the current body (in As a Hunted, Mechanon is the aim of obtaining this event he loses all record of events and a terrifying opponent. Almost cer- the codes controlling information gathered since his last tainly More Powerful than any given America’s nuclear weap- update). hero (or even hero team), he Hunts ons. Th is culminates For unknown reasons, only to kill. He may want to cap- in another attack on and despite his oft -expressed ture a hero fi rst, perhaps to ana- the White House. If the heroes stymie him loathing for humanity, Mech- lyze his technology and adapt again, he can always anon continually rebuilds any new or useful systems for his turn to the much less himself in humanoid form. own use, but in the end he intends well-guarded Russian Most experts believe this to kill anyone who opposes him. arsenals.... is simply because it’s the Mechanon should always be most effi cient shape for able to take on your entire group Mechanon decides him to use, but others of PCs and have a signifi cant to construct a large have hinted at more sin- chance of defeating them. If not, spacecraft with which to travel to the asteroid ister reasons. Th e current you can justify improvements to belt and begin bombing Mechanon described by him as “upgrades” resulting from Earth with asteroids. A this character sheet repre- his analysis of the heroes’ tactics few good hits should sents the villain aft er over a or his defeats at their hands. Mech- be enough to create decade of defeats and rebuild- anon should never be defeated the conditions that lead to ing, and thus represents a considerable same way twice; he learns from (and the extinction of life amount of experience. Th e Mechanon corrects) his mistakes better than any on Earth (or at least weaken Earth’s defend- who appeared in 1985 was consid- other villain on Earth. ers enough for Mecha- erably weaker than this — though On the other hand, if the current non to fi nish the job on not weak. Mechanon is too powerful for your his own). Building this In combat, Mechanon is campaign’s PCs, scale him down by spacecraft is no easy an aggressive and effi cient reducing his SPD to 5, his Primary Weap- matter; Mechanon will foe who doesn’t hesitate ons Array to 75 Active Points (or even have to commit a series of robberies to obtain to use his most powerful 60), and his PD and ED to 25 (or even the parts and data he attacks at all times (only 20). If that still doesn’t do the trick, keep needs to do it. Th at gives the need to conserve or trimming until he’s an appropriate match the PCs the chance to replenish his energy [i.e., — extremely tough, but not completely fi gure out what’s going Recover spent END] is undefeatable. on, and stop it. likely to force him to use Appearance: Mechanon is a less powerful attacks. He humanoid robot standing over Th e unthinkable hap- favors multiple-Power pens — Mechanon and seven feet tall. His body is a silvery Dr. Destroyer, perhaps attacks, oft en combin- chrome color, with gold power cables snaking up the two most power- ing his Flare, Synaptic and down his limbs and torso like exposed mus- ful supervillains on Scrambler, or Muscular Disruptor with one of his cles. His head has two large, fl at superstructures the planet, team up! Energy Bolts or a Disintegrator Beam. He usually projecting to either side (radio antennae, and No one knows what starts with basic Energy Bolts, switching to other control surfaces for detached mode). His visual has prompted the evil weapons if they prove ineff ective. If he needs to Doctor to join forces sensors glow reddish-purple. with Mechanon, for capture an organic for interrogation or dissection, whom he usually he uses his Tangle-Cable. His most unusual power expresses nothing but is the ability to animate other machines, turning Going The Distance contempt, but their them into small but deadly servitor robots! (You ‘Yes, it’s true that I’ve fought Firewing to a standstill before plans for the world can’t can fi nd sample character sheets for Mechanon’s be good.... — but that was a long time ago, Summoned robots on the “Free Stuff ” page of the on another world, when he was Hero Games website, www.herogames.com, or a very different person. With the power he’s got simply create your own). now, it takes an entire team to challenge him. Campaign Use: Mechanon is a master villain Unfortunately, what he calls a ‘good fi ght’ of epic scope, one you can pit against the PCs usually causes a lot of property damage.’ — Ironclad of the Champions again and again as he undertakes one spectacular scheme aft er another to destroy all life on Earth. Since the stakes are so high, the dramatic tension should be, too. As a master villain, Mechanon should have whatever Bases, Followers, and Vehicles he needs; Champions 207

PULSAR 2 TF: SCUBA, Snow Skiing PULSAR Val Char Cost Roll Notes PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 [1] Total Powers & Skill Cost: 203 23 DEX 39 14- OCV: 8/DCV: 8 Total Cost: 350 Aft er he defeats a team 23 CON 26 14- of VIPER agents sent 14 BODY 8 12- 200+ Disadvantages to kill him, Pulsar fi nds clues that lead him to 10 INT 0 11- PER Roll 11- 20 Hunted: Champions 8- (Mo Pow, NCI, Capture) a VIPER lab, where 11 EGO 2 11- ECV: 4 he steals a prototype 15 PRE 5 12- PRE Attack: 3d6 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) energy-augmentation 12 COM 1 11- 15 Psychological Limitation: Overconfi dence device. With his powers (Very Common, Moderate) tripled in strength, he’s 13 PD 10 Total: 23 (10 rPD) 15 Social Limitation: Secret Identity (Frank now every bit as dan- gerous as he normally 17 ED 12 Total: 27 (10 rED) Costen) (Frequently, Major) 15 Unluck 3d6 thinks he is! What will 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 he do with his new- 10 REC 4 30 Vulnerability: 2 x STUN from Physical found might? And what 46 END 0 HKAs (Very Common) side eff ects could the 40 STUN 6 Total Characteristic Cost: 145 35 Experience Points device have...?

Movement: Running: 6”/12” Total Disadvantage Points: 350 Some of Frank’s old Flight: 10”/20” Background/History: It didn’t take Frank Costen Army superiors fi nd out who Pulsar really is and long to discover there aren’t too many things you decide to manipulate Cost Powers END can do when you’re a high school dropout who’s him into coming to 60 Energy Powers: Multipower, 60-point been dishonorably discharged from the Army. Sure, work for them as part powers you can get drunk and start barfi ghts, but only of a secret “superhuman 6u 1) Power Blast I: EB 12d6 6 if you’ve got money to buy liquor. It wasn’t long soldier” project. How 6u 2) Power Blast II: EB 8d6, Reduced before Frank didn’t even have that. much harm will they Endurance (0 END; +½) 0 cause before the heroes So, when Frank got a tip about a VIPER fi gure out what’s going 6u 3) Stun-Blast: EB 6d6, NND (defense recruiting drive, he jumped at the chance. He fi g- on and put a stop to it? is ED FF; +1) 6 ured he’d be perfect for it — with his military expe- 2u 4) Powered Punch: HA +5d6; Hand- rience, he was a shoe-in! Soon he’d be on his way to Pulsar comes to the To-Hand Attack (-½) 2 the big time. heroes, claiming his 30 Force Field: FF (10 PD/ED), Reduced Th e tip turned out to be good, and Frank was energy powers are over- Endurance (0 END; +½) 0 soon being given a physical by some VIPER scien- loading and he’s afraid 30 Power-Flight: Flight 10”, Reduced tists. Aft er taking a look at his test results, the scien- he’s dying. He genuinely Endurance (0 END; +½) 0 seems terrifi ed, but is it tists made him an off er. Th ey were looking for some all part of an elaborate “special recruits” to become part of an elite VIPER trap, or a true plea for Martial Arts: Commando Training fi ghting force. Was he interested? help? Maneuver OCV DCV Notes Th is time, Frank was certain, his luck was 3 Aikido Th row +0 +1 3d6 + v/5, Target changing. He was right — but not the way he Falls thought. Th e “evaluation test” for the “elite fi ght- 4 Boxing Cross +0 +2 5d6 ing force” turned out to be experiments in human 4 Choke -2 +0 Grab One Limb, mutation. As the electronic hum of the machinery 2d6 NND (2) he was strapped to rose in pitch, Frank felt intense 4 Karate “Chop” -2 +0 ½d6 HKA pain sear through every cell of his body. And then (1d6+1 with it got worse. And worse. STR) Frank was in so much agony, he barely noticed when the machinery exploded around him. It was Skills a couple of minutes before he realized he was lying 9 +3 with Energy Powers Multipower on the fl oor in a heap of rubble. Even better, the 4 +2 with Flight pain was gone! In fact, he felt... better. More alive, more vital, more — energetic. In fact, his body was 3 Combat Driving 14- bursting with energy. 3 Concealment 11- Almost without thinking, Frank blasted the 3 Demolitions 11- rubble off his body and stood up. He was glowing 2 Gambling (Card Games) 11- green, but he didn’t care. All he cared about was 2 KS: Th e Superhuman World 11- getting back at those scientists. 1 KS: VIPER 8- A few minutes and three dead scientists later, 1 KS: U.S. Army 8- Frank was fi nally knocked out and restrained by 3 Power: Energy Powers 14- VIPER soldiers. When he came to, the Nest Leader 2 PS: Soldier 11- made him an off er: come to work for VIPER, or be 5 Security Systems 12- killed. Frank knew a losing hand when he saw it, so 3 Shadowing 11- he signed up. 3 Stealth 14- He didn’t like it, though. Not wanting to be 3 Streetwise 12- bossed around was what led to his dishonorable 1 Systems Operation 8- discharge, aft er all. At the fi rst opportunity, he 208 HERO SYSTEM 5TH EDITION

blasted his way out and never looked back. charismatic person to manipulate Pulsar into doing Since then, Frank — using the name Pulsar his bidding. — has been a common sight on the supervillain For reasons best left unexplored, Pulsar has scene. Sometimes involved with a scheme of his an unhealthy fascination with celebrity Morgan own, sometimes working for other criminals, he Fairchild. Many of his schemes seem to have as has fought most of the major superheroes in Amer- their goal attracting her attention. He oft en ends ica, and a lot of the minor ones. He’s done precious a glowing description of one his plans with the little winning, though. Somehow things just don’t phrase, “And then, Morgan Fairchild will be mine seem to go his way. But this next job, see, it’s perfect; at last!” But he’s never attacked, kidnapped, threat- nothing can possibly go wrong.... ened, or stalked her; he seems determined to win Personality/Motivation: Pulsar is, at heart, a lazy her aff ection on his own merits. underachiever. He thinks of himself as the stuff Powers/Tactics: VIPER’s experiments in mutating master villains are made of, and one of the most humans granted Pulsar energy powers. He can fi re powerful men in the world. He explains all his fail- power-blasts, fl y, and protect himself with a force ures away as “bad luck.” But the truth is he doesn’t fi eld. He can even use his power to “juice up” an work hard at anything; he expects to be given fame, otherwise ordinary punch — a tactic he loves to use fortune, and women on a silver platter, and he has to show how macho and tough he is. an excuse for everything that goes wrong. Even though he’s had military training, Pulsar Despite his numerous failures, losses, and has little grasp of tactics. Mainly he shows off , blast- periods of imprisonment, Pulsar has an overween- ing the biggest, most obvious, or most important ing sense of self-confi dence. He’s convinced he has target to show his power. He likes to Haymaker his the power to defeat power blasts when he can, more for the impres- anyone, and he’s siveness than the extra damage. (He always follows quite susceptible them up with a Presence Attack.) to fl attering Th e only downside to Pulsar’s powers is the comments and way they altered his molecular structure, making extravagent praise him vulnerable to things that pierce his skin — bul- (especially from lets, knives, and so on. Energy seeps out of cuts and women). Despite his punctures like blood gushing from a wound, well-known dislike causing him intense pain. For this for taking orders, it reason, he avoids opponents with such doesn’t take attacks whenever he can. much for Campaign Use: Pulsar is a good “throwaway” villain you can use in just about any scenario. He can work with just about anyone, be manipu- lated into doing just about anything, and always seems to fi nd a way to escape from prison. As a Hunter, Pulsar is dangerous mainly because he loves to plan ambushes and oft en seems to attack at the worst possible time. If he can, he’ll use his Shadowing to follow his target around until he senses “just the right moment to strike!” If Pulsar’s too weak for your campaign, scale him up by giving him a few more energy powers (maybe a Force Wall, Telekinesis, or the like) and by increasing the DCs in his attacks and/or the number of CSLs he can apply to them. If he’s too strong, just decrease his DCs, and perhaps a few of his Characteristics. Appearance: Pulsar wears a bodystocking that’s colored a green-tinted chrome. On his chest there’s a a white starburst symbol with a silvery green center. His half-face mask, the same color as his bodystocking, includes a set of darker green eye- protecting goggles. His boots and short gloves are a metallic green. Champions 209

TACHYON 1 Teamwork 8- TACHYON Val Char Cost Roll Notes PLOT SEEDS 50 STR 40 19- Lift 25 tons; 10d6 [5] Total Powers & Skill Cost: 174 20 DEX 30 13- OCV: 7/DCV: 7 Total Cost: 350 Tachyon discovers his 25 CON 30 14- Susceptibility to kelva- 14 BODY 8 12- 200+ Disadvantages rite and decides to study the problem so he can 13 INT 3 12- PER Roll 12- 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, , NCI, “cure” it (i.e., decrease 10 EGO 0 11- ECV: 3 or buy off the Disadvan- 20 PRE 10 13- PRE Attack: 4d6 Capture) tage). But since he can’t 14 COM 2 12- 15 Psychological Limitation: Must Prove Th at get close to the stuff , He’s Th e Best (Common, Strong) he’ll have to force or 24 PD 14 Total: 24 PD (24 rPD) 10 Psychological Limitation: Scientifi c trick an innocent scien- tist into helping him.... 24 ED 19 Total: 24 ED (24 rED) Curiousity (Common, Moderate) 5 SPD 20 Phases = 3, 5, 8, 10, 12 5 Rivalry: Professional (with another astron- Aft er a research grant 15 REC 0 omy professor; Rival Is Aware Of Rivalry) 5 Rivalry: Professional (with Th underbolt II; falls through, Tachyon, 50 END 0 desperate for funding 52 STUN 0 Total Characteristic Cost: 176 Rival Is Aware Of Rivalry) to continue his work, 15 Social Limitation: Secret Identity hires himself out to a Movement: Running: 6”/12” (Prof. Steve Maxwell) (Frequently, Major) mysterious patron, who Leaping: 10”/20” 15 Susceptibility: to kelvarite, 1d6 damage per has him commit a series of bizarre burglaries. Teleportation: 25”/50” Phase (Uncommon) 20 Vulnerability: 2 x Eff ect from Drains Unable to restrain his curiousity, he begins Cost Powers END (Common) trying to fi nd out who 24 Toughness: Damage Resistance 25 Experience Points his benefactor is... and (24 PD/ED) 0 aft er that gets him into 60 Teleportation Powers: Multipower, Total Disadvantage Points: 350 more trouble than he 60-point reserve can handle, he comes Background: Born and raised in Chicago, Steve running to the PCs for 6u 1) Basic Teleportation: Teleportation 30” 6 Maxwell always had a strong competitive streak. help. 6u 2) Courier Teleportation: Teleportation Whether it was sports, grades, or picking up girls, 20”, Position Shift , x8 mass 6 Steve had to try to be the best — and he usu- In an eff ort to get 5u 3) Long-Range Teleportation: Tele- ally succeeded. To no one’s surprise, he ended up PRIMUS off his back, portation 20”, MegaScale (1” = 1 km; +¼) 5 attending an excellent college, Millennium City Tachyon trashes one 6u 4) Focused Teleportation: Teleportation University, on a full ride based both on his skill as of the organization’s 15”, Armor Piercing (x2; +1) 6 as football player and his grades. bases and steals a lot of 6u 5) Aportation: Teleportation 12”, equipment and records. Steve’s string of successes continued at MCU, Unfortunately, one of Usable As Attack (+1), Ranged (+½) 6 but his enjoyment of college life was marred by one the things he got were 4u 6) Combat Aportation I: RKA 2d6, thing: another student, Rob Bleskind. Somehow notes for a powerful new Penetrating (x2; +1); OIF (any small they just rubbed each other completely the wrong version of Cyberline the teleportable object; -½) 6 way. Bleskind was every bit as competitive as Steve agency has been work- 3u 7) Combat Aportation II: EB 5d6, NND was, and every bit as good. Since they both were ing on. PRIMUS needs (defense is having Teleportation, gravitic, those notes back as majoring in the sciences, they bumped into each soon as possible, before magnetic, or dimension-manipulation other on campus all the time, and harsh insults Tachyon can sell them, powers; +1); No Range (-½) 5 were the least they usually exchanged. Th e campus and asks the heroes to 3u 8) Blink Teleport: +8 DCV; Costs cops broke up more than one fi st-fi ght between fi nd him. Endurance (-½) 4 them. 2 Escape Routes: Two Fixed Locations for In Steve’s senior year, MCU got an unprec- Teleportation (home; offi ce) 0 edented opportunity — the chance to examine part of a strange meteorite that had hit Earth in Perks Kentucky. One of the minerals in the meteorite was 2 Contact: prominent astrophysicist 11- not found on Earth, and MCU was the fi rst to have a chance to examine one of the chunks containing Skills bits of this strange new rock, dubbed “kelvarite.” 16 +2 with All Combat To Steve’s delight, he was asked to participate in the analysis, due to his strong background in 3 Computer Programming 12- astronomy. His enjoyment of the moment was 3 Electronics 12- spoiled when the professors brought Bleskind in 3 CK: Millennium City 12- as well, due to his skills as a geologist. It was all the 2 CK: Chicago 11- two of them could do to be civil to each other when 2 KS: Football 11- the professors were around. 3 PS: Instructor 12- And then the professors left the room for a 3 PS: Operate Telescope 12- minute to get some equipment. What happened 2 PS: Play Football 11- next is a matter of debate. Both Steve and Bleskind 5 SS: Astronomy 14- claim the other one began an unauthorized test. 3 Stealth 13- Or it may be that they got into a fi ght and knocked 1 Systems Operation 8- something over. Or maybe they didn’t do anything. 210 HERO SYSTEM 5TH EDITION

But regardless of what they did or didn’t do, the clever trap for him. meteor did do something — it exploded! Both of Tachyon remains bitter rivals with Rob Bles- them were showered with tiny particles and frag- kind, who’s now better known as Th underbolt. Each ments of kelvarite. Bleskind, being closer to the of them does his best to interfere with the other’s meteor when the disaster occurred, was bombarded work, taunt him, and make him miserable. Th e two with more kelvarite than Steve was. have yet to put their superpowers to the test against Steve woke up in the hospital. He was amazed each other, but they know it’s only a matter of time. to fi nd out that he didn’t feel any pain. In fact, he Powers/Tactics: Being bombarded with the felt terrifi c! It didn’t take long for mysterious alien mineral kelvarite (about which him to discover that the acci- Earth science still knows almost nothing) granted dent had somehow granted him Tachyon an unusual and powerful suite of super- prodigious strength. And when human abilities. First, it greatly augmented his a nurse opened the door and sur- strength and resilience, giving him the ability prised him, he discovered another to toss vehicles around and punch through one his powers — teleportation — armor plating with ease. Second, it somehow purely by refl ex. Fortunately, he man- interacted with his bioelectric fi eld to aged to get back into his room before the grant him teleportation powers. In nurse noticed he was missing. addition to teleporting himself, As he continued his studies, he can teleport others (even eventually earning a Ph.D in against their will) or teleport astronomy, Steve practiced small objects into people with his powers. He devel- (causing terrible wounds). oped fi ne control over his For a less lethal attack, he teleportation powers, and can simply “blink teleport” explored the extent and a person in and out rap- uses of his enormous idly, causing such strain to strength. Being fairly self- the person’s system that the centered and quite greedy, he victim oft en passes out. soon began committing burglar- Tachyon has developed a ies — an easy enough thing to do number of tactics to take advantage of for a super-strong teleporter. his abilities. For example, if he’s facing Today, Steve lives a double someone, he can use his Courier Tele- life. Most of the time he’s one of portation to ‘port in behind them so the newest astronomy professors that he’s looking at the target’s back, and at MCU, teaching undergrads then punch them for all he’s worth. With the ins and outs of stars, nebulae, the GM’s permission, he could combine and planetary formation. But his Aportation with a punch (Strike) when he feels like it, or when as a multiple-Power attack. someone hires him to do a job, he Although Tachyon doesn’t hits the streets as Tachyon, steal- know it yet, his kelvarite-based ing and committing mayhem as powers come with kelvarite- the mood takes him. based weaknesses as well. For Personality/Motivation: Tachyon one thing, exposure to other is not a complex person, as kelvarite somehow weakens and supervillains go. He’s self-cen- harms him, and could even kill tered, greedy, and basically him if it were prolonged. For- amoral, though he does a tunately, kelvarite is pretty good job of covering these rare; the only known sources negative qualities and blend- on Earth right now come ing into normal society on a from the meteor mentioned day-to-day basis. His drive to prove his own superi- above, one fragment of which Steve Maxwell got ority has lasted into adulthood; he still can’t stand it to study. Somehow the kelvarite in his body also when anyone outdoes him — or even comes close makes him vulnerable to attacks that sap his abili- to outdoing him — and will do whatever it takes ties (i.e., Drains). to prove he’s the better man. If a superhero defeats Campaign Use: Tachyon is a powerful opponent him, he’ll keep coming back, again and again, until with an unusual set of powers the GM can use to he achieves victory. keep the players on their toes. He’s diffi cult to keep As a scientist — he genuinely loves his work, imprisoned once captured, so he can always come and can talk about it for hours — Tachyon has a back to get revenge. strong streak of scientifi c curiousity. He likes to To make Tachyon a little more powerful, boost know what makes things work, why they happen his STR to 60, his Multipower reserve to 75, and the way they do. If presented with a mystery or a his Multipower slots accordingly. You could also puzzle, he oft en focuses on it intently, becoming increase his SPD to 6. If you fi nd he’s too powerful more absorbed in it than he should be. A superhero for your game, try reducing his STR to 40, his SPD who discovers this trait might be able to devise a Champions 211

to 4, and/or his Multipower to a 50-point reserve. 20 3) Visions: Clairsentience (Sight and TALISMAN As a Hunter, Tachyon is a dogged and deter- Hearing Groups), 4x Range (600”) 4 PLOT SEEDS mined foe. He’ll usually start Hunting a hero 3 Magesense: Detect Magic 13-; because the hero humiliated or bested him in Concentration (0 DCV; -½) 0 Eager to divine the loca- some way, and he’s dead set on proving who the tion of the Karathos “better man” really is — if necessary, in front of a Perks Orb, an enchanted item huge crowd of people, just so the whole city hears 2 Contact: a member of the Circle Of Th e of great power, Talisman about it. He’s not particularly vicious or interested Scarlet Moon 11- commits several crimes to obtain the bizarre in killing his targets, but he’ll gladly beat them to 4 Contact: a Morbanes of DEMON 11- ingredients needed for within an inch of their lives and embarrass them (very useful Skills and resources, has a fi nding-spell. Can the thoroughly. signifi cant Contacts of his own) heroes fi gure out what Appearance: Tachyon is a tall, extremely muscular 4 Contact: Dark Seraph 8- (extremely she’s up to in time to useful powers and resources) stop her — or must they man who wears a blue and green costume when defeat an Orb-wielding committing crimes. His boots and short gloves Skills witch with four or fi ve are blue. Blue runs up the inner half of his leg and times her normal might? up the center of his chest, spreading out over his 6 +2 with Mastery Of Hellfi re Multipower shoulders and ending where the shoulders meet Inexplicably, Talisman the upper arms in a point. Green runs up the outer 3 High Society 14- falls in love with a male half of his legs and his sides, and all the way down 3 CK: Vibora Bay 13- PC (or prominent NPC). his arms. His short gloves are blue. He wears a blue 2 CK: Millennium City 11- Using powerful black magic, she warps his domino mask and has short black hair. When he 3 KS: Arcane & Occult Lore 13- 3 KS: Demonology 13- mind and personality, teleports, a fi eld of bluish energy, a bit lighter in making him as evil as tone than his costume, surrounds his body and 3 KS: Necromancy 13- herself and her partner then fades away right aft er he disappears. 3 KS: Witchcraft 13- in crime. Can the PCs 1 Language: Latin (basic conversation) rescue their friend with- TALISMAN 3 Seduction 14- out hurting him? Val Char Cost Roll Notes 3 Stealth 13- 10 STR 0 11- Lift 100 kg; 2d6 [1] 3 Streetwise 14- When a powerful 20 DEX 30 13- OCV: 7/DCV: 7 demon comes to get Talisman to return a 20 CON 20 13- Total Powers & Skill Cost: 271 Total Cost: 410 favor he once did her, 10 BODY 0 11- Talisman manages to 18 INT 8 13- PER Roll 13- trick him into thinking 21 EGO 22 13- ECV: 7 200+ Disadvantages that she’s Witchcraft (or 25 PRE 15 14- PRE Attack: 5d6 10 Distinctive Features: Mystic Aura (Not your PC team’s mystic, 20 COM 5 13- Concealable; Always Noticed; Detectable as applicable), and vice- Only With Unusual Senses) versa. Since the heroic 20 Hunted: Trismegistus Council 8- (Mo Pow, mystic has no idea 5 PD 3 Total: 19 PD (14 rPD) what’s going on, the PCs 7 ED 3 Total: 21 ED (14 rED) NCI, Capture) soon fi nd themselves 5 SPD 20 Phases: 3, 5, 8, 10, 12 15 Hunted: DEMON 8- (As Pow, NCI, Capture) with one very angry 6 REC 0 20 Psychological Limitation: Corrupted Soul demon on their hands.... 56 END 8 (Common, Total) 30 STUN 5 Total Characteristic Cost: 139 15 Psychological Limitation: Utterly Self- Centered; Cares Only For Herself Movement: Running: 6”/12” (Common, Strong) Flight: 20”/40” 15 Social Limitation: Secret Identity (Pamela Duquesne) (Frequently, Major) Cost Powers END 115 Experience Points 60 Mastery Of Hellfi re: Multipower, 60-point reserve Total Disadvantage Points: 410 6u 1) Hellfi re: EB 12d6 6 Background/History: Pamela Duquesne and her twin 6u 2) Hellfi re Gate: EB 8d6, Explosion (+½) 6 sister, Bethany, were raised in a seemingly ordinary 6u 3) Agonizing Hellfi re: EB 8d6, Armor suburban home. But behind that seemingly normal Piercing (+½) 6 facade lurked a shadow, for the Duquesnes were 6u 4) Writhing Hellfi re: EB 4d6, Continuous witches devoted to the dark powers, and they raised (+1), Penetrating (+½), Uncontrolled (+½) 6 their daughters to become witches in turn. Pamela, 40 Foul Sorcery: Multipower, 40-point reserve cruel and spiteful almost from birth, welcomed the 4u 1) Domination: Mind Control 8d6 4 teachings and took to witchcraft readily, while Beth- 4u 2) Befuddlement: Mental Illusions 8d6 4 any, kind-hearted and shy, had more trouble. 4u 3) Spell Of Torment: Ego Attack 4d6 4 On their eighteenth birthdays, both girls were 4u 4) Touch Of Terror: Drain PRE 4d6 4 to be formally inducted into the Circle of the Scarlet 20 Helpful Witcheries: Elemental Control, Moon, the powerful coven their parents belonged 40-point powers to. Eager for ever-greater power, Pamela spoke the 22 1) Shield Of Sorcery: Force Field (14 PD/ oaths readily, but Bethany was horrifi ed and ran away. 14 ED), Reduced Endurance (0 END; +½) 0 Glad to be rid of her goodie-two-shoes sister, Pamela 20 2) Wings Of Th e Wind: Flight 20” 4 immersed herself in studying with the Circle, learning 212 HERO SYSTEM 5TH EDITION

much dark magic from them. fact Talisman has had more opportunity to practice Eventually, though, she became dissatisfi ed with using spells on people than Witchcraft has, since she the Circle. It was too hidebound, too obsessed with doesn’t care about hurting or manipulating innocents pointless rituals and traditions that only inhibited her for her own purposes). ability to learn magic. She left , seeking other tutors. Talisman oft en gestures and incants when cast- Down through the years she studied with many, ing her spells, but she doesn’t have to — she’s just used including the feared sorcerer-priests of DEMON and to doing so. She’s perfectly capable of using any of her the demonic Dark Seraph. Any route that off ered powers even when bound and gagged. greater access to power, be it making blood sacrifi ces Th e Trismegistus Council, an order of benevo- or corrupting her tutors with her charms, she lent mystics with whom Witchcraft has some gladly took. association, would like to capture and But she has done more with her life neutralize Talisman, whom they regard than study. Pamela, who prefers the as a great threat to the world (they nickname “Talisman,” isn’t content won’t explain exactly why to Witch- to stay in the library all the time. craft ). DEMON, with whom Talisman She wants bright lights, big cities, has worked in the past, would like to fi nd a fast money, and the adoration way to force her to add her power to its ranks, of beautiful people. Seeking but so far she has eluded their snares. these things, she turned her Campaign Use: Talisman makes a good gen- powers to crime, and found it an eral-purpose mystic villain for a variety of even easier path to infl uence and scenarios, but oft en works best when some power (albeit power of a diff erent element of her background — usually sort). With her mastery of hellfi re Witchcraft , but possibly a Hunted or and other magical abilities, she’s the like — is also part of the story. a match for most superheroes Th at way she seems less like a — including her weakling sister, two-dimensional evil spellcaster, who joined the Champions. Talis- and more like the intriguingly man eagerly looks forward to the day when wicked person she actually is. she can fi nally destroy Witchcraft utterly. She If Talisman is too weak for almost succeeded once, but only managed your campaign, give her a Vari- to curse her. A rematch is only a matter of able Power Pool like Witchcraft ’s, time. but make it larger and a little Personality/Motivation: Cruel, sadistic, easier to use (once again, the petty, manipulative, and supremely easy path to power pays off ... for now). If she’s too self-centered, Talisman is almost strong, reduce her Mastery Of Hellfi re to a 40 or 50 the complete opposite of her point reserve, her EC to 30-point powers, and a few sister Witchcraft . Pamela is out- of her Characteristics (DEX and CON, perhaps) by a going, bold, self-confi dent, openly point or three. sexy, and assertive, unlike the more shy, As a Hunted, Talisman is vindictive and vicious. quiet Bethany. Long exposure to and use She never forgets a slight, or passes up any of black magic has corrupted her soul, and opportunity to make her quarry miserable though she hasn’t sold it yet, even that dire — or dead. Instead of simply blasting her step down the path to damnation is likely foe, she’ll try to fi nd unusual curses, spells only a matter of time. of torment, and other ways to harm him. Powers/Tactics: Talisman’s powers derive She rarely Hunts on less than an 11-. from her study and practice of black Appearance: Although she is Witchcraft ’s magic. She specializes in the manipulation twin sister, Talisman can easily be distin- of arcane Hellfi re, but has also mastered guished from her hated sibling most of the sorcery and various general magics. Unlike time. She wears her black hair short. She typi- Witchcraft , who sacrifi ced power for breadth cally wears black high-heeled boots, a black leather of ability, Talisman has focused on develop- ing miniskirt, and a strategically-unbuttoned (or see- powers more suited to her selfi sh desires and ignored through) long-sleeved blouse (usually in black, some the “petty magics” of “lesser witches.” But her power- other dark color, or red); there’s a fl ame motif embroi- ful magics can tire her easily if she’s not careful; when dered along the cuff s. using her in a game, keep careful track of her END usage. Also unlike Witchcraft , Talisman has chosen Beauty and the Beat the quick and easy routes to power, caring not for the ‘I have no comment on the harm they may infl ict on the world, or ultimately on National Inquisition’s story herself. Th us she possesses greater power (i.e., more execpt to say that its writers have very vivid imaginations. Character Points) than Witchcraft , though they’ve I’ve never even met Fiacho, much less had an both been studying magic for roughly the same affair with him.’ amount of time. Talisman’s Experience Points refl ect — Sapphire of the Champions this moreso than they do more experience (though in Champions 213

CHAMPIONS INDEX Comparing PCs to the rest of the Fists Of Th e Dragon (example power) ....74 Magic (source of superpowers) ...... 44 world ...... 134-35 Flight Ring (example gadget) ...... 120 Magic and mysticism, as element of the Accidental Change (Disadvantage) ...... 64 Computers (various Follower (Perk) ...... 63 genre ...... 53-55 Adjusted and New Rules ...... 153-55 examples) ...... 106-113, 119, 195 Force Field Devices (example gadget) ...117 Magnetic Manipulation (example Adventure (mood/meta-genre) ...... 35-36 Concealing identity ...... 49 Four-color versus dark heroes ...... 21 power) ...... 71 Age (Disadvantage) ...... 64-65 Conversation versus Narration ...... 147-48 Fringe Benefi t (Perk) ...... 63-64 Mantle Of Mastery (example power) ...... 53 Aging of campaigns ...... 142-43 Cosmic superheroes ...... 24-25 Gadgeteer (superhuman archetype) ...... 72 Martial Artist (superhuman Alien (origin type) ...... 59 Costumes ...... 49, 65 Gadgetry (origin type) ...... 60 archetype) ...... 73-74 Aliens Crushing objects ...... 162 Galactic Champions ...... 24-25 Mask Lenses (example gadget) ...... 117 Generally, in Champions Cultural and social issues ...... 18-19 Gamemastering, generally ...... 124-79 Masks ...... 49 campaigns ...... 52-53 Culture, aff ect of superhumans on ...... 30 Garages and hangars ...... 102 Master Villain’s Agents (generic NASA and ...... 33 Dada Fugue (example power) ...... 77 Gauntlet Blasters (example power) ...... 78 NPCs) ...... 177-78 Source of superpowers ...... 44 Danger rooms ...... 103-04 Generic NPCs ...... 176-78 McCarthy, Senator Joseph ...... 10 Alternate dimensions ...... 53 Dark Champions ...... 20 Genetic manipulation (source of McGillicuddy, Jeanine (the Champions’s Alternate histories ...... 23-24 Dark heroes ...... 21-22 superpowers) ...... 44 receptionist) ...... 193-94 Amulet Of Th e Aandiri, Th e (example Day jobs ...... 52 Genius Insight (example power) ...... 11 Mechanon (sample supervillain) ...... 203-06 power) ...... 77 Deathtraps ...... 121-22 Genre considerations and elements, Mental Training (origin type) ...... 60 Anaesthetic Gas Projector Defender (sample superhero) ...... 182-84 generally ...... 6-55 Mentalist (superhuman archetype) ...... 74 (example power) ...... 105 Defensive Gadgets ...... 117-18 Genre simulation, limits of ...... 138-42 Meta-genre ...... 35-43 Animal Empathy (example power) ...... 10 Delicate Kick Of Han Chen, Th e Get Down Tonight (example power) ...... 19 Metamorph (superhuman Anti-Communism ...... 11-12 (example power) ...... 73-74 Godly Ancestry/Bestowal (origin type) ...59 archetype) ...... 75-76 Appearance of superhumans Demographics of superhumanity ...... 28-29 Golden Age Champions standards ...... 9 Mind Control Wave Emitter (example in the setting ...... 27-28 Department of Defense, Justice, and Golden Age, generally ...... 8-11 gadget) ...... 123 Archetypes, generally ...... 69-80 State ...... 32-3 Government agencies and Missed Attack Rolls Table ...... 38 Armored Costumes (example gadget) .....117 Dependent Non-Player Character superhumans ...... 32-33 Mixing characters from diff erent Artfully Dodging ...... 138-39 (Disadvantage) ...... 65, 156 Government liaisons for superteams .98-99 campaigns ...... 133 Atomic monsters ...... 13 Designing for power ...... 133-34 Gravity Globes (example power) ...... 72 Mixing periods and campaign types ...... 26 Attacking while Covered ...... 153 Destroying the world ...... 50-51, 122-23 Great War Champions ...... 23 Money (Perk) ...... 64 Authority, relationship with, Devastator (sample supervillain) .....196-98 Green Dragon (sample Mood ...... 35-43 for superteams ...... 98 Dimensions, alternate ...... 53 supervillain) ...... 198-201 Morality, campaign ...... 136-37 Avoiding Th e Blow (example power) .....139 Directed Knockback ...... 153 Hangars and garages ...... 102 Motivations for superheroes ...... 60-61 Base Points and Disadvantage Disadvantage Points and Base Haywire (example power) ...... 22 Movement Devices ...... 120 Points ...... 125-28 Points ...... 125-28 Headquarters ...... 97, 101-111 Mutant (Distinctive Feature Bases ...... 97, 101-111 Disadvantages ...... 64-68, 155-59 Heroic Intimidation (example power) .....11 Disadvantage) ...... 66 Bestowal (origin type) ...... 59 Discovery of Secret Identity ...... 50 Historical periods, superhumans in ...... 23 Mutant hysteria ...... 17-18 Big Wrap-Up, Th e (example power) ...69-70 Distinctive Features (Disadvantage) ..65-66 History, aff ect of superhumans on ..... 29-30 Mutant (origin type) ...... 59 Bikerwear Costume (example power) .....22 Distant Viewing (example power) ...... 74 Homestead (the Champions’s base) ...... 193 Mutation (source of superpowers) ...... 44 Blaster Pistols (example gadget) ...... 115 Distracting Costume (example power) ...22 Homing Beacon (example gadget) ...119-20 Mysteries, historical and/or Blaster Rifl es (example gadget) ...... 115 DNPC (Disadvantage) ...... 65, 156 Honorable (Psychological Limitation) ....67 superhuman ...... 34 Blasting Wand Of Berala Th e Bold, Th e Doomsday Devices ...... 122-23 Horror (mood/meta-genre) ...... 39-40 Mystery men ...... 9 (example power) ...... 77 Doorsmashing Fists (example power) .....10 Hot Sleep Chamber (example gadget) ...121 Mystic (superhuman archetype) ...... 76-77 Boomerang (example power) ...... 80 Drama (mood/meta-genre) ...... 38-39 Hunted (Disadvantage) ...... 66-67, 156 Mystic Family/Race (origin type) ...... 59 Boot-Jets (example power) ...... 78 Drunken Defense (example power) ...... 74 Hunting (Psychological Limitation) ...... 67 Mystical/Magical Training (origin Bounced Attacks ...... 153 Dumont, Denise (Champions-DOSPA Hyper-Running I (example power) ...... 79 type) ...... 60 Bouncing ...... 162 liaison) ...... 194 Hyper-Running II (example power) ...... 79 Mysticism (source of superpowers) ...... 44 Bowl ’Em Over (example power) ...... 9 Earthquake Inducer (example Hyper-Running III (example power) ...... 79 Mysticism and magic, as elements Breakable objects ...... 160-62 gadget) ...... 122-23 Icicle (sample supervillainess) ...... 201-202 of the genre ...... 53-55 Brick (superhuman archetype) ...... 69-70 Eff ectiveness and Point Ceilings ...... 130-33 Instant Plot Generator ...... 149-52 Narration versus Conversation ...... 147-48 Bronze Age Champions standards ...... 17 Eff ects of damage, optional ...... 154 Insulated Ear Covers (example gadget) .117 NASA ...... 33 Bronze Age, generally ...... 16-20 Elements of the superhero genre ...... 48-55 Insurance, superhumans and ...... 31-32 Navigation (Skill) ...... 63 Brooks, Wendy (the Champions’s Enabling devices, use and abuse of ..140-42 Introduction ...... 5 Near-Magical Costume Material ...... 49 housekeeper) ...... 194 Enchanted Blade Of Rendrak, Th e Intruder Zapper (example power) ...... 105 Neutral grounds ...... 170 Build Gadgetry (origin type) ...... 60 (example power) ...... 80 Iron Age Champions standards ...... 20 New and Adjusted Rules ...... 153-55 Buildings, breaking ...... 160-62 Enchanted Th rowing Weapon Iron Age, generally ...... 20-22 Nighthawk (sample superhero) ...... 186-88 Bulletproof Spandex (example power) ....49 (example power) ...... 16 Ironclad (sample superhero) ...... 184-86 Non-Player Characters, generally .....170-76 Campaign characteristics ...... 136-38 Energy Cage (example power) ...... 14 Iskari’s Invoked Iridescence (example Nonsensical villainy ...... 50-52 Campaigns, creating and running, Energy Projector (superhuman power) ...... 53 Normal Characteristic Maxima, generally ...... 136-59 archetype) ...... 71 Jet Th rusters (example gadget) ...... 120 adjusting ...... 58 Capturefoam Projector Enhance Rage (example power) ...... 75 Jobs for superheroes ...... 52 Nova Eff ect (example power) ...... 128 (example power) ...... 106 Enraged/Berserk (Disadvantage) ...... 66 Justice-Sight (example power) ...... 77-78 NPCs, generally ...... 170-76 Champions (sample superhero Enter Th e Microverse! (example Knockback, directed and random ...... 153 NPCs, generic character sheets ...... 176-78 team) ...... 181-96 power) ...... 16 Knowledge Skills ...... 63 Number of superhumans ...... 28-29 Champions Universe Characteristics Environments for superhero Laboratories and lab equipment ...... 102-03 Occupations for superheroes ...... 52 Standards ...... 58 stories ...... 160-63 Law, aff ect of superhumans on ...... 31-32 Optional Eff ect of Damage ...... 154 Character creation, generally ...... 56-99 Episodes, creating and running, generally ... Law enforcement powers for superhumans Origin story, roleplaying ...... 62 Character Point guidelines and suggestions 144-53 31-32, 63-64 Origins for superhuman characters ...59-60 125-28 Experimentation, Subject of Legal sanction for superhumans 31-32, 63-64 Outer space ...... 52-53 Characteristics, rating normal versus super- (origin type) ...... 60 Lenses, Mask (example gadget) ...... 117 Outlook, importance of the PCs, in human ...... 57-58 Exploration ...... 14 Let Freedom Ring (example power) ...... 78 the campaign ...... 138 Characters as weapons ...... 153 Explosive Arrow (example power) ...... 80 Let’s Get ’Em, Partner! (example power) ...9 Overconfi dence (Psychological Charters for superteams ...... 98-99 Extra Combat Functionality ...... 153-54 Liaisons, government, for Limitation) ...... 67 Cleaving Th rough Weak Points (example Extradimensional energies (source of super- superteams ...... 98-99 Parachute Form (example power) ...... 76 power) ...... 80 powers) ...... 44 Liberte, Egalite, Fraternite (example Patriot (superhuman archetype) ...... 10, 77 Code Of Th e Hero (Psychological Facial Manipulation (example power) .....11 power) ...... 78 Periods of comics ...... 8-26 Limitation) ...... 67 Fads 19 Life cycle of a campaign ...... 142-43 Perks ...... 63-64 Code Versus Killing (Psychological Fantasy Champions ...... 25-26 Lightheartedness ...... 11 Physical Limitation (Disadvantage) ...... 157 Limitation) ...... 67 Fastball Special ...... 153-57 Limits of genre simulation ...... 138-42 Physical Training (origin type) ...... 60 Comedy (mood/meta-genre) ...... 37-38 Field Of Muck Delaying Trap Living Hair (example power) ...... 14 Physics in superhero worlds ...... 163 Comics Code, Th e ...... 12-13 (example gadget) ...... 122 Location of base ...... 103-05 Plot 144-45 Communications Gadgets ...... 118-20 Finger Of Unconsciousness, Th e Lucent Lightnings Of Th e Loyal Plot Generator, Instant/random ...... 149-52 Communism ...... 11-12 (example power) ...... 70 Larethian, Th e (example power) ...... 53 Pogo-Boots (example power) ...... 72 Fire Blast (example power) ...... 71 Mace-Hands (example power) ...... 75 Point and Eff ectiveness Ceilings ...... 130-33 214 HERO SYSTEM 5TH EDITION

Point totals and power levels ...... 125-30 Police, reaction to superhumans ...... 31-32 Policeman (generic NPC) ...... 177 Portable Blast Shield (example gadget) ...... 118 Powered Armor (superhuman archetype) ...... 78 Power Helmet (example power) ...... 72-73 Power levels and point totals ...... 125-30 Power Negator (example gadget) .....120-21 Power (Skill) ...... 63 Projectiles into buildings ...... 160-61 Protective Capabilities (example power) ...... 78 Protective Of Innocents (Psychological Limitation) ...... 67 Psionic powers (source of superpowers) ...... 44 Psionic Shield (example gadget) ...... 117-18 Psychic Obliteration (example power) ....75 Psychokinetic Paralysis (example power) ...... 18 Psychokinetic Shield (example power) ....75 Psychological Limitations ...... 60-61, 67-68, 157 Pulp heroes ...... 9 Pulsar (sample supervillain) ...... 207-08 Quick Superhuman Generator ...... 81-93 Radiation Accident (origin type) ...... 60 Radiation Blast (example power) ...... 71 Radio Handset, Basic and Advanced (example gadget) ...... 119 Radio Headset (example gadget) ...... 118-19 Random Knockback ...... 153 Simple Spell Of Comprehension, A Aff ect on the law ...... 31-32 Uncontrollable Eyebeams Random plot generator ...... 149-52 (example power) ...... 77 Aff ect on history ...... 29-30 (example power) ...... 18 Random superhuman creator ...... 81-93 Simulating the genre, limits of ...... 138-42 Aff ect on technology ...... 32-34 Underwater Base (example base) .....107-09 Random Superteam Name Generator .....97 Skills ...... 63 Aff ect on society ...... 29-34 Unifi ed theme campaigns ...... 46-47 Razor Fingers (example power) ...... 22 Smash Th e Luft waff e! (example Government agencies and ...... 32-33 Universal Defense Field Belt (example Realism, campaign ...... 137-38 power) ...... 9-10 Insurance and ...... 31-32 power) ...... 73 Realism; realistic superpowers ...... 22 Social and cultural issues ...... 18-19 Numbers of ...... 28-29 Universal Transmutation (example Recoveries, Restricted ...... 154-55 Social Limitation Police reaction to ...... 31-32 power) ...... 128 Red Scare ...... 11-12 (Disadvantage) ...... 68, 157-58 Sanction/law enforcement Urban Base (example base) ...... 106-07 Registration laws for superhumans ....31-32 Society, aff ect of superhumans on ...... 29-34 powers for ...... 31-32, 63-64 V-Jet (the Champions’s aircraft ) ...... 194-95 Relationship with authority, for SOCRATES (the Champions’s When fi rst appearing in setting ..27-28 Vehicles ...... 112-14 superteams ...... 98 supercomputer) ...... 195 Where appearing in the setting ...... 28 Vibro-Phasing (example power) ...... 79 Reporter (generic NPC) ...... 178 Sonic Blast (example power) ...... 71 Supernatural forces (source of Victorian Champions ...... 23 Resisting objects, stopping ...... 160 Sources of superpowers ...... 27, 44-47 superpowers) ...... 44 Victory Punch (example power) ...... 10 Restraint Devices ...... 120-21 Space ...... 52-53 Superteams, generally ...... 94-99 Vigilantes ...... 21-22 Restricted Recoveries ...... 154-55 Space Base (example base) ...... 109-111 Supervillain Getaway Teleporter Vigor Of Th e Valdar (example power) .....53 Revelatory Presence Attacks ...... 39, 153-54 Space Rings (example gadget) ...... 118 (example gadget) ...... 120 Villainous agencies ...... 55, 165-66 Revisionism ...... 19-20 Speedster (superhuman archetype) ... 79-80 Susceptibility (Disadvantage) .....68, 158-59 Villains Rivalry (Disadvantage) ...... 157 Squeezing Th rough Cracks Swingline (example gadget) ...... 120 Generally ...... 64-69 Rocketboard (example power) ...... 19 (example power) ...... 76 Tachyon (sample supervillain) ...... 209-11 As elements of the genre ...... 50-52 Romance (mood/meta-genre) ...... 40-42 Staff , for bases ...... 105 Tactics for superteams ...... 99 As element of episodes ...... 144 Rubbery Body (example power) ...... 76 Standing On Th e Sun (example Take Th at, Ivan! (example power) ...... 16 Vulnerability (Disadvantage) ...... 159 Rule Of X ...... 131-33 power) ...... 128 Talisman (sample supervillainess) ...211-12 Waldos (example lab equipment) ...... 103 Running campaigns ...... 138-43 Stopping moving things ...... 160 Team Transport (sample vehicle) ...... 112 Weapon master (superhuman archetype) ...81 Sanction, legal, for superhumans ...... Strange Super Societies ...... 14-15 Teams Weapons 31-32, 63-64 Street Punk (generic NPC) ...... 176-77 Generally ...... 94-99 Characters as ...... 153 Sandblaster Of Th e Gods (example gadget) Subject Of Experimentation (origin Bases and equipment ...... 97 Examples ...... 115-17 122 type) ...... 60 Member personality types and When superhumans fi rst appear in Sapphire (sample superhero) ...... 189-90 Subplots ...... 146-47 roles ...... 94-96 the setting ...... 27-28 Science, laws of, in superhero worlds .....163 Sucker Attacks ...... 155 Name ...... 96-97 Where superhumans appear ...... 28 Scintillant Shackles, Th e (example Super Societies ...... 14-15 Technology, aff ect of Winds Of Th e Zephirim power) ...... 77 Super-agencies, as element of the genre ..55 superhumans on ...... 32-34 (example power) ...... 53 Searchlight (example power) ...... 78 Super-Car (sample vehicle) ...... 113 Teen Champions (subgenre/ Witchcraft (sample superhero) ...... 190-92 Second Generation superheroes ...... 12-13 Super-Multitool (example gadget) ...116-17 meta-genre) ...... 42-43 World War II ...... 8-9 Secret Identities ...... 48-50 Super-mysteries ...... 34 Television superheroes ...... 15-16 You Only Nicked Me! (example Secret societies, as elements of the Super-science (source of superpowers) ...44 Th eme ...... 146 power) ...... 138 genre ...... 55 Super-technology ...... 32-34, 44, 100-123 Th eme campaigns ...... 46-47 Security gadgets for bases ...... 105-06 Supercuff s (example gadget) ...... 121 Th rowing Blades (example gadget) ...... 116 Sense Weakness (example power) ...... 14 Superhero gap ...... 10 Th underbolt Voice (example power) ...... 15 Sensory Overload Capture Trap Superhero genre, generally ...... 6-55 Th underclap (example power) ...... 70 (example gadget) ...... 122 Superhero-World Physics ...... 163 Th under-Leap (example power) ...... 74 Shadow Invisibility (example power) ...... 18 Superheroic Point Totals ...... 57 Timeline of superhuman events ...... 27-34 Shock-Prods (example gadget) ...... 116 Superhuman, defi ning ...... 57-58 Timer- And Struggle-Triggered Environment Shockwave (example power) ...... 69 Superhuman Generator, Quick/ Plunger (example gadget) ...... 121-22 Showoff (Psychological Limitation) ...... 67 random ...... 81-93 Training (source of superpowers) ...... 44 Sidekicks ...... 10, 63 Superhuman registration laws ...... 31-32 Training, generally (origin type) ...... 60 Silhouette Form (example power) ...... 14-15 Superhuman World (Knowledge Skill) ....63 Translight Travel (example power) ...... 128 Silver Age Champions standards ...... 11 Superhumans Tsunami Bomb (example gadget) ...... 123 Silver Age, generally ...... 11-16 Aff ect on culture ...... 30 TV Superheroes ...... 15-16