CHAMPIONS OF VANCOUVER
Campaign Description: This is a Standard Superhero campaign. The Player Character's are superheroes in a modern day world populated by superhumans. They will fight against supervillains, villainous agencies, criminals, terrorists, etc… All the Characters should be "Good Guys" who can work as part of a superhero team.
Importance of the Player Characters: The Player Character's are Superheroes and the only Superhero Team in the Pacific Northwest. They are independents, but should be able to work with UNTIL and the local Law Enforcement Agencies (RCMP SERT).
The Campaign World is identical to our own except for the presence of superpowers. It is both a brighter and darker world than the one you know. Advanced technologies have made old power sources obsolete and the environment is recovering from decades of abuse, but super powered megalomaniacs, terrorists, and armies have made the world a more dangerous place.
The PCs are the most important heroes in the campaign. Supers are people with powers, not the other way around. Normals are just as interesting as supers. There are more heroes and villains around than just the ones with superpowers. Every PC, NPC, and Agency should stand out as a unique entity. Diverse ethnic, natural, and religious backgrounds make for memorable realistic NPCs. In any conflict between realism and fun, Fun wins. The best campaigns tell a story.
World Description: The Champions Universe is a four-color comic book world, full of larger than life characters. Technology is more advanced than the real world, and magic is real. Aliens and creatures of legend roam the earth.
The Story So Far: Ascension Inferno (Part 1), Jaws of Hell (Part 2), Shake & Snake, VIPER Ascendant (Part 1), Steel Legion (Part 2), Case Closed (Part 3) Mechanical Menace, Enter DEMON, Investigation Goes Awry, Juicer’s Uprising, Case Closed 2 & Super Terminators, Life Lessons, and How to Building A Super HQ.
Local Relations: ???
CAMPAIGN TONE
Morality: The Champions of Vancouver is mostly a four-color campaign, and for the most part the morality of the campaign will be four-color as well. However, there will be some crossover between good and evil, and thing will not always be black and white. Characters will find themselves making difficult decisions, but should always try to be good guys.
On the other hand "bad guys" will vary between being good guys working at cross goals to being extremely evil. Some times the character will be faced with scenes of extreme violence.
Realism: Strong, but the heroes will be expected to make ridiculous efforts and take huge risks to accomplish their goals Character death is a reality. If that is not enough to keep a player character alive, then they had best hope the rest of the team likes them.
Outlook: While the outlook will be mostly positive, there will be many dark moments and many challenges outside of combat.
Seriousness: While the overall tone of the campaign will be very serious, there will be time for a certain amount of light hearted banter, or comic relief. The heroes will be Canada's best defense against the direst of situations. This does not mean that there is no room for humor. Witty repartee, creative use of powers, and the way you play should provide plenty of humor in the midst of even the direst situation.
Continuity: The game will be entirely serial. Player actions in one scenario will have effects on later scenarios and continuity will be enforced. Adventures will move linearly through time. Bad guys will remember who you are and what you did to them, and the press will print your exploits for the world to see.
CHARACTER BUILDING GUIDELINES
• Starting Points: 200
• Maximum Disadvantages: 150
• Maximum Points From One Category of Disadvantage: 50
• Normal Characteristic Maxima: Not Required
• Combat Hit Location Rules: Not Required
• Knockdown Rules: Not Required
• Long-Term Endurance Rules: NO
• Limited Push: YES
CHARACTER ABILITY BUILDING GUIDELINES
Power Levels Beginning Range Maximum Minimum
Characteristics: 10 – 40 60 10
Speed: 3 – 6 8 4
Combat Values: 6 – 9 12 6
Damage Classes: 6 – 12 16 8
Active Points: 30 – 60 80 --
Skill Points: 20 – 60 80 --
Skill Roll: 11- /15- 18- 8-
DEF/rDEF: 20/10 30 6/6
HOUSE RULES: (Special Restrictions, Requirements and Exceptions)
• It is advised that the player make use of all 150 points of Disadvantages.
• All player characters should have a Psychological Limitation concerning Killing.
• House Rule: Luck Rules (see Handout)
• The character must have some special mode of transportation.
• The character must have Social Limitation: Secret Identity.
House Rules : Luck Chits
At the beginning of each session the Players draw randomly one Luck Chit from the Bag. Player Characters with the Luck Power randomly draw an additional Luck Chit for every d6 of Luck.
At the End of each session all Players return any unspent Luck Chits to the Bag. Sometimes you want Quantity, sometimes Quality. The Luck Chits go away at the end of the game, no carry over. Use 'em or lose 'em... which encourages interactive use and not hoarding.
White Luck Chits: x 30 [1W = 1W] Allows a Reroll of any one roll you control. Or allows an Abort Manuever (to Dodge, Block, Dive for Cover, etc …) without using an Action. It also allows a single Recovery, without using an Action. It also allows Players to modify the Hit Location Chart (Defensively) and move the hit location by One (up or down).
Green Luck Chits: x 30 [1G = 2W] Same as White, plus you can spend a green to take away a single die in a "to hit" or "skill" roll, to gain a success. Rolled a 15... Spend a Green, take away that 6, now you have a 9! Success! (The GM randomly draws a chit for the villains, if you spend a Green) It also allows Players to modify the Hit Location Chart (Defensively) and move the hit location by Two (up or down).
Blue Luck Chits: x 30 [1B = 3W or 1G & 1W] same as Green, without any benefit to GM. Blue is also a way to "flex" powers in a supers game. It allows a power to be used in a way that fits the SFX, but they haven't paid points for. [Ex: Flame character... wants to reduce the fire in a room to save a child... but doesn't have this power. Spends a Blue for this one action, his EB (or whatever) becomes Suppress normal fires, and he can do it.]
Blue also allows for "dramatic editing" so that the character can simply say, "I grab the broom handle and snap it off, so I have a stake to fight the vampire!" rather than asking, "Is there anything wooded around?" In the case I highlighted in the last Secret Worlds adventure... on PC was way out of the combat, and spent the Blue to come up with a creative way to get his character there "right now!". It also allows Players to modify the
Hit Location Chart (Defensively and Offensively) and move the hit location by Three (up or down).
Yellow Luck Chit: x 1 [1Y = 2B or 3G or 6W] There is only one in the bag, but if drawn, the player can become GM for a scene. They get to create and event or subplot or something along those lines, that fits with their character concept and long term goals. I've had one person spend it so his character finally got his Thesis on Paranormal Gestation Theory published, and to wide acclaim, so he became famous in those circles as THE expert on metahuman bio-genesis.
Another spent it, so that during a mission, he accidentally stumbled across some critical information about villain financing... this changed the entire SHAPE of the campaign, as the villains funding was exposed, and they had to come out of the shadows, rather than manipulate from behind the scenes.
The Yellow Luck Chit is usually just one "scene" or "event" They don't tend to really run the game in terms of controlling NPCs... They just say, "Ok... here's this cool thing that I want to have happen, with this or that character..." They often don't force a certain outcome, they just want to have something that really shows off their character, or allows their character to have a really big impact on the plot. (I guess it could be abused, but I've got great players. They tend to enhance the story and the world... not control it.)
Luck Power: [ each d6 Luck = 1 Luck Chit ] Drawn randomly and still allows the Player Characters to use the Luck Power as written in HERO System 5th Edition .
It's a great system ... players seem to really love it ... and it gives flexibility within limits. I've been doing it for probably 6 years or more at this point. I'd never go back. .
I'd created a generic "luck roll" to help determine random events. Roll 3d6... sixes good, ones bad. So if a player asks something like, "I need a rock to throw at the wild dogs making off with the baby!" I'd say, "Roll a luck roll," to determine if there just happened to be a rock around. Good luck, there is a perfect throwing rock, right at your feet. Bad luck... no rock to be found. Neither/nor... there is a rock, but its’ 20 feet away, and will take a turn to get it.
Luck (the Talent back then, now a Power) allowed characters to roll an extra die for each luck die they had... and that die could only be good for them (ones didn't count.)
RDU Neil’s Dark Champions: Secret Worlds Thread
http://www.herogames.com/forums/show...1&page=3&pp=30
This worked pretty well, but for years there was a need to open up Champs/HERO System, to allow some flexibility with powers and give players a little more control over their characters destiny and story.
Then I played Deadlands. (Original Deadlands, when it first came out.) They had chips (poker chips) that you could spend to soak wounds, or make rolls better, or whatever. It was a great mechanic. After only one session, I realized that this was a way to make Luck in Hero very viable.
P.S.: A really well written campaign log too. Also apologies to Duke for placing his post out of order when I reorganized this thread.
More Later
QM


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