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  1. Okay, been away from the super hero Genre for a long time. I'm most familiar with 5th, and but I very much want to set up a game for my kids in the 6e universe. So, I'm going to make up some characters for them quick like, so they can start playing and then they can change modify or completely redo anything they like. But I'm at a total loss for the kinds of limits that would be reasonable for a silver age 300 point super team. Are there any "accepted" formulas for max damage levels / combat levels etc that people use? Also, what rules are good for villian levels? for instance if I have a 3 man super team at 300 points, what point/power levels would a single villian with nominal henchmen use? I know a lot of this will come with experience, but looking for a jumping off point where the heroes are not going to be easily defeated by the BBEG. Thanks in advance.
  2. Like the major comic-book publishers, the current official Champions Universe has mostly followed the history of real Earth, aside from the impact of the presence of superhumans. That includes real-world political and social trends, and often analogues to actual public figures, although there are differences. At present the real United States of America is undergoing political and social turmoil, catalyzed around the sitting President, Donald Trump. He's become a major polarizing figure, with supporters applauding policies they believe are necessary and overdue, while his detractors accuse him of attacking American values and even laying the ground work for fascism. Questions of President Trump's moral qualities and even mental stability have also been raised. I have no desire to get into a debate about that here (and we already have a thread for same on the NGD forum). However, that kind of upheaval sounds like a ripe field for story lines and role playing as part of a Champions campaign, in a supers world going through analogous events. Yet the very divisiveness surrounding this President, and the lack of clarity regarding the true motives of himself and those around him, and where all this will ultimately lead, could make many GMs wary of using an "alternate" Trump in their games. Then it occurred to me that our Champions source books provide an appropriate alternative figure actualizing all the worst suspicions and fears about this administration, with no question as to his private motivations, morality, or competence: Representative David Sutherland, formerly the "superhero" Invictus (Champions Villains Vol. 1: Master Villains). Long before the most recent presidential election, Sutherland had been subtly and shrewdly working to forward his political ambitions. His superheroic career accomplished much good and built a strong positive reputation, but it was all a show to accumulate support for an ultimate Presidential campaign. Since being elected to Congress he's been the most prominent superhero-turned-politician in America. For years he's maneuvered to place people sympathetic to his goals in positions of influence. Considering how tumultuous the last election was, it's not hard to imagine someone so famous, charismatic, and capable winning through to the Oval Office. Sutherland's true goal is to turn America into a modern Roman Empire, incontestably dominant around the globe, with himself as de facto Emperor. Once in office he's likely to very deliberately and calculatedly do things that detractors of the real President accuse him of attempting: install people personally loyal to him in important government roles; discredit and suppress media that criticize him, while promoting outlets that support him and attack his enemies; challenge the validity of laws and constitutional authority that restrict his ability to do what he wants; foster radicalized divisions within American society to mobilize more militant support behind him; disrupt international stability with confrontational policies asserting American dominance over global affairs, while cultivating foreign allies he can bribe or coerce. As for his morality, he's unquestionably corrupt, hedonistic, and ruthless, to a degree more epic than the relative banality of what Donald Trump has been accused of. For Champions gamers who would like to work some of the implications of the climate in America today into their games, but are wary of using an alternate of Donald Trump, David Sutherland is an unambiguous "villain" to oppose for heroes who know the truth about him; but with all the complications and challenges of opposing such a villain who's also the lawful, popular, and very capable occupant of the most powerful political office in the world.
  3. Arc 1: The Tears of Tierrasola: The first two sessions w/ Drew and Joey vs the Revenants and Antonio Aguilar will be considered the first (short) arc of a loose campaign. Arc 2: Into The Breach: The third and fourth sessions in the game rooms of At Ease Games with the larger group of players against Nikolai and his Cthonically corrupted dimension will be considered the second arc. Arc 3: A Trick of the Night: A night of terror and blood on the Sunset Strip culminating in a all out assault on a Section M facility by vampires and their minions, with our Hunters right in the middle of it all. Lurking behind it all a mysterious master vampire named Vincent, and behind him an even greater and more insidious threat only whispered of by the name of L'Éminence Nocturne. Arc 4: Qlippothic Philosophic: Secret societies, esoteric eschatologies, cthonic cults, and a legend from the dawn of Hermetic magic long believed to be apocryphal...falsely.
  4. Hello all, Two questions for the more seasoned GMs out there. 1. What map scale to you customarily use? I know it's suggested that 1" (hex) can be two meters. I'm seriously thinking of just making it a 1:1 ratio for ease of calculating map movements, range modifiers, etc. I realize that's it's up to the GM discretion, of course, but I'd love to hear your thoughts. 2. In preparing for your campaign, how do you do it? Do you create a Word/text document and just have it on a nearby screen? Being 52 years old, I love analog, so considering just printing out my session and putting it into a binder. Easier to reference back to previous sessions if I need to. 2b. Do you use bullet points in creating your campaign/session? I'm leaning towards this because we know that things always change within a game, so I figure it's easier to be more flexible this way. Of course, if there's any soliloquy that needs to be spoken, I could type it up word-for-word, etc. Any and all help would be greatly appreciated!
  5. Hey guys and gals! As my friends and I learn more about the game, they have shown interest in being the villains as opposed to heroes. With that being said, are there any campaigns out there that have this in mind? I think I came across one about aliens killing all the heroes so the villains have to step up in order to save earth, but cannot find it anymore. Any and all help is much appreciated, thanks!
  6. I should be running a Champions game (IRL) in the near future, and I've been asked to build all the characters for it. Which simplifies some things, but leaves me getting overly worried about properly balancing the team. (I know that I overthink and overly worry about things, but stopping myself is easier said than done. Oh well.) Also, there will be 7 or 8 players, which is pushing me towards lowering the team power level a bit so that I can keep combats from getting overly bloated. Anyway, the core of the team: After some discussion, the 6th-8th players will be crew members for the band, to be hashed out at a future date. Such concepts as 'a hypercompetent roadie', 'the sound and lights guy', 'a duplicating back-up dancer', and Max Lord'the manager with psychic powers' have been floated. And while not necessarily connected, the band is relatively new, so the characters will still be rookie heroes. So, I'm trying to work out a good power level for the team. In particular, I'd like to be able to run classic Ultimates, with Plasmoid and Charger updated 6th, against the PCs as a fair fight without too much buffing or fudging. Not sure if that is a reasonable goal, though. My thoughts so far are: Aquanet: 10 DC, 5 SPD, 7/7 CV, +1-2 HtH Bondage: VPP – 50 or 60 control cost, 4 SPD, 6/6 CV, +2 Overall Chronic: 8-10 DC, 6 SPD, 7/9 CV Delicious Rick: 12+ DC, 4 SPD, 5/5 CV, +3 Powers, +2 v Range Spandex: 9-10 DC, 5 SPD, 7/7 CV What advice can you veteran GMs and players give this worry-wort?
  7. So, I've had an internal debate about starting this thread since the original was destroyed years ago when the HERO forums rebooted. Finally, I decided that I will restart the TGU thread from days of old. Mostly, because I miss the conversations and insight of you all here at HERO. I received some of the best ideas and most pertinent help right here. So, call me selfish. I'm starting over. I hope that there are a few things you can find here that are amusing or interesting and that our conversations can be helpful to everyone... Welcome to the EPIC UNIVERSE! As some of you may know, I play a rotating set of HERO games (Superheroes, Fantasy & Star Hero). We call this triad the Epic Universe, as each campaign is set within one glorious universe. It wasn't always that way, though. Originally, our space opera game was a stand alone game campaign based on the comic book ALIEN LEGION. We played characters in a suicide squadron, not unlike the Dirty Dozen, called NEMESIS SQUADRON. Nemesis Squadron was a fun, episodic, hack & slash, overpowered romp throughout the Tophan Galactic Union (see Alien Legion for more details) and we loved playing the baddest of the bad space criminals. But, as things do, Nemesis Squadron came to an end after years and years of play. Fast forward to the summer of 2012 when I restarted not only a space campaign, I built the entire Epic Universe (the Fantasy [9 Realms of Epoch] and Superhero [Epic City] games are for other forums). Since Nemesis Squadron had been so well received in the past I based my new episodic space opera on that foundation, simply calling the new game the TGU (Tophan Galactic Union). Gone was Nemesis Squadron (maybe), replaced by 3 galaxies full of as many space genre sources I could find. From Star Wars to Dune, MechWarrior to Hero’s own space races plus 40K, Halo, Firefly and much more, all could find a place in my game. Believe it or not, the crazy “anything goes” approach worked wonderfully. So, I’m going to start off this thread with the foundation: NEMESIS SQUADRON Here you will find the original space game played in the ‘80’s and ‘90’s, as it was distributed to my players (complete with typos and misspellings). This game was never meant for distribution and takes from or pays homage to so many different licensed entities that I can’t even begin to list them. It was and is always intended for fun only! NOTE: Please keep posts on this thread focused on NEMESIS or the new TGU game. Thanks!
  8. CHAMPIONS: THE RETRIBUTORS, online Champions/Hero System 6th Ed campaign, played with Google Hangouts and Maptool, meeting weekly, Mondays 8-10:30 EST. As luck would have it, at the end of our first year of the campaign one of my long-term players dropped out, leaving a spot open for recruitment. This is a pretty stable long-term superhero game. If interested, check out the introduction, character creation rules and house rules here: https://champions-the-retributors.obsidianportal.com/ A log of our first year can be found here: https://champions-the-retributors.obsidianportal.com/adventure-log/synopsis If you wish to join, obtain a free Obsidian Portal account and request to join on the campaign website above.
  9. 107 downloads

    The Fifth Edition version of Champions Universe first mentioned an intriguing-sounding location on CU Earth, called the Valley of Night. (The reference has since been reprinted in the 6E update to that book.) Few details about it were ever published, and there are no plans on the part of Hero Games to expand on them. However, I was inspired by that reference, and other elements from the official setting, to develop the Valley of Night for my own Champions campaign. Thinking that other gamers might find a use for them, I posted my (rather extensive) notes to the Hero Games discussion forums -- after first asking permission from Hero Games management -- where they seemed to be generally well received. The relevant discussion thread has long since passed into the obscurity of the forum archive; but this seemed to be an appropriate place to offer this material again for interested parties. This download is a ZIP containing two files. The first is a PDF, a sort of "sourcebooklet," of most of the material I created for the Valley of Night. The second is a RTF document with additional info, mostly inspired by feedback from my fellow forumites. They describe the Valley's history, geography, unique environment and ecology, and society; more than a dozen NPCs and creatures; and numerous plots and plot seeds for using the Valley. Although inspired by official CU elements this material isn't closely tied to that setting; I designed it to be easily inserted into most superhero game campaigns. Although written with a supers game in mind, I also include notes on adapting the Valley to fantasy, pulp, modern adventure, or future sci-fi settings. The material is somewhat bare-bones in format. It lacks character sheets for any of its original characters; instead I suggest modifications to the sheets of similar characters from Hero Games's Champions publications. The modifications are to the Fifth Edition write-ups for those characters, but should pose no significant problems to people using the 6E books they appear in. There are also no maps included -- map creation being a weakness of mine -- although all locations are described in substantial detail. I hope you enjoy your exploration of the Valley of Night. Assuming you survive.
  10. OK I have a basic idea of a Champions campaign in mind that I'd like to build and write up, but this is a bit more ambitious than just a setting or an adventure. My theory is to build a whole campaign story arc sort of like how Pathfinder has its Adventure Paths. So I want to create a campaign setting and series of related adventures that a group can run through start to finish moving from just starting out to finishing a grand storyline in an epic fashion, growing along the way. In theory that would mean starting new characters, just beginner superheroes, who meet up, learn to work together, form a team, grow as the team building up resources, contacts, and so on, and deal with a growing but uncertain threat. Anyone who watched the superb Avengers: Earth's Mightiest Superheroes animated series has an idea of what I have in mind. This would necessarily require a rather large investment of time and effort, bringing together a series of adventures that move toward the conclusion, but more it would require interwoven storylines that aren't obviously part of the main tale. Sort of like how (too many) TV shows work these days, with each individual episode being its own story, but a larger story carried through from show to show until the end. My theory is that you would have 3 basic plots in each adventure: the Main Story that each adventure moves along even if a small amount; at least one character's Character Story focusing on their background, complications, NPCs, or powers, and most obviously, that adventure's primary plot (the bank robbery, protecting a child from PSI, etc). So each adventure would need not just the basic module of fighting and fun, but the ongoing story and at least a few tips on how to run character stories in this session related to the adventure. I like Aaron Allston's description of various player types (Pro From Dover, etc) in Strike Force, and there are certain character archetypes that could be used too - not their powers, but their type (the wolverine type, the ingenue type, etc) such as was laid out in an Adventurer's Club magazine years ago. With these two tools you could just give a few paragraphs about each: the Ingenue runs into a moral dilemma, the Combat Monster is forced to talk a guy off a ledge, etc. However, this is a huge project with a lot to think about and I have a ton of questions and dilemmas to work out. The initial scenario - or rather the one after the training session - is a major concern. How do you get the team together, what's a good starting point that lends to a natural gathering of supers rather than "well we're all in the campaign, I guess we're a team." The other major headache is the huge overarching plot and villain; what will the big storyline be? It has to end up something truly epic that not only tests the PCs to their limits but gives a very satisfying feeling of "wow we really had to be there and saved the world." So any thoughts or ideas on this would be very welcome because I think this would be a fun and exciting project - one that with all the minds around here we could really build into something special.
  11. Our Champions campaign is approaching it's 34th anniversary. There have been some ups and downs in the past few years, with some players moving on, and others joining. After all this time, our campaign adventures have entered - as one player stated - a golden era. As GM's, we like to get feedback from our players and we ourselves on occasion rate them old-school style: A+, B-, C+ and so on. Well, we've have an incredible string of them with an A+, each one seemingly better than the last one. To date, a couple of our talented players have created over 40 animation/commercials to be played before the adventure, to give a sense of what the adventure we be like, and over 50 music tracks selected from various games/movies/etc to represent the heroes. The campaign has changed a bit over time but incredibly is still the same campaign, it's not a reboot of it. It must be asked: why are the adventures so good after all this time and increasing in quality? True, after all that time, we've gotten used to learning what real storytelling is. I think more than that, we've learned as GMs to step back and let the players have a say-so in some GM decisions. We as GMs have learned to trust our players and our players the GMs. We've learned what players like (and certainly don't like). We've learned simply to have fun and remove the AD&D style of DM/GM-vs-Player style which, unfortunately, runs in alot of campaigns I've heard and read about. We have episodes of adventure, redemption, spying (did one just this Friday), suspense, epic, creepy, light-hearted fun and out-right goofyness to name some. I say this campaign would never have gotten this far without these elements. I applaud an excellent group of players and GMs who have discovered its more fun to work-together than to fight about who's right.
  12. For a while now I've been toying with the idea of how to run limitations in my campaigns. I haven't messed with it much because usually I just end up having what happens reasonably in the story take place rather than trying to impose specific events but it seems like it could be at least a useful rule of thumb. Basically the idea is to use the limitation modifier as a rule of thumb for when it takes place. So if someone has an OAF (-1) then it hinders the character at least once a game session (it is awkward, gets taken away, broken, etc). The limitation total would guide this; so a -1/4 limitation would be once per four sessions, a -2 twice a session, etc. Has anyone tried something like this, and does it end up being too contrived or awkward or does it work well?
  13. Version First


    This is a rebuild of the old Campaign Rules sheet that was offered in 4th Edition Champions. It gives the GM a single sheet to fill out with all the things players may need, including power level ranges, point bases, optional rules, house rules, everyman skills, and so on.
  14. Being an 'old-timer' who's played Champions since 1st edition 1981, the campaign has changed considerably. I've been privileged to be part of such a great group of gamers, who are also my closest friends. We came up with a version of Hardened Defenses before there was such a thing, I'm proud to say. From the 1st edition of "The Island of Dr. Destroyer" to the Adventurers Club magazines, a lot has been added since sitting down on day 1 of Champions 1st edition and trying to figure out the rules from a mere 56 page book. Along the way, we've looked at many things we liked and added a few houserules. Sometimes, the houserules came about just to be simple for everyone, not to make it the best logical way. Hey, when you've seen the rules change ending up eventually with 6th edition, you just stick with some of them. Our house rules work for us, and that's good enough for us. Before mentioning some of them, I'll retell the silliest thing that happened while learning the 1st edition of Champions: My brother and I read the book through (so we thought) and decided to try to each create a character. With the 100 point base, we found our characters costing horrible more than Crusader or Starburst but weren't sure why. My brother backtracked on the points for each stat and eventually found out there were 10 pts free in Str, Dex, Con, Body, Int, Ego, etc. so he did a little checking in the rules. Gasp! You get base points to start! (Moral of the story: read what's in front of you.) On to the House Rules: Perfect 3: When you roll a 3 on your to-hit dice, you have some options: add +1 Stun/per die, up to your maximum damage. If you want, you may also do 1.5x Body rolled up to max. (i.e. a 10d6 punch would add 10 Stun to the Stun total, so a roll of 35 Stun would be increased to 45 Stun.) Do zero BODY. This is particularly useful if you're not wanting to hurt someone. Do your normal damage and allows maximum knockback automatically. Do normal damage and go first on your next Phase automatically. Rolling an 18: When you roll an 18 on your to-hit dice, you have some options: Your DCV is halved during that Phase PD and ED are halved during your next Phase for the first attack that hits Your attack at half OCV during your next phase Roll for/pick a random character friend and roll the attack on them, at their DCV -1 Luck: Luck gives additional options besides the way Luck is usually handled. During the beginning of the game, anyone with Luck gets 1 pt. for each die of Luck that they possess, i.e. 2d6 Luck gives 2 pts. You lose these pts as you use them. Points reset at the beginning of any episode. For each point you gain from Luck, you may pick from one of the following options: Use 1 pt to add +1 OCV to one attack roll Use 1 pt to add +1 DCV for one attack roll on you Use 1 pt to reroll one low die of damage Add a bonus to any skill or characteristic roll = to the number of points used. Announce how many pts you intend to use before the roll. Using 3 pts gives +3 to your roll. Useful to bring that skill of 11 or less up to 14 or less. Comeliness: We use Comeliness, still. Someone help me on this but someone a long time ago suggested using Comeliness broken down into categories - we adopted that. The categories were: Approachability, Body, Face, Hair, Voice, Attitude, Magnetism, Style, Highlight. Base Points at Character Creation: Variable from 100 - 200 pts. We primarily stick with 4th and 5th edition rules, with a small amt of 6th edition. When a character is created, work on the statistics, powers and skills. Pick the disadvantages that the player feels the character should have. The rest is the base. As we have multiple GM's, we come to a group consensus of the base, with much leniency. Knockback: Even if an attack normally does knockback, the player can choose to do 'no knockback'. This is particularly used when two very strong opponents fight each other so they're not spending half the combat running back to each other due to the distance knocked back. Rules used apply to villains as well as heroes.
  15. Last year, I picked up "Last Dominion - Echoes of Glory". I've been trying to find or create a good "low-magic" / "magic-rare" campaign setting for Fantasy Hero, and so far this was the best source book I've found. In reading the book, several references are made to additional related books ("Rivers End" and "Night of Fire"); however, I've never been able to locate either of these two books. Does anyone know where / how they can be found?
  16. Greetings Programs, I have been feeling the itch to Game Master a Champions Campaign on Hero Central. I am looking for help and advice.
  17. This is a game concept that I had come up with a year or so ago and figured it was past time I put it up here for people to contribute and share. The name of the campaign I was using was: The premise is that a NASA probe to the red planet discovers a derelict ship and the probes notes the language on the control surfaces is in Sanskrit. NASA sets up a small base on Mars and eventually reverse engineers the craft's FTL drive. Because of a reference to a threat found in the time degraded data archives, they send a military team to a set of coordinates based on data in the archives. They arrived to the system and find out that not only that they are a part of a community of races, but that humanity was a part of an alliance that had warred with a race that is reminiscent to ancient eldritch horrors and that they only beat them by shunting them into subspace and sacrificing their ability to travel to the stars. Now the SEAL team has awaken an aspect of the horrors and humanity is on the verge of accidentally releasing them from their subspace prison.
  18. To anyone who is entertained by such things, this is the Campaign Brief that myself, my wife, and a friend of ours are going to start GMing in the near future. We do character creation for it this weekend. GMing duties are going to be swapped around between the three of us, so that everyone can play. Welcome any commentary that people have. Welcome to America, the Land of Opportunity and Home of Super Heroes! While this is not the greeting given at any border to America, it is an appropriate declaration. Common belief is that individuals with great power have been around for ages, but America was the birthplace of the super hero tradition. The first super hero, Lady Liberty, appeared during the Revolutionary War with the power of inspiration known as The Rallying Cry of Freedom. She acted as a demagogue for the colonists, and while she was involved in a number of peaceful rallies her legacy is forever tied to when her words lead a township of people into open revolt against the British. The town was cleansed, an example to the rest of the colonies. The Redcoats hope to scare the colonists into submission failed, and both Lady Liberty and the township became rallying points for the Minutemen akin to the battle cry ‘Remember the Alamo!’ While the first Lady Liberty died during the Revolutionary War, the mantle was not long vacant. In the years leading up to the Civil War another woman claimed the mantle and spoke out for the freedom of all people. While her words were impassioned, they did not carry the same fire as her predecessor. Instead, Lady Liberty was now the master of the Fires of Freedom, a physical manifestation of America’s need to be free. These two women cemented a legacy of super heroes, one that went through infancy in the Wild West of America with Iron Age, the Living Steam Engine; Totem, Animal Spirit; and the third Lady Liberty, Shield of the West. These three heroes captured the hearts and imaginations of frontier story tellers, Southern raconteurs, and East Coast writers of all stripes. The tales of each of these individuals in their trials and tribulations against the dangers of the old West spread like wildfire, and soon fictitious accounts were being published in dime novels. During the end of the 19th and the early years of the 20th century, the infant super hero tradition began to mature. This growth period though was stunted by the war in Europe, as soon those who may have taken up the mantle were instead brought into the war to end all wars and many died on the front lines. While the end of World War I signaled the end of the conflict, it had served to reveal how rife the modern world was with secret societies, insidious cults, evil scientists, and the machinations of foreign powers in America’s backyard. Bored billionaire playboys, martial artists, and gunslingers took the battle to these forces of evil that America’s police force seemed ill prepared to deal with. Unlike their inspirations, these Mystery Men seemed to have only minor supernatural powers, and many made due with only their wits and strong jaws. Journalists seeking the truth or just tabloid headlines along with fiction writers capitalized on this era, and soon the controversy of the Mystery Men was debated from sea to shining sea. Some American’s felt that these heroes were doing what any red blooded American would if given the opportunity, while others believed that the brutal justice that some of them meted out was uncalled for, and many worried that these ‘heroes’ were undermining society to aid the socialist takeover of their country. America’s law enforcement was clearly overwhelmed as the rules of the game changed. America looked for solutions, a way for the government not to effectively be held captive in a battle between vigilantes and criminals. America finally unveiled what they hoped to be the solution to this problem as they entered the Second World War. The American Eagles were a group of experimental soldiers that had been developed to work on behalf of American interests both at home and abroad. The project took 48 soldiers, one for each state in the union, and infused them with a secret formula to enhance them with super human power. Joining the American Eagles in the war effort, numerous super heroes volunteered as part of their civic duty. While the American Eagles were often seen on the front lines leading troops, the super heroes of the age were often involved in clandestine missions on behalf of the Allies. By the end of the war, the population of both the American Eagles and the super heroes who volunteered had been decimated and the American Eagle serum was deemed too volatile to continue the research. In the aftermath of the war, some of the heroes who had served together saw the need for continued alliance to ensure that darkness would not seep into the corners of the world once again. Erudite, Sleuth, and the Green Beret labeled their alliance as the Sentinels, for they would be ever-vigilant. Together they swore two oaths, ‘Noster Nostri’ (Our Hearts Beat as One) was their promise to each other. They were now brothers and sisters, their hearts beat with the same blood and forever they would come to the others aid. While ‘Lux in Tenebris’ (Light in Darkness) was the statement of their mission. They would bring the light of truth and justice to those who would seek to hide in darkness. From these three investigators the Sentinels grew into the world’s premiere super hero team, and eventually their fallen comrades from World War II would be posthumously inducted as members. The Sentinels were nervously welcomed home by the public and government. While they had nobly served during wartime, no one was quite sure what to make of a growing alliance of heroes and what it meant for the future. It was Senator Joseph McCarthy that gave voice to the public’s fears when he began his investigations into the Communist threat and identified these ‘rogue agents’ as a primary threat. As McCarthyism surged through America, the capes once again moved out of the public eye and into the shadows. From here they acted as shadowy defenders of justice who flouted the law. McCarthy’s power would have likely waned in the latter half of the 1950s if not for the emergence of a new threat to America, one that played directly into his message of fear and mistrust. Children who had been born during the atomic age were now teenagers, and as their bodies began to mature so too did extraordinary abilities that were beyond the comprehension of conventional science. These individuals, labeled mutants, had been living in American homes for their whole lives and suddenly manifested these unexplainable powers. McCarthy quickly took to investigating the danger that they posed to America as part of the Communist threat. While numerous individuals had tired of the witch hunt that McCarthy had taken the nation on, everyone once again joined up in arms with him against this new threat to the American way of life. McCarthy’s stay of execution in the public eye would only last a few years, as alcoholism ended his life in ’57. The death of McCarthy and no clear successor brought the worst of the second Red Scare to an end, and suspicion remained strongly upon the super heroes who had fled from his investigations. This action would tarnish super hero reputations for generations to come. The 1960s began to see a rise in both the super heroes and villains of the world. The children that McCarthy had focused his attention on toward the end of his life had matured, and now were lashing out at a world that hated and feared them. In response to the often violent actions that a few super powered individuals were taking, more teams of heroes were forming and modeling themselves after the Sentinels. Over the course of the years to come an arms race occurred between the heroes and villains, and some questioned if the villains were just a natural product of these super men. Some enlightened individuals attempted to use the civil rights movement of the ‘60s to pin the mutant cause to; neither the masses nor the civil rights leaders were willing to accept mutants. While individuals from different races and creeds came together, it was at times over their shared fear of mutantkind. Rallies that were attempted for mutant acceptance received a harsher reaction than any other, and it was during the Woodstock festival that events came to a head. Professor Norman Carey was invited by one of the performers to speak to the assembled masses, and he made an impassioned plea to the assembled to find a place in their heart for their brothers and sisters who had been gifted with extraordinary gifts. The crowd’s reaction was volatile and the peaceful concert erupted into violence against Professor Carey. A handful of mutants came to Carey’s defense wielding mutant powers and the crowd’s rage was turned on them. The riot resulted in the deaths of over a hundred individuals on site, while over a hundred more never made it to a hospital. Carey’s plea was intended to be a platform to help mutants gain acceptance, but instead became remembered as a slaughter by them. Events in Woodstock would set the cause back of mutant acceptance for at least half a century. America’s involvements in the Vietnam War lead to the government once again reaching out to its resident super heroes for assistance. The super hero population was torn on the issue, but some did heed the call. Those that did not respond to America’s cry for assistance were suddenly met with groups of Federal agents attempting to force them into joining up. Reactions to this treatment by the government varied; some heroes left the calling of prowling the streets at night, others fled to Canada in hopes of discovering more tolerance, and some continued in their activities to the best of their ability. Overseas the heroes that had signed on to the war effort were being used in the field against the Viet Cong. These heroes were assigned positions that were appropriate to their specific power sets. Some were even placed within units that had photographers traveling with them. For the first time, solid photo documentation was occurring of these gifted individuals during combat conditions. This level of transparency turned against the heroes once again as Impact was photographed literally blowing the skeleton out of an enemy soldier’s body. The picture became an instant sensation for anti-war demonstrators as well as the opponents of super heroes, and to this day is one of the most widely known images of American history. Impact’s photograph spawned years of discussion and investigations dealing with superheroes. Since that time the government’s dealings with various vigilantes has changed based on the current political climate as well as their own needs. During wartime governments are quick to call upon their superheroic allies, but as soon as a clear and present danger is not in sight, heroes are far more likely to receive the cold shoulder or outright persecution on behalf of their elected officials. Through all of this turmoil the Sentinels persevered, adapting and adjusting as needed to continue with their two oaths. The Sentinels have refused to participate in a war since their founding, stating that while they are at home on American soil, they have humanity’s interests at heart instead of just one nation. This position has led them into difficult political situations on more than one occasion. While their roster, status, and methods have changed many times over the years, their twin oaths have remained the same. During the fall of the Soviet Union in the early 90s, the political landscape of Eastern Europe became a jumble of small unions trying to assert themselves as regional powers. While burgeoning nations scrambled to lay claim to the treasures of the fallen socialist republic that long standing powers hoped to keep out of their hands; Yuri Dragunov, the leader of a KGB project known as Black Sun, attempted to resurrect the union. Dragunov’s attempt to resurrect the union was failed, but he was able to capture territory along the Baltic Sea in the name of a dead Mother. Dragunov accomplished this with the elite soldiers that his program had been responsible for breeding for the Great Bear. The Western powers recoiled in horror as this new nation arose, rededicated to Communist ideals under the control of Dragunov. However, Dragunovia was a short lived hot bed of espionage and was eventually brought to its knees from within when the super powered soldiers rose up against their general. From the ashes of the Soviet Union and Dragunovia arose the terrorist state of Chernoye Solntse or Black Sun. Black Sun, the name of the new union as well as the organization behind it, initially claimed sovereignty from foreign powers and a desire to remain free from their machinations. No one listened. The ashes of Dragunovia had not cooled, nor was the broadcast from Black Sun a day old when neighboring states sought to lay claim to the lands that Black Sun now ruled over. In response Black Sun destroyed a contingent of Latvian soldiers and exposed three American spies operating on its soil. Black Sun went on to claim that they had highly placed allies in the many of the major governments of the world, and to move against them again was to incur their wrath. In recent years, Black Sun has supplanted Mother Russia as the enemy in a new Cold War. This war, instead of being based on socio-economic differences, is tied to genetics. The soldiers of the Black Sun program tired of being used as fodder by men and women who had no understanding of their plight, have created a place where a super powered aristocracy rules over genetic dead ends. While for years after the Death of the Dragon, Black Sun was seemingly content to exist on its own with little interference from foreign powers; now, Black Sun spews forth a message of hate to flatscans around the world and calls for the unification of super powered individuals to claim their birthright as rulers of the Earth. Black Sun’s call has not gone unheeded. Notable members of the superhero community have betrayed previous allegiances in favor of a country that claims to understand their plight. The lines were drawn for a cataclysmic showdown over the future of the Earth when suddenly there was a flag on the play. The United States now saw the cost it had paid for relying on costumed vigilantes instead of a trained force of protectors loyal to the government. Polls were taken, speeches were made, back room deals were brokered, and the American Eagle project saw new light. All of these events led to the introduction of government’s Municipal Enforcement and Theosophical Intelligence Service or M.E.T.I.S.. After M.E.T.I.S.’ creation, the government began to pressure superhero groups around the nation, stating that the world was no longer safe in the hands of well meaning but ill equipped recreationalists. Public groups like the Sentinels were offered the option of working with the government and training as a M.E.T.I.S. agent if they wished to continue. Some individuals opted into the new program, many others did not. Those that did not sign on with the government’s new plan were pursued by agents of the newly formed M.E.T.I.S. and threatened to get in line with the new way things were being done. As superheroes balked at this new iron fisted approach the government went so far as to begin charging longstanding heroes with crimes committed in their pursuit of justice. The Sentinels convened a meeting of members both new and old, lead by their active team leader Aegis. Their meeting was closed to the public and government alike, but afterward they held a press conference. All those who had earned the name Sentinel were present during the conference, and Aegis represented the assembled. She spoke of the Sentinels history and the history of the world since World War II. She spoke on the great acts that the Sentinels had performed, and tipped her hat to other teams who had been there for the world when the Sentinels were incapable of it. Then she spoke of the future, of the times ahead and the road that was being traveled by the government. As her speech changed from a memory to a dark foretelling of the future; the Sentinels began to leave the stage. One by one at first they stepped forward and made a final gesture to the cameras before running or flying off or just disappearing. Some Sentinels carried others on disks of energy, others just carried their friends and lovers away. By the end of her speech, Aegis was the Last Sentinel in front of a crowd demanding better answers. Before she flew off, Aegis stated that the Sentinels would be here when the world needed them again but found the government’s lack of trust to have created an intolerable atmosphere. Her piece said, the Last Sentinel flew off the stage. In the years approaching 2012, new attention was given to an old Mayan prophecy of the world’s imminent destruction. December 21st was to be the date of the end of the world, the date where the Mayan calendars stopped. Popular culture embraced the concept of the end of the world, after all living in a world with alien invasions, mutant dictators, deep earth monsters, and worse, it was not hard to imagine an apocalypse that would end it all. In anticipation of the end of the world movies were made to dramatize the nearly endless possibilities that such a demise might take. As the date approached, believers and skeptics alike held their breath for what might occur. The movies were wrong, and the world did not end with a bang nor a whimper, but instead was changed with an unearthly BZZZZAOOOW'! At the stroke of midnight signaling the beginning of December 21st on the US’ East Coast a sudden sound pierced both the silence of the night and the boisterous apocalypse raves alike. The sound was heard round the world by those awake and asleep, and it even is dramatically said to have woken the dead due to astounding numbers of coma patients being suddenly shocked awake from their states. Across the world the sound heralded sudden changes as dying patients miraculously recovered from various maladies, victims of violence found their wounds suddenly healed, and many women spontaneously began gestating new life within their wombs. These effects did not segregate based on race, color, creed, religion, sexuality, or species. The effects were not even limited to our terrestrial blue ball, as massive showers of shooting stars and meteorites surged into our atmosphere, solar flares large enough to have their effects witnessed round the world erupted from the sun, and astronaut Kei Takahashi was gifted with the first child conceived in outer space. The people of the world were both horrified and enamored with the changes that occurred on Miracle Day, as it came to be known. Over the course of the 24 hours following the 12th ring that began Miracle Day on the East Coast of America, murder and suicide rates soared as people believed that the end of times was suddenly upon them, but faith soared as well. Humans banded together with a sense of community that had rarely been seen in the history of the world. While great swathes of humanity banded together, they discovered a new type of individual to hate. Individuals around the world, but most commonly centered around America’s north east spontaneously and drastically mutated. The effects of the BZZZZAOOOW’ warped these individuals away from their previous humanity or other form and turned them into some sort of fun house mirror reflection of what a human might be. Hate crimes to these warped individuals soared during Miracle Day and mutant hysteria flooded the nation once again. The spectacular discoveries from this uncanny day did not end with these events. Lands that lay barren for untold ages were supporting life once again, natural resources seemed to regenerate, and even species believed to be extinct were witnessed in numbers that were unheralded for generations. Amazement continued as more events piled onto the list of things that were attributed with the marvelous changes of Miracle Day. Dwarfed by all the astounding discoveries was new evidence that reclassified Pluto as a planet, forcing whole new batches of astronomy text books to once again be printed. The BZZZZAOOOW' heard round the world has had numerous effects that continue to today. The women gifted with life by the unearthly event have banded together into celebratory groups and the class of 2031 is expected to be over double of any other year. However, other women that found themselves with child did not look upon it as a boon, and have taken drastic steps due to the burden, whether physical, psychological, or social, that it placed upon them. The BZZZZAOOOW' itself haunts numerous individuals minds and memories. Incidents of PTSD associated with the otherworldly sound have become commonplace since Miracle Day. It has become clear that something about the event had a profound effect on the human mind. Psychiatrists and neurologists search for the answers to this sudden mental plague on humanity. Then there are the unexplained occurrences, strange events that did not happen before Miracle Day. Cellular devices and long range communication that were the reliable foundation of so much modern technology now are riddled with constant problems. Computer crashes, data loss, and black smoke sightings have become commonplace and are collectively known as the Miracle Virus. Eleftheria’s old bell tower’s eleventh bell is rung, but makes no sound. Pilots have begun to report sightings of flying reindeer, but so far no evidence of the claim has been produced. Some people even claim that prior to Miracle Day fireflies and lightning bugs were named descriptively rather than literally, and no one remembers the Electros constellation existing before Miracle Day. The US government established Weird Happenings Organization to look into these events and search for answers to what happened on Miracle Day, and who was behind it. Governments around the world are greatly concerned with the BZZZZAOOOW' and the experts who have become involved with the search for answers have forwarded two possible theories as to the origin of the BZZZZAOOOW'. The first is that the Mayans did accurately predict a massive global change, a time when reality would no longer be bound by the conventional rules that had become understood. The second is that some entity created this change and that action was either predicted by the Mayans or their apocalyptic date was picked by it. Neither of these theories offers much comfort to officials trying to come to terms with powers beyond their comprehension. While the government struggles with the effects of Miracle Day, the threat of Black Sun, and numerous other minutia in the new climate of the modern world, home grown movements gain steam every day. These growing movements convene and spread a message of fear and hatred towards the Warped, demanding their removal from the streets of ‘honest America’. While the Warped are the target of the worst, prejudice is not often limited to their ranks and many feel that mutants and Warped belong together in modern day concentration camps designed for Mitochons, an umbrella term for those with genetic alterations. As tensions on the streets rise, so does Mitochon related violence as Washington drags their feet to address the problem. Even M.E.T.I.S., originally accepted and welcomed by the public, now face hard times in the light of the changes since Miracle Day. Whispers of people being ‘black bagged’ by the organization to never be seen again are quickly growing prolific enough to be warranted as warnings to children in place of the Boogie Man or Baba Yaga. Many citizens question why such a powerful organization as M.E.T.I.S was unable to foresee and prevent the BZZZZAOOOW’ as easily as the prevented terrorist attacks of 2001. Conspiracy theorists answer this with their claims that Miracle Day was a government, or even M.E.T.I.S., experiment gone wrong.
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