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Champions II

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37-531: Champions II is a 1982 role-playing game supplement for Champions published by Hero Games . Champions II is the first published rules supplement for Champions , and presents new skills and powers for characters, as well as innovations on the combat system for the game, and guidelines on how to design headquarters and vehicles, and also contains many other charts and descriptions, record sheets, and short pieces describing topics such as ordinary people, non-player characters , experience points , superheroes and

74-510: A superhero comic book world. It was originally created by George MacDonald and Steve Peterson in collaboration with Rob Bell , Bruce Harlick and Ray Greer . The latest edition of the game uses the sixth edition of the Hero System , as revised by Steve Long , and was written by Aaron Allston . It was released in early 2010. Champions , first published in 1981 , was inspired by Superhero: 2044 and The Fantasy Trip as one of

111-464: A campaign world or setting had not been included, calling the generic result "pretty dull." Swan concluded by giving the game a below-average rating of 2 out of 4, saying, "As a standalone game, it's for completists only." Sean Holland reviewed Fantasy Hero in White Wolf #25 (Feb./March, 1991), rating it a 4 out of 5 and stated that "Overall, I highly recommend Fantasy Hero for those who like

148-404: A new edition of Fantasy Hero for the 5th edition of Hero System, a 416-page softcover book. In 2009, a new edition of Fantasy Hero , a 480-page hardcover book, was published to be paired with the new 6th Edition Hero System. Phil Masters reviewed the original edition of Fantasy Hero for White Dwarf #76, giving it an overall rating of 9 out of 10, but warned that "This is not a game for

185-463: A primer on how to introduce magic to those systems, as well as various mythological creatures. And I recommend it to anyone wanting a fantasy system where the characters are only limited by the players' imagination (and the game master)." In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan thought the ability to design one's own magic spells was "versatile, but it's time-consuming and awkward." Swan also didn't like that

222-482: A series of theme-oriented magical colleges, and a specific mechanical basis for spellcasting. In the 5th edition supplement the concept of colleges is removed, replaced by twelve different magic systems. Three scenarios were included to give the players an idea of what an adventure involves. The first is a solo boar hunt, the second involves a local inn, and in the third, the player characters must choose to help one of two warring wizards. Hero Games originally published

259-773: A standalone system would occur until 1990; instead the Champions rules would be edited down, expanded, and otherwise adapted on an individual basis for a variety of different genre treatments, such as pulp and modern espionage. Champions now exists as a genre sourcebook for the Hero System. Books for other genres have also appeared over the years, including Star Hero , Dark Champions , Pulp Hero , and Ninja Hero . While Champions does not use "character classes" as some RPGs do, it does define common superhero archetypes as found in comic books. These are based variably on how they use their powers in combat, motivation, or

296-413: A strong recommendation, saying, "One of the best aspects of this type of game is that you don’t need anything more than the rulebook and a little imagination to start playing a fast moving game where the future of the world lies in your hands!" In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan commented, "In addition to being one of the oldest superhero RPGs, Champions

333-444: Is easily the biggest and arguably the best." Swan noted that the character generation system "gives players near-total freedom in assembling the superhero of their dreams." However, he found that the combat system "is the game's weakest features, a seemingly endless array of numbers, formulas and tables that's all but certain to discourage first-timers." Swan concluded by giving the game an excellent rating of 3.5 out of 4, saying, "Of all

370-513: Is published by Hero . Craig Sheeley for Space Gamer . commented in a review that "...the Flextile concept is a good idea, but not at the price Flextiles sell for now. Cut the cost [...] and they'd be much better." In the January 1982 edition of Ares , Eric Goldberg noted the "sketchy" design of the first edition, and yet believed that "in many ways, it is sufficient... What enables

407-408: Is quite good in this respect, covering a lot of stuff that doubtless got squeezed out of the initial book by all the character design material. Designing your own hideouts and vehicles is covered, as are character income, encounter charts and legal implications of superheroing." Champions (role-playing game) Champions is a role-playing game published by Hero Games designed to simulate

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444-525: Is the same power regardless of whether it represents a laser beam, ice powers, or mystical spells.) The Champions rulebook includes rules governing many different types of generic powers which can then be modified to fit a player's idea. This allows players to simulate situations found in superhero stories. Like most comic book heroes, characters and villains are frequently knocked out of the fight but seldom killed. There are special rules for throwing heavy objects like aircraft carriers. The Champions system

481-479: The Hero System , and if you are planning to start a new fantasy campaign and have not decided on what system to use, give Fantasy Hero a look." At the 2004 ENnie Awards , the 5th Edition of Fantasy Hero won gold for "Best Non-d20 Supplement". The following publications have been released to support Fantasy Hero : Publications since 2003 support the new 5th edition Hero System rules: In addition, these Hero game system publications could be used to support

518-464: The 4th edition of the Hero System as a stand-alone generic rules system, without the Champion superhero rules. They also published a new edition of Fantasy Hero , a 256-page softcover book that did not contain the basic Hero System rules, only the fantasy rules; this required players to have the 4th edition Hero System book in order to play Hero Fantasy games. In 2003 Steven S. Long designed

555-540: The Ground , RPG historian Stu Horvath noted that Champions was a pioneer in two respects. It "is the first entirely new game to embrace the idea of non-random character generation through a point-buy system, and it marks a significant expansion of the concept." The second new concept was "the idea of disadvantages." Starting in June 1986, a comic book limited series was published by Eclipse Comics based on characters from

592-401: The Hero System without the superhero rules, but with relevant fantasy rules. As other editions were published, this edition became known as Fantasy Hero 3rd edition , since it used the 3rd edition of the Hero System rules. About this time, Hero Games ran into financial difficulties and was taken over, becoming a subsidiary of Iron Crown Enterprises (I.C.E.). In 1990, I.C.E./Hero Games released

629-460: The book have subsequently been published. Fantasy Hero uses the rules of the Hero System for character creation and combat, adapted for the fantasy genre by adding rules for magic items, spells, and fantastical creatures. The first edition published in 1985, also includes two short sample adventures, as well as rules for converting other role-playing games to Fantasy Hero . The first two editions of Fantasy Hero ("3rd" and "4th" edition) include

666-564: The designers to get away with this minimalist approach is an unswerving devotion to the philosophy and to the spirit of the superhero comic, which itself has never pretended to be terribly complex." In the April–May 1982 edition of White Dwarf , Dave Morris liked the first edition combat system, calling it "a good simulation of comic-book battles". But Morris questioned whether players would enjoy playing superheroes rather than more ordinary characters found in most other role-playing games. He gave

703-466: The facets of Champions characters balanced in relation to each other regardless of the specific abilities and character features. Characters are rewarded with more character points after each adventure, which are then used to buy more abilities, or eliminate disadvantages. Players can design custom superpowers using the Champions rules system. Rather than offering a menu of specific powers, Champions powers are defined by their effects. (An energy blast

740-590: The first Champions campaign. The Eclipse series included character sheets that allowed readers to incorporate characters used in the comic books into their own Champions campaigns; this practice was also used in the Villains and Vigilantes comic book limited series (also published by Eclipse in 1986–1987). Soon after Eclipse's initial limited series, an ongoing Champions series was published by Hero Comics (later Hero Graphics, later still Heroic Publishing ) from 1987 to 1993. As of 2024, Heroic Publishing

777-419: The first game on the market that let you play superheroes and duke it out with supervillains, using earth-shattering powers, it was the most innovative. The major roleplaying games of the time involved characters stalking monsters in dungeons; the heroes in Champions delivered knockout blows to archnemeses—all while speaking the requisite inspiring soliloquies." In his 2023 book Monsters, Aliens, and Holes in

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814-629: The first published role-playing games in which character generation was based on a point-buy system instead of random dice rolls. A player decides what kind of character to play, and designs the character using a set number of " character points ," often abbreviated as "CP." The limited number of character points generally defines how powerful the character will be. Points can be used in many ways: to increase personal characteristics, such as strength or intelligence; to buy special skills, such as martial arts or computer programming; or to build superpowers, such as supersonic flight or telepathy. This point system

851-604: The game an average rating of 7 out of 10, saying, "All the same, the occasional bout of world-saving might be enjoyable, and Champions is worth buying on this basis alone." Reviews for two editions of the game appeared in Dragon : Reviews for various editions of the game appeared in The Space Gamer : Ken Cliffe reviewed the 4th edition of Champions for White Wolf , rating it 3 out of 5 overall, and stated that "I recommend this book to anyone already familiar with

888-424: The game offers wonderful opportunities for referees who are prepared either to develop their own background material or to spend a little time customising adventures intended for other systems. Well worth tracking down!" In Issue 42 of Different Worlds , Russell Grant Collins liked the universailty of the Hero System, noting that "knowing how to play one of these games [by Hero Games] makes it easy to learn any of

925-464: The hero system, and suggest the Champions game to anyone who enjoys exact, complicated role-playing. To those looking for slick, fun role-playing, I say look to other SHRPGs and other game systems." In February 1989's issue of The Games Machine , John Woods reviewed the 4th edition of the game and called the rules "a model of clarity", although he criticized the lack of an index. He concluded with

962-624: The law, money, and a piece called "Campaigning Champions" by Aaron Allston . Allen Varney reviewed Champions II in The Space Gamer No. 62. Varney commented that "there's much here of interest, lasting or not. The record sheets alone go a long way toward justifying the price. Champions II is definitely worth having, if not quite indispensible [ sic ]." Pete Tamlyn reviewed Champions II for Imagine magazine, and stated that " Champions players [...] will probably be interested in useful new rule systems. Champions II

999-488: The lazy. [...] Nonetheless, for those who want flexibility, high colour and playability, it's probably the best thing on the market." In Issue 9 of The Games Machine , John Woods reviewed the original edition and liked the character creation system, calling the non-random point-buy system "one of the most appealing parts of the system." He concluded, "This is little-known system certainly deserves more players. The rules are very clearly written and attractively presented, and

1036-456: The license was announced by Cryptic Studios , who had developed the popular City of Heroes and then reinvented Marvel Universe Online to Marvel Heroes . The game was released in September 2009. The game takes place in the established Champions universe and features classic Champions heroes and villains as NPCs . Flextiles is a 1983 role-playing supplement for Champions. It

1073-441: The most flexible, detailed points-based system ever, which makes it rather overwhelming for some new players, and combat can be a little slow. But once you've learned how to use it, no other game catches the feeling of superhero action in quite the same way." Champions was included in the 2007 book Hobby Games: The 100 Best . Game designer Bill Bridges described Champions as " the superhero roleplaying game. While it wasn't

1110-428: The others." Collins also liked the character generation system, calling it "one of the best things about the Hero System." He did note a few issues with the combat system, since it had originally been designed for Champions , a superhero game, and the player characters in this game are slower and less powerful. However, Collins still felt this game was "quite fun. I recommend it to anyone who plays other games from Hero as

1147-522: The powers' origin. As listed in the Champions genre book, they are: It is possible for a character to fall into multiple categories, such as Superman (brick/energy projector/speedster/patriot), Batman (martial artist/gadgeteer), or Spider-Man (martial artist/speedster/gadgeteer). It is also common for characters not to fall into any easily defined category—these categories are simply to provide easy definition and really have no impact on normative game play and do not imply stricture nor benefit within

Champions II - Misplaced Pages Continue

1184-487: The rules. The Champions superhero team is presented as an example of how to build a well-balanced team in terms of game mechanics, including the hero Flare. Their enemies include Foxbat and Doctor Destroyer. Much of the game is set in Millennium City. After its destruction by Dr. Destroyer, Detroit was rebuilt using the newest technologies and renamed. A massively multiplayer online role-playing game based on

1221-485: The superhero RPGs, Champions remains the connoisseur's choice." In a 1996 reader poll taken by Arcane magazine to determine the 50 most popular roleplaying games of all time, Champions was ranked 27th. Editor Paul Pettengale commented: "It wasn't the first superhero RPG and it never had licensed links to any big-name comics – but it's still the classic of the genre. It popularised the now-commonplace 'points-design' approach to character creation; in fact, it's probably

1258-511: The superhero role-playing game Champions in 1981, using a set of rules for character creation, skills and combat that came to be known as the Hero System. This system was further refined in a second edition of Champions (1982) and again in a third edition (1985). In 1985, Hero Games released Fantasy Hero , a 160-page softcover book designed by Steve Peterson, and illustrated by Brian Hamilton, Denis Loubet , Patricia Moriarity, Scott Ruggels, Carolyn Schultz-Savoy, and Patrick Zircher, that included

1295-407: Was adapted to a fantasy genre under the title Fantasy Hero (the first playtest edition of Fantasy Hero appeared before Champions was published), with similar advantages and disadvantages to the original Champions game. In 1984, the rules for Champions began being adapted into generic role-playing game system called the Hero System , although no formal and separate generic release of this as

1332-523: Was praised by reviewers for the balance it gave character generation over random dice rolls. The stats in Champions are Strength, Constitution, Body, Dexterity, Intelligence, Ego, and Presence. Players are required not only to design a hero's powers, but also the hero's skills, disadvantages, and other traits. Thus, Champions characters are built with friends, enemies, and weaknesses, along with powers and abilities with varying scales of character point value for each. This design approach intends to make all

1369-437: Was still publishing comics about some of the Champions characters (under the title League of Champions ), although the publisher had long since parted ways with the makers of the game. Fantasy Hero Fantasy Hero is a role-playing game book originally published by Hero Games in 1985 that allows gamemasters to plan and present fantasy role-playing games using the Hero System rules. Several revised editions of

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