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ULTIMATE POWER! There are thousands of possible superpowers that a hero or villain could have — and you’ll find them all in Champions Powers! If you need to create a Champions character quickly and easily, or are looking for inspiration for a character, this book provides you with just what you need. Champions Powers includes: H complete descriptions of superpowers in nearly fifty categories, including Acid, Cyberkinesis, Fire/ Heat, Gravity, Matter Manipulation, Shape Alteration, Sonic, Time, and Weather H a “power template” for each power, making it easy to determine the basics of a power at a glance, but also including a complete HERO System write-up of the power for copying to a character sheet H multiple versions of most powers, so you can easily tailor a power to suit the character or ability you have in mind H writeups and rules explanations both for common superpowers (fire blasts, teleportation, force fields) and for unusual powers such as bodyjacking, inertia alteration, reflex copying, and power transference Whatever type of character you have in mind, Champions Powers has plenty of ideas and options to make him even better! HERO GAMES ISBN: 978-1-58366-126-0 DOJHERO1101 $37.99  US www.herogames.com Sample file

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Page 1: Champions Powers! Champions Powers - DriveThruRPG.com · 2018. 4. 28. · CHAMPIONS POWERS DOJhERO1101 978-1-58366-126-0 ULTIMATE POWER! There are thousands of possible superpowers

Steven S. Long

CHAMPION

S POWERS

DO

Jh

ER

O1

10

1978-1-58366-126-0

ULTIMATE POWER!

There are thousands of possible superpowers that a hero or villain could have — and you’ll fi nd them all in Champions Powers! If you need to create a Champions character quickly and easily, or are looking for inspiration for a character, this book provides you with just what you need.

Champions Powers includes:

H complete descriptions of superpowers in nearly fi fty categories, including Acid, Cyberkinesis, Fire/Heat, Gravity, Matter Manipulation, Shape Alteration, Sonic, Time, and Weather

H a “power template” for each power, making it easy to determine the basics of a power at a glance, but also including a complete HERO System write-up of the power for copying to a character sheet

H multiple versions of most powers, so you can easily tailor a power to suit the character or ability you have in mind

H writeups and rules explanations both for common superpowers (fi re blasts, teleportation, force fi elds) and for unusual powers such as bodyjacking, inertia alteration, refl ex copying, and power transference

Whatever type of character you have in mind, Champions Powers has plenty of ideas and options to make him even better!

HERO

GAMES

ISBN: 978-1-58366-126-0 DOJHERO1101 $37.99  USwww.herogames.com

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Page 3: Champions Powers! Champions Powers - DriveThruRPG.com · 2018. 4. 28. · CHAMPIONS POWERS DOJhERO1101 978-1-58366-126-0 ULTIMATE POWER! There are thousands of possible superpowers

HERO System™® is DOJ, Inc.’s trademark for its roleplaying system.HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights

reserved. Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All

rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.

Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc.

d/b/a Hero Games. All rights reserved.

No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.Printed in Canada. First printing March 2010.Produced and distributed by DOJ, Inc. d/b/a Hero Games.Stock Number: DOJHERO1101ISBN Number: 978-1-58366-126-0http://www.herogames.com

ChAMPIONS POWERS

AuthorAuthorSteven S. Long

Additional ContributionsAdditional Contributionssee below

Editing and DevelopmentEditing and DevelopmentDarren Watts

Layout and Graphic DesignLayout and Graphic DesignFred Hicks

Cover ArtCover ArtJoshua Guglielmo

Interior ArtInterior Art

Brett Barkley, Joel Biske, Brian & Brendon Fraim, Joshua Guglielmo, Mark Helwig,

Bradley McDevitt, James Nguyen, Christian N. St. Pierre, and Johnathan Wyke

Special ThanksSpecial Thanks

We’d like to thank the following HERO System fans, whose contributions to the Online UNTIL Superpowers Database

are included in this book: Dave Mattingly, Bob Greenwade, Chris Davis, James Arama, Mike Basinger, Dan Behlings,

Jack Butler, Daniel Calhoun, Fred A. Clement, Greg Elkins, Don Jensen, Tom Lively, Chris Longhurst, Casey McGirt,

Levi Mote, Keith Pepin, Chad Riley, Karl Rodriguez, Allen Thomas, Darren Watts, Erika Weber, Lance WroblewskiSample

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TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . .5

Acid Powers . . . . . . . . . . . . . . . . . . . .8

Air And Wind Powers . . . . . . . . . . . . .14

Animal Powers . . . . . . . . . . . . . . . . . .24

Body Control Powers . . . . . . . . . . . . .39

Chaos and Entropy Powers . . . . . . . . .50

Cosmic Energy Powers . . . . . . . . . . . .59

Cyberkinesis Powers . . . . . . . . . . . . .65

Darkness Powers . . . . . . . . . . . . . . . .74

Density Alteration Powers . . . . . . . . . .81

Dimensional Manipulation Powers . . . .89

Duplication Powers . . . . . . . . . . . . . .98

Earth And Stone Powers . . . . . . . . . .103

Electricity Powers . . . . . . . . . . . . . . .114

Emotion Control Powers . . . . . . . . . .122

Energy Manipulation Powers . . . . . . .128

Fire And Heat Powers . . . . . . . . . . . .136

Force Powers . . . . . . . . . . . . . . . . . .147

Gravity Powers . . . . . . . . . . . . . . . . .152

Hyper-Attributes . . . . . . . . . . . . . . . .158

Ice And Cold Powers . . . . . . . . . . . .168

Illusion Powers . . . . . . . . . . . . . . . . .176

Kinetic Energy Powers . . . . . . . . . . .179

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Light Powers . . . . . . . . . . . . . . . . . .187

Luck Powers . . . . . . . . . . . . . . . . . .194

Magnetism Powers . . . . . . . . . . . . .202

Matter Manipulation Powers . . . . . . .211

Mental And Psionic Powers . . . . . . . .221

Precognition Powers . . . . . . . . . . . .244

Radiation Powers . . . . . . . . . . . . . . .249

Shape Alteration Powers . . . . . . . . . .253

Size Alteration Powers . . . . . . . . . . .259

Sleep And Dream Powers . . . . . . . . .268

Solar And Celestial Powers . . . . . . . .273

Sonic Powers . . . . . . . . . . . . . . . . . .276

Speedster Powers . . . . . . . . . . . . . .285

Spirit Projection Powers . . . . . . . . . .299

Strength And Toughness Powers . . . .304

Stretching Powers . . . . . . . . . . . . . .315

Telekinetic Powers . . . . . . . . . . . . . .323

Teleportation Powers . . . . . . . . . . . .334

Time Powers . . . . . . . . . . . . . . . . . .341

Vibration Powers . . . . . . . . . . . . . . .348

Water Powers . . . . . . . . . . . . . . . . .354

Weather Powers . . . . . . . . . . . . . . .362

Wood And Plant Powers . . . . . . . . . .367

Miscellaneous Powers . . . . . . . . . . .374

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Champions Powers n Introduction 5

InTroDuCTIonInTroDuCTIon

SS ometimes even the mightiest hero... or GM... needs a little help!

Champions Powers is a book of pre-generated superpowers for use in your Champions games. It has two primary purposes. First, it’s a time-saver. If you need to generate a character quickly, or you don’t want to take the time and effort needed to create all of a character’s powers from scratch, Champions Powers provides you with the shortcut you need. Just open to the appropriate section, select the sort of power you want, tweak it to taste, and in seconds you’ve got a new power for your character.

Second, it’s an idea generator. If you’re at a loss for what type of character to play, you can flip the book open at random and see if anything on that page catches your attention. If you already have a general idea of the type of character you want to create, some of the more unusual powers listed for each special effect may inspire you to take the character in new and intriguing directions.

Although many of the powers come with a list of options, don’t feel like you’re limited to what the book says. You can easily alter a power to suit the character you have in mind, and in most cases substitute one special effect for another with only slight alterations. And for many powers, increasing or decreasing the number of Active Points is always an option.

PoWEr FrAMEWorKSChampions Powers is particularly helpful for

characters trying to construct Power Frameworks built around a special effect. Using the book to construct Multipowers is simplicity itself. Between the various powers and their options, a character can choose a suite of, say, Fire Powers or Tele-portation Powers with just a few minutes’ work. Where possible and advisable, powers and their options are built in the 40-75 point range, to make it easy for Standard Superheroic character to create Multipowers without having to alter point totals too much.

Players with characters who have Variable Power Pools may find this book particularly helpful. Rather than having to calculate a new power every time, they can simply choose the power they want out of Champions Powers and proceed without interrupting the game.

See the Appendix for some example Power Frameworks created using the Champions Powers.

WHAT THIS BooK IS noTHaving noted what this book is, it’s also impor-

tant to note what it is not.First, it’s not a book of gadgets. “Gadget” or

“technology” is such a far-reaching special effect that it requires a book of its own — The HERO System Equipment Guide. However, you can easily convert most of the powers in this book to gadgets by applying the appropriate Power Modifiers, such as Focus and Charges.

Second, it doesn’t include martial arts and related abilities, or abilities defined as “extensive training and heightened skill.” HERO System Martial Arts covers the former extensively; the latter don’t really qualify as “superpowers” in the sense this book means. You can find abilities like that covered in genre books such as Dark Cham-pions and Pulp Hero.

Third, Champions Powers doesn’t cover magic and mysticism. That, too, is a broad enough subject for its own book. But again, conversion is easy if you have a supermage character in mind — just change the special effect from, say, “fire” to “mystic fire,” or “sonics” to “enchanted bell,” altering the write-up if necessary, and you’re set.

Fourth, it’s not comprehensive. No one book could describe every possible special effect or superpower any one gamer — or even entire

ABBREVIATIONSThis book uses the following abbreviations to

refer to other HERO System books:6E1: The HERO System 6th Edition, Volume I: Character Creation6E2: The HERO System 6th Edition, Volume II: Combat And AdventuringAPG: The HERO System Advanced Player’s GuideHSMA: HERO System Martial Arts

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