Roleplaying Games - Hero System 5th Edition - Champions

 

Hero System 5th Edition, Revised

Widely regarded as the best roleplaying game system ever created, the HERO System has become even better with this Revised version of the 5th Edition rules!

Unlike any other roleplaying game, the HERO System provides you with unfettered flexibility, allowing you to exercise your own creativity without hindrance. Build any character, power, gadget, skill, weapon, ability, or vehicle you can think of! It's the ultimate gamer's toolkit, allowing you to do what you do best: create great characters and games.

Whatever you want to do, in any genre, time period, or setting, the HERO System lets you do it!

The 5th Edition, Revised includes:

  • The complete HERO System 5th Edition rules, revised and updated to to address commonly-asked questions, improve clarity, and make the rulebook easier to use
  • Hundreds of options for Hero gamers, allowing you to better create and define characters, abilities, vehicles, and more
  • Over 300 example powers, gadgets, abilities, weapons, and spells for all genres
  • A dozen sample characters, from all the major genres, along with
    guidelines about how to use the HERO System for each genre
  • A detailed, comprehensive index

592 pages, Hardback

$49.99

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Sidekick

THE HERO SYSTEM ESSENTIALS IN ONE SMALL PACKAGE

The critically-acclaimed HERO System rules are now available in a new form: Sidekick!

Sidekick contains all of the core HERO System rules, including character creation, combat and adventuring, and equipment — but without all of the additions, options, and details found in the standard rulebook. Sidekick boils the HERO System down to its essential elements so you can easily teach yourself the game, bring new players into your campaign quickly, or refresh your memory on a crucial rule. And when you're ready to move up to the complete HERO System, learning it will be a snap because Sidekick's already taught you the basics!

But Sidekick doesn't sacrifice the flexibility, customizability, and freedom that are the hallmarks of the HERO System. With it you can create any sort of character, ability, weapon, spell, gadget, or vehicle you can think of. It lets you do just what you want to do: create great characters and games.

Sidekick includes:

  • A quick introduction to the HERO System rules, with guidelines and suggestions for character creation
  • Character creation rules, including Characteristics, Skill, Perks, Talents, Powers, Advantages, Limitations, Disadvantages, and more
  • Combat, adventuring, and task resolution rules that are easily learned but offer a wide range of tactics and abilities
  • Five sample characters, plus hundreds of example abilities, spells, weapons, and vehicles
  • A comprehensive glossary and index so you can easily find just the rule you're looking for

128-pg Trade Paperback, Perfect Bound

$14.99

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Hero Designer

Designed specifically for the HERO System, Hero Designer has an intuitive, easy-to-use interface and a powerful, template-driven structure that provide the flexibility and functionality you expect from a Hero product.

Its features include:

  • Java-based application design -- Hero Designer runs on any platform supporting Java2 version 1.4.0 or better.
  • Character Templates -- Use templates to define the available features for new characters, from Base Points and Disadvantages to what Skills and Powers are available.
  • Customizable Formatting -- Hero Designer comes with export templates using HTML, plain text, RTF, and PDF, and lets you design your own templates for any text-based format.
    Using pre-defined "tags," you can tell Hero Designer how to arrange the character sheet just the way you want it!
  • Customizable Game Elements -- You can customize any game element, including the costs of Characteristics and Powers or the formulas for calculating Figured Characteristics.
  • Prefab Files -- Using Prefab Files, you can create lists of pre-generated Powers and abilities, such as Package Deals. Simply click and purchase!
  • Minimum System Requirements -- 
    Pentium II 200 MHz (or equivalent) Processor; Windows 95,98,ME,2000,NT,XP/Linux/Solaris;
    128 MB RAM; 75 MB Hard Drive space available

$39.99

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The Ultimate Martial Artist

The Ultimate Martial Artist is a comprehensive guide to martial arts from around the world - and beyond. Written and designed for use in any campaign, genre, time period, or setting, The Ultimate Martial Artist provides you with everything you need to create and play a master of the fighting arts. You can learn about and use real-world martial arts for your character, or even create your own styles and maneuvers!

Written by Steven S. Long
Softcover, 192 pages, $24.95

$24.95

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The Hero System Bestiary

No matter what genre, time period, or setting your campaign takes place in, the Hero System Bestiary has creatures and monsters for you to use! Designed for use with any Hero System game, the Bestiary describes dozens of real-world animals, fantastic beasts, monsters, and strange creatures from movies and science fiction. Each one comes with notes about how to adapt it for different types of games and player characters.

Softcover, 240 pages.

$24.95

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Hero System Equipment Guide

TOOLS OF THE TRADE

Has your character ever been on an adventure and found himself without just the right weapon or tool for the situation? That won't happen again if you've got The HERO System Equipment Guide, a comprehensive collection of gadgets, weapons, devices, gizmos, and tools for your HERO System games. Within this virtual equipment locker you'll find:

  • swords, bows, armor, and other weapons reprinted and revised from Fantasy Hero and The Ultimate Martial Artist
  • guns, bullets, and firearms accessories reprinted and revised from Dark Champions
  • explosives and other weapons reprinted and revised from Dark Champions, including all-new material on poisons, chemical and biological weapons, and nuclear bombs
  • body armor and other modern-day gear reprinted and revised from Dark Champions
  • blasters, lasers, powered armor, robots, and other equipment reprinted and revised from Star Hero

206-pg Trade Paperback, Perfect Bound

$24.99

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Hero System Combat Handbook

THE GLORY OF BATTLE

The HERO System rules are designed to handle any type of combat — whether it involves two groups of gun-wielding gangsters on a grimy inner city street, caped superheroes using energy bolts and super-strength in a fight in outer space, Fantasy warriors and wizards wielding swords and spells against trolls and dragons, a blaster duel in the corridors of a starship, or even stranger forms of conflict. The basic rules in Chapter Two of the HERO System 5th Edition, Revised rulebook, combined with the more advanced or genre-specific rules in various HERO System books, allow you to fight just about any type of battle you can imagine.

To help your game run as smoothly and enjoyably as possible, The HERO System Combat Handbook compiles the combat rules from the HERO System 5th Edition, Revised rulebook and these supplements:

  • Champions
  • Dark Champions
  • Fantasy Hero
  • Hidden Lands
  • The Ultimate Brick
  • The Ultimate Martial Artist

Additionally, The HERO System Combat Handbook supplements that material with new rules, expanded and clarified rules, and other information so you have all the combat rules you need right at your fingertips!

$24.99

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Monsters, Minions, And Marauders

What's a Fantasy Hero game without dragons, giants, and other monsters to fight? Monsters, Minions, And Marauders provides you with complete game information for nearly a hundred monsters suitable for any Fantasy game. It includes:

  • dozens of humanoid foes, ranging from goblins and orcs to ogres, trolls, and giants
  • psionic and extradimensional monsters, such as the devious phantasmite, terrifying Qliphtoic hound, or malicious dreamstalker
  • spirit creatures like dryads, leshi, and nature spirits
  • templates for customizing humanoid monsters, so you can quickly and easily make an average orc into a chieftain, shaman, or war-leader
  • character sheeets for "generic" human adversaries, such as city guards, pirates, thieves, soldiers, and barbarian warriors

No matter what your campaign or you Fantasy world are like, Monsters, Minions, And Marauders has just the right monsters for you!

128 pages, Trade Paperback, Perfect Bound

$26.99

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Champions

This, the first genre book for the HERO System 5th Edition, describes how to create and play comic book superhero characters and campaigns. Written by New York Times bestselling novelist (and long-time game writer) Aaron Allston, it's the most thorough look at the superhero genre for gaming ever created. Although it provides plenty of information on how to use the HERO System to create superheroes and superpowers, the general advice on the genre and how to simulate it in a game campaign is useful for any supers gamer, regardless of what rules he uses.

Softcover, 216 pages

$24.95

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Champions Universe

The first setting book for Champions details the world of the Champions Universe, from the glittering buildings and high-tech streets of Millennium City, to the shadowy alleys of Vibora Bay, to alien and undersea civilizations that may pose a threat to humanity. It provides a complete world for superhero gaming, with information on the impact of superhumans on technology, the media, politics, and more!

160 pages, Trade Paperback, Perfect Bound

$21.99

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Conquerors, Killers and Crooks

The first enemies book for Champions, Conquerors, Killers and Crooks contains detailed character sheets and descriptions of nearly 100 supervillains, including old favorites like Dr. Destroyer, Foxbat and the Ultimates as well as plenty of new and exciting characters. A must-have for any Champions player!

256 pages, Trade Paperback, Perfect Bound

$24.99

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Villains, Vandals, And Vermin

VILLAINY UNLEASHED! Time for another dose of fiendish villainy!

Villains, Vandals, And Vermin introduces sixty new villains for Champions campaigns, ranging from low-powered costumed crooks to villains powerful enough to singlehandedly threaten the world. It includes:

  • the master villain Sunburst and his supervillainous henchmen
  • three villain teams: the Brain Trust, a group of strange villains led by a living brain; the Crimelords, a mercenary supervillain team; and the Tiger Squad, the official superhero team of China
  • over three dozen solo villains, suitable for combining into your own teams or hatching their own evil schemes
  • notes about how to make each villain weaker or more powerful
  • plot seeds for each villain

So watch your back... there are new villains out there waiting for you!

$26.99

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Champions Battleground

Champions Battlegrounds is a collection of five adventures for Champions, each focusing on a particular location that you can use repeatedly in your campaign. You can run the scenarios individually, or as part of a single story arc. Do your heroes have what it takes to survive:

  • A Walk In The Park, in which several villains lure them to a peaceful park for a confrontation with a sinister purpose
  • Let's Go To The Maul, when a day of peaceful shopping turns into an encounter with the lunatic supervillain Foxbat
  • Fatal Attractions, in which the murderous Black Harlequin turns a superhero-themed amusement park into a deathtrap-filled killing ground
  • Under Construction, a half-finished skyscraper that becomes the focus of conflict between the powerful mutant supervillain Holocaust and the mutant-hating Institute for Human Advancement, and
  • Down In The Hole, in which a fiendish new supervillain reveals his involvement in all the above adventures and puts the heroes to their hardest challenge yet!

No matter how powerful your heroes, Champions Battlegrounds has challenges galore for them!

128 pages, Trade Paperback, Perfect Bound

$24.99

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VIPER

BEWARE THE COILS OF THE SERPENT!

To many people in the Champions Universe, the greatest threat to world peace and security is not Dr. Destroyer, or alien invasion, or the machinations of Mechanon - it's VIPER, a worldwide organization of highly-trained, heavily-armed criminals garbed in green and yellow. This sourcebook is your complete guide to VIPER and its resources. VIPER: Coils Of The Serpent includes:

  • a complete history of VIPER
  • a detailed review of the organization and structure of VIPER, including its hierarchy, ranks, and divisions, plus a discussion of VIPER's presence and activities throughout the world
  • over thirty types of VIPER agents, ranging from basic trainees to highly-skilled operatives such as the Draysha and the Takara-Shinja
  • a discussion of VIPER's Nests (bases), with complete maps for two Nests and descriptions of many more
  • VIPER technology, including weapons (with variants and options), vehicles, poisons, computers, doomsday devices, and standard agent gear
  • a dozen new supervillains, from the Supreme Serpent himself to VIPER-X, including old favorites such as Oculon, Halfjack, and Ripper, plus notes for many more VIPER villains and prominent NPCs
  • guidelines for using VIPER in your Champions campaign, as well as other types of games

192 pages, Trade Paperback, Perfect Bound

$26.99

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Sharper than a Seprpent's Tooth

A COBRA AMIDST VIPERS...

From within the heart of the insidious organization VIPER, a new evil has arisen... one that wishes to conquer both VIPER and Earth! Can your heroes survive the challenges to come and save humanity from the clutches of King Cobra and his minions of COIL?

In Showdown At Snake Gulch, the heroes receive word that all is not as it seems at a tourist attraction in New Mexico. Investigation uncovers a VIPER Nest where a fiendish plot has been put in place to cripple VIPER and launch a scheme of world conquest.

Clues gathered at Snake Gulch lead the heroes into The Ophidian Plague, in which King Cobra unleashes a virus that turns people into serpent-men. As they struggle to contain the plague and keep the violent serpent-men from destroying the city, the PCs have to track down the villain who helped King Cobra defect from VIPER.

An encounter at the end of Chapter Two starts the events of In The Coils Of The Cobra. The heroes chase King Cobra's minions through the sewers to the Hothouse, an underground jungle and King Cobra's lair. There they must find and confront the master villain and his followers and recover the cure for the plague before he can escape!

Chapter Four contains complete details on King Cobra, his superpowered inner circle, and the agents of COIL — an all-new master villain and criminal organization!

Uses characters from Champions Universe and Conquerors, Killers, And Crooks. The VIPER sourcebook is helpful, but not necessary.

144 pages, Trade Paperback, Perfect Bound

$24.99

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UNTIL: Defenders of Freedom

Mighty menaces - supervillains, alien invaders, the insidious organization VIPER, and more - threaten the world every day. Superheroes can't stop them all, so who's going to protect the citizens of Earth? The United Nations Tribunal on International Law - UNTIL.

UNTIL: Defenders of Freedom details the Tribunal, its personnel, and its effort to protect Humanity from supercrime. It includes:

  • a complete history of UNTIL, from its founding in the early 1960s through today
  • a review of background information on subjects like the United Nations and international law in the Champions Universe
  • descriptions of UNTIL's structure, from the most important leaders to the field agents
  • twenty different types of UNTIL agents, with a Package Deal for each
  • UNTIL technology - blasters, computers, vehicles, uniforms, major facilities, and more
  • details about how UNTIL relates to and works with superhero teams... plus character sheets for UNTIL's own superteam, UNITY
  • gamemastering and campaigning guidelines, including a "GM's Vault" with secret information for the GM's eyes only

160 pages, Trade Paperback, Perfect Bound

$26.99

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Champions Worldwide

The United States may have a major share of superhumans in the Champions Universe, but it's not the only place you can find heroes and villains. Every continent has plenty of costumed criminals and crimefighters of its own, ranging from people with trivial abilities to those with the power to shake the world.

Champions Worldwide is your guide to superheroes and supervillains from outside the United States. Featuring over seventy new characters, plus information on the current state of the Superhuman World in each continent or region, it covers:

  • Europe (excluding the British Isles)
  • Russia and the former Soviet Union States
  • the Middle East
  • Africa
  • India
  • Eastern Asia (including China and Japan)
  • Australia and Oceania
  • Mexico, Central and South America, and the Caribbean

No matter where your Champions campaign takes your characters, Champions Worldwide has plenty of exciting new adversaries and allies for them to meet!

220-pg Trade Paperback, Perfect Bound

$26.99

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Champions of the North

Most superheroes and villains may live and fight in the United States, but America's neighbor to the North is no stranger to superhuman activity. Champions Of The North, is your guide to the Champions Universe in Canada. Written by native Canadian Scott Bennie, it's the perfect resource for superheroic campaigning and adventure in the Great White North!

$29.99

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Champions Universe: News of The World

RETURN TO THE CHAMPIONS UNIVERSE!

It’s been five years since the publication of Champions Universe, and a lot’s happened since then. Villains have come and gone, hero teams have gone through all sorts of changes, and more than one master villain has tried to take over or destroy the world. Champions Universe: News Of The World takes a look at the current state of the Champions Universe setting and lets you in on everything that’s taken place.

It includes:

  • reviews of events in Millennium City, Vibora Bay, and other major areas of the Champions Universe
  • information on what’s been going on with the Champions
  • a look at two other prominent superhero teams, the Sentinels and the Justice Squadron
  • reports on the fiendish plots of the supervillains, villain teams, and master villains of the Champions Universe
  • a Rogues’ Gallery and GM’s Vault containing secret, GM’s-eyes-only information about the Champions Universe, including revised and updated character sheets for many prominent villains and several all-new villains

So put on your costume and get ready to battle evil — it’s time to return to the Champions Universe!

$29.99

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Gadgets and Gear

Superheroes (and villains!) are famous for the super-science gadgets they use - everything from blaster pistols, to flying platforms, to armored capes, to super-handcuffs... and more. Gadgets And Gear brings you thousands of such amazing devices for Champions! It includes:

  • Weapons: Hundreds of super-weapons, ranging from blasters and lasers to trick arrows, arsenals of "theme" weaponry, restraint and capture devices, and more.
  • Defenses: With so many super-tech weapons in the hands of villains, heroes need a way to protect themselves! Gadgets And Gear includes powered armor suits and devices, force field gadgets, and other equipment to keep your character safe and sound.
  • Movement Gadgets: To get to the scene of the crime, heroes need glider capes, rocket flyers, teleportation webs, flight rings, and other ways to travel.
  • Sensory And Communications Gear: When a hero needs to keep in touch with his teammates, or find his foes, Gadgets And Gear has wrist-radios, x-ray vision goggles, infrared lenses for his mask, and more.

No matter how high-tech your villains, or how clever your gadgeteer characters, Gadgets And Gear has just what they need!

160 pages, Trade Paperback, Perfect Bound

$26.99

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The Ultimate Brick

ARE YOU STRONG ENOUGH?

Bricks - characters emphasizing strength and toughness - are popular in every genre, from the suoer-strong heroes and villains of the comics, to the thugs and legbreakers of Dark Champions, to the two-fisted heroes of the pulps. The Ultimate Brick is your guide to the "strong guy" character for any genre or setting. It includes:

  • Expanded and advanced HERO System rules for the Strength Characteristic and related game elements
  • Over 100 "brick trick" special abilities for high-strength characters
  • Advanced rules for lifting, breaking, and throwing things
  • Tips, suggestions, and guidelines for creating brick characters
  • 10 example brick characters covering multiple genres and settings

No matter what sort of brick character you have in mind, The Ultimate Brick provides all the information and rules you need to make him as fun as possible!

152 -pg Trade Paperback, Perfect Bound

$24.99

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The Ultimate Mystic

Magic, spells, and mystical beings are one of the most popular elements in most roleplaying games - in fact, they're so popular that gamers often introduce them into genres where they don't normally exist! The Ultimate Mystic is a comprehensive guide to using mysticism in your HERO System campaigns, whether they're magic-filled Fantasy games or games that don't usually feature spells and spellcasters. The Ultimate Mystic includes:

  • a detailed discussion of the types and backgrounds of mysic characters, and how to create such characters in HERO System terms, with new and optional rules for character design
  • review of major styles and types of magic found in the real world and in fiction, such as Hermetic Theurgy, Voodoo, Rune Magic, Necromancy, Alchemy, Taoist Theurgy, Shamanism, Sadhana, and many more
  • discussions of how to include magic on any genre of play, particularly genres that don't usually involve magic (such as Science Fiction)
  • descriptions of denizens of the Mystic World, such as angels, demons, faeries, gods, ghosts, and shapechangers, with dozens of examples from world folklore and mythology

If you're looking to put a little magic into your characters and campaigns, The Ultimate Mystic is just the book for you.

232-pg Trade Paperback, Perfect Bound

$24.99

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The Ultimate Metamorph

From genre to genre, one of the most popular and intriguing types of characters you can play are metamorphs — characters who change some aspect of their shape, form, or being. Ranging from supervillains who can copy anyone’s appearance or powers, to werewolves and other lycanthropes, to robots with adjustable body parts, to free-floating minds that “change shape” by possessing living beings, metamorphs exist in fascinating variety and can add a lot to your game.

The Ultimate Metamorph is your guide to creating and playing shape-changing, form-altering characters and powers in the HERO System. It includes:

  • a discussion of the various types of metamorphs and how best to create them using the HERO System rules
  • a review of Body-Affecting Powers such as Duplication, Density Increase, Multiform, Shape Shift, and Shrinking, with advanced and expanded rules for each
  • a Metamorphic Powers chapter with nearly 300 pre-built metamorphic abilities, most with options so you can easily customize them to suit the character you have in mind
  • a genre-by-genre review of metamorphs with sample characters for each type of campaign
  • a Metamorphic Bestiary of common shapeshifting monsters and beings
  • rules for existing and adventuring in the Microverse of the very tiny and the Macroverse of the truly gargantuan

So get ready for a change! The Ultimate Metamorph will bring new types of fun and adventure to your game!

248-pg Trade Paperback, Perfect Bound

$26.99

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The Ultimate Speedster

THE NEED FOR SPEED

Every character has to walk, run, swim, or fly at some point. But some characters specialize in movement - they're incredibly fast, able to run at hypervelocity and do things in the blink of an eye that take other characters hours, or they can move in ways other characters in the campaign can't. The Ultimate Speedster is your guide to creating and playing movement-based characters and powers in the HERO System. It includes:

  • a discussion of the various types of speedsters and how to create them using the HERO System rules
  • a review of Movement Powers such as Running, Teleportation, Flight, and Swimming, with advanced and expanded rules for each
  • a Speedster Powers chapter with over 300 pre-built speedster abilities, most with options so you can easily customize them to suit the character you have in mind
  • a genre-by-genre review of speedsters with sample character for each type of campaign
  • the HERO System Movement Companion, a detailed look at how movement works in the HERO System and how you can alter those rules to change or improve you game (including rules for Segmented Movement and Uncontrolled Movement)
  • Adventures At Top Speed, a section on campaigning with and GMing for speedsters, including detailed rules for the Speed Zone - the "world" speedster enter when they're moving so quickly other characters seem to be standing still

Shift your game into high gear with The Ultimate Speedster!

Trade Paperback, Perfect Bound

$26.99

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The Ultimate Energy Projector

PURE ENERGY

One of the most popular archetypes in roleplaying games is the energy projector — the character who commands the awesome, elemental powers of energy, whether he’s a Fire Bolt-flinging wizard in a Fantasy game, a superhero who glows with raw power as he shoots beams of pure energy, or an energy-manipulating alien in a Science Fiction setting.

The Ultimate Energy Projector is your guide to creating and playing energy projectors in the HERO System. It deals with all facets of energy projection powers in HERO System terms, from the “mechanical” aspects of creating them to using them in your campaign properly. It includes:

  • guidelines for creating energy projectors, including a review of various HERO System elements — Skills, Powers, Disadvantages, and more — as they especially pertain to energy projectors
  • the Energy Spectrum, a systematic review of over 30 different types of energy with detailed information and rules about how they function “realistically,” how they interact with one another in game terms, and how to build abilities with them and use them in your campaign
  • a genre-by-genre review of energy projectors with sample characters for each type of campaign
  • expanded guidelines and rules for adventuring and combat with energy projectors

Prepare to feel the power with The Ultimate Energy Projector!

$29.99

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Everyman

Not everyone can have superpowers and fight crime. But the guy selling newspapers down on the corner, the woman working as a receptionist for a superhero team, a lawyer specializing in defending supervillains, and a superhero's kid brother - all these are important characters, too, with stories of their own to tell and lots of flavor and adventure they can add to your Champions games. Everyman takes a look at these unsung, ordinary, but all too important people in ways that can add depth and excitement to any Champions character or campaign.

$26.99

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Thrilling Places

PLACES OF PERIL!

Pulp heroes often travel to the ends of the Earth seeking adventure, but even citybound masked crimebusters and reporters come across all sorts of interesting locales. Thrilling Places is a resource for Pulp Hero players and GMs describing over a dozen amazing places all around the world where your heroes can have amazing adventures. Do your heroes have the guts and skill to brave:

  • the Grant Building, a possibly-haunted office building
  • Pranamoltar, volcano city of the alien Mole Men
  • the Island of the Pale White Lady, where an insidious cult worships a foul, ancient god
  • Laussat Plantation, where a mad scientist performs fiendish experiments among the crumbling buildings
  • K’hull Island, home to a strange tribe, living dinosaurs, and a gigantic gorilla
  • the Pleistocene Plateau, a Siberian highland where the Ice Age still exists
  • the Street of the Emerald Bird, a section of Chinatown with a dangerous secret
  • Neos Themiscyra, African home of the last surviving Amazons
  • the Pharoah Club, a swank nightclub with an Egyptian theme
  • Schloss Eisenwolf, an old German castle that may contain a fabulous mystic artifact
  • the Royale Viridian Theatre, a luxurious cinema with mob connections
  • the Temple of the Dragon, where the Sanctified Elder teaches martial arts secrets to worthy students
  • the tomb of Kemtehenraau-Khanu, an Egyptian sorcerer-priest served by an ancient order of followers
  • Xinca-Hol, a lost city of giant bat-riding, blowgun-wielding Central American pygmies

    Get ready for two-fisted adventure in the Thrilling Places!

$26.99

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Evil Unleashed

More villainy for your Champions games! Evil Unleashed collects the many unaffiliated villains appearing in supplements like Champions Universe, Millennium City, Vibora Bay, The Ultimate Brick, The Ultimate Metamorph, and The Ultimate Speedster and assembles them in one fiendish tome for ease of reference! It also includes several all-new villains.

$24.99

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The UNTIL Superpowers Database II

Following on the heels of The UNTIL Superpowers Database, and created in part with contributions from numerous HERO System fans, The UNTIL Superpowers Database II contains hundreds of all-new superpowers to help you create just the sort of Champions character you want! It features:

  • complete descriptions of superpowers in over forty categories, such as Electricity, Hypersenses, Size Alteration, and Speedster (including four new categories — Chaos And Entropy, Energy Manipulation, Hyper-Characteristics, and Spirit Projection — not found in USPD1)
  • 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
  • multiple versions of most powers so you can easily tailor them to suit the character or ability you have in mind

Whatever type of character you have in mind, The UNTIL Superpowers Database II gives you even more ways to make him fun, exciting, and powerful!

144-pg Trade Paperback, Perfect Bound

$26.99

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The Fires of War: The Algernon Files Volume 2 (for Hero)

HERO System 5th Edition format,

The fires of war burn on the horizon, and a world already short on hope desperately looks for heroes. Luckily, they don't have far to look. Welcome to the so-called Golden Age, where the first generation of superhumans in the public eye are forging legends that will live on long after they're gone. Nazi supersoldiers terrorize Europe, while gangsters vie against mad scientists for control of the underworld. Masked mystery men and two-fisted adventurers bring justice into the darkest alleys and deepest jungles.

The Fires of War: The Algernon Files, Volume 2 is a sourcebook for the early days of the world of capes and cowls. At 128 pages, it includes over a hundred write-ups of characters on both sides of the fence, good guys and bad, as well as a dozen exotic locales, maps, and details on wartime equipment and vehicles.

$29.95

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Reality Storm: When Worlds Collide

When the deadliest villains of two universes - Dr. Destroyer and Kreutzritter - team up to threaten both realities with their evil schemes, it's up to the heroes of both worlds - The Guard and the Champions - to join forces and stopthem... but they need your heroes' help if they're going to succeed! Reality Storm presents this pulse-pounding superhero adventure for two game systems - Champions and Silver Age Sentinels - with enough action and adventure to satisfy any campaign!

Reality Storm includes:

  • Silver Age Sentinels for the Champions and Champions Universe villains, and HERO System stats for the Guard and the villains of Empire City
  • complete, official conversion rules for translating Champions characters into Silver Age Sentinels terms, and vice-versa!

96 -pg Trade Paperback, Perfect Bound

$19.99

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Dark Champions

Dark Champions discusses and describes the modern-day action-adventure genre for gaming, covering everything from costumed vigilante crimefighters, to spies, to cops, to military action stories, to weird conspiracies, and beyond. It shows how to create characters, campaigns, abilities, weapons, and other elements of the genre using the HERO System rules. It includes:

  • a complete review of the modern-day action-adventure genre in all its many forms, with guidelines and suggestions for simulating each part of the genre in the HERO System.
  • an extensive section on creating Dark Champions characters, including two dozen Package Deals for various criminal, espionage, law enforcement, and military careers, information and expanded rules for popular Skills and Perks, and “super-skill” abilities for cinematic characters
  • combat and adventuring rules for modern-day action games
  • detailed chapters on firearms, weapons, and equipment for modern-day characters, including rules for designing and using your own weapons and gear
  • information about criminalistics and forensic science, organized crime, terrorism, and other subjects
  • advice for GMs about creating and running Dark Champions campaigns

Whatever type of modern-day games you enjoy, and however you like to play them, Dark Champions helps you make them even better!

256 pages, Trade Paperback, Perfect Bound

$31.99

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DEMON: Servants of Darkness

UNDER COVER OF DARKNESS...

...the evil cultists and sorcerer-priests of DEMON work their evil! The world thinks of DEMON as a Satanic cult with delusions of grandeur, but in truth the organization has a far more sinister and deadly purpose. Can your heroes discover DEMON's secrets in time to put an end to its foul schemes?

DEMON includes:

  • a complete history of DEMON, with plot seeds for every important era of the twentieth century
  • a review of the organization's structure, philosophy, beliefs, and approaches to its true goal
  • information on DEMON's leadership, including character sheets for the leaders and their most important servants
  • complete details on DEMON's three levels of members (Brothers, Initiates, and Morbanes), with archetypes, power and spell templates, and other resources for each
  • descriptions of DEMON's Demonhames (secret cult centers and places of power) and Profane Regalia (enchanted items)
  • advice for GMing DEMON and using the group in many types of campaigns

    Inject a new dose of villainy into your game with DEMON!

128-pg Trade Paperback, Perfect Bound

$24.99

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Arcane Adversaries

SORCERERS, MONSTERS, AND FIENDS...

The Mystic World of the Champions Universe is peopled by some of the strangest — and often most evil — beings in the Multiverse. Arcane Adversaries describes some of the most fiendish of these denizens of the shadows for your Champions campaign. It includes:

  • three dozen new supervillains, ranging in power from the likes of the imprisoned elder god Vulshoth and the Aztec deity Tezcatlipoca to physically frail human wizards who nevertheless command potent magics
  • five mystic factions or villain groups — the Circle of the Scarlet Moon, the Devil's Advocates, the Kings of Edom, the Sylvestri family, and the Vandaleur clan — with information on their members, servants, goals, and tactics
  • twelve solo villains, suitable for use as the main antagonist in an adventure or grouping into teams
  • reference tables listing the villains by type and abilities so you can quickly find just the one you need

Even if your heroes are powerful enough to handle mundane supervillains without any problem, you'll find something eerie and macabre to challenge them among the Arcane Adversaries!

128-pg Trade Paperback, Perfect Bound

$24.99

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Vibora Bay

Welcome to scenic Vibora Bay! One of the Gulf Coast’s largest and most exciting cities, it’s a center of commerce, culture, tourism... and strange goings-on.

Vibora Bay details this fascinating city, which maintains unusual traditions of mysticism and religion alongside modern technology and habits. With its eclectic inhabitants and frequent paranormal incidents, it holds a lot of attraction for superheroes — and supervillains. Vibora Bay includes:

  • a complete history of the city, from pre-colonial days to the present... including a secret history for the heroes to uncover!
  • a description of the city and surrounding region, with detailed maps
  • information about daily life in the city, including its unusual traditions and mystic phenomena
  • nearly twenty new superheroes (including such stalwarts as Black Mask, Dr. Ka, Juryrig, and the enigmatic Robert Caliburn) and supervillains (like the unliving assassin Deadman Walkin’ and the members of the bizarre Cirque Sinister)
  • a GM’s Vault containing all the true and secret information about Vibora Bay and its inhabitants, so players can use the book without learning any of the “GM only” information the Gamemaster plans to create adventures with

160-pg Trade Paperback, Perfect Bound.

$24.99

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Hudson City: The Urban Abyss

Welcome to Hudson City, pal. Better watch your step. Only the smart and the lucky survive around here. Hudson City: The Urban Abyss describes the (in)famous Pearl City in all its gritty detail, from the glittering skyscrapers of Bankhurst to the grimy, sin-filled streets of the Strip. It's the perfect setting for your Dark Champions adventures!

Hudson City includes:

  • a history of the city from its founding to the present day

  • detailed descriptions of all the major neighborhoods in Hudson City, including locations and people of note

  • a review of city government and services, from the mayor's office to the cop on the beat

  • a who's who of Hudson City society and the underworld, with plenty of enemies, adversaries, and rivals for your PCs to encounter during their adventures

  • dozens of NPCs, ranging from average joes to powerful crimelords

  • gamemastering information and advice

  • numerous city and neighborhood maps

Make sure you've got enough ammo and are ready for anything... the mean streets of the urban abyss await!

176-pg Trade Paperback, Perfect Bound

$26.99

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Dark Champions: The Animated Series

DARK AVENGERS OF THE NIGHT

If you're eager for the thrills and adventure of crimefighting but don't like the guns and violence of regular Dark Champions campaigns, what you need is an "animated series" style campaign. Dark Champions: The Animated Series looks at the less grim side of vigilante crimebusting: caped crusaders with vigilante style but who refuse to kill; low-powered superheroes who fight street crime instead of world-threatening supervillains; "theme" villains with clever costumes and psychotic minds.

Dark Champions: The Animated Series includes:

  • a discussion of the "animated series" subgenre in general, including advice about character creation, roleplaying, and gamemastering
  • the Hudson City Knights campaign, in which costumed (but not superpowered) crimefighters take on a host of twisted villains who plan their crimes around strange themes or obsessions: Penny Dreadful, Adonis, Anagram, the Missing Link, Raptor, and more
  • the Hudson City Powers campaign, which pits low-powered ("street-level") superheroes against similarly low-powered supervillains — costumed criminals like Carnivore, Guillotine, Rhapsody, Serpentine, and more

Featuring 29 new villains and six new NPC heroes, Dark Champions: The Animated Series is just the thing to bring even more fun and excitement to your Dark Champions games!

120-pg Trade Paperback, Perfect Bound

$26.99

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Teen Champions

"I can't fight Dr. Destroyer now - I've got to study for tomorrow's exam!" Fighting supervillains is a tough job. It can be even tougher when you're in high school and have to worry about finishing your homework, finding a date for the prom, and sticking to your curfew while you're doing it! Teen Champions covers this comic book subgenre for Champions, providing character creation and campaign advice for awesome teen hero gaming fun. TC also includes complete details on Ravenswood Academy, the super-students who study there, and other teen heroes of the Champions Universe.

$26.99

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Hidden Lands

SECRET LANDS OF DANGER

The Champions Universe contains many places and races hidden from the sight and attention of everyday people. Whether they’re benevolent or evil, each of them may create peril or trouble for your heroes.

Hidden Lands covers:

  • the fabulous undersea realm of Atlantis, ruled by wise Queen Mara but with many people who may one day threaten the surface lands
  • the utopia of Arcadia, located deep in a temperate valley in Antarctica, home to a powerful, immortal race called the Empyreans
  • the lost empire of Lemuria, which sank beneath the waves long ago due to its own evil and hubris, but which is now poised to pose a greater threat to the rest of the world than ever
  • other strange and secret places in the Champions Universe, such as Shamballah, Agharti, the Well Of Worlds, Beast Mountain, and Sunday Pond

Featuring dozens of new characters, even more adventure ideas, and tips and rules for creating characters from these races, Hidden Lands is the perfect way to expand the scope of your Champions campaign!

144-pg Trade Paperback, Perfect Bound

$26.99

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Fantasy Hero

Fantasy Hero discusses and describes the Fantasy genre for gaming, and shows how to create characters, campaigns, spells and magic systems, kingdoms, and other elements of Fantasy with the HERO System rules. It includes:

  • a complete review of the Fantasy genre, from the most mundane Low Fantasy and Urban Fantasy tales to wondrous and bizarre High Fantasy and Epic Fantasy sagas, with guidelines and suggestions for simulating each part of the genre using the HERO System rules
  • an extensive section on creating Fantasy characters in the HERO System, including over five dozen Package Deals for major character races, backgrounds, and professions
  • Fantasy-specific combat and adventuring rules, including expanded rules for weapons, sieges, and mass combat
  • a detailed chapter on magic, describing how to create magic systems, spells, and enchanted items, with dozens of examples to get you started
  • discussions about Fantasy civilizations and cultures, with guidelines for economies and currencies, travel times and methods, religion, and much more
  • a comprehensive chapter on gamemastering Fantasy games

Whatever type of Fantasy game you like to play, and however you like to play it, Fantasy Hero helps you make it even better!

$31.99

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The Fantasy Hero Grimoire

THE POWERS OF MAGIC AT YOUR FINGERTIPS!

Sometimes a Fantasy Hero player or GM needs to create a spell, or an entire magic system, as quickly and easily as possible.

The Fantasy Hero Grimoire has just what you need: over four thousand spells suitable for any Fantasy character or campaign. Unleash the full power and potential of Fantasy Hero magic in your game! The Fantasy Hero Grimoire includes:

  • hundreds of spells organized into twelve major categories: Alchemy; Conjuration; Divination; Druidry; Elemental Magic; Enchantment; Necromancy; Sorcery; Thaumaturgy; Witchcraft; Wizardry; and Divine Magic
  • a dozen or more options and variations for most spells, making it easy to change or customize any spell so it's just right for any Fantasy Hero character, campaign, or setting
  • a "spell template" for each spell, allowing you to determine the basic effect, casting time, duration, Skill Roll penalty, Endurance cost, and other information about a spell at a glance
  • descriptions and rules explanations both for common spells and for more unusual magical effects

Wizard, priest, sorcerer, necromancer, witch - any spellcaster can find just what he needs in The Fantasy Hero Grimoire!

272 pages, Trade Paperback, Perfect Bound

$26.99

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Tuala Morn

Tuala Morn is a pseudo-Celtic fantasy realm of bold warriors, wise wizards, capricious faeries, crafty dragons, and a thousand different types of adventure! Travel the fields, forests, and mountains of the Ten Kingdoms in search of wonder and excitement.

In Dunrioga, the seat of the High King has sat empty for ten long years since the death of Davaine the Strong. While his queen Nuala tries to maintain a regency for their son, young Aillin, no one unites the people against the threat of Vulkring raiders from the north, or brings a halt to the longstanding feud between Crogher of Conhaile and Sitric of Seanclough. And without a High King, nothing stems the tide of the ambition of the Cormac of Mar Cormac, who wants a rulership he does not deserve and would sacrifice all the world to obtain it.

As if such conflicts were not enough, religious strife besets the land. As the druids who worship the Dronnach Lanva, the Hundred Children, continue to propitiate the spirits of stream and wood, the priests of the Golden Temple cry the ascendancy of their strange faith to the skies, seeking to win converts to their shrines. Some wise men whisper that such disputes on Earth must surely mirror a dispute in the heavens, and if the matter cannot be resolved, then surely only the dark gods of the witches will remain to rule over the Tualans.

Even worse, there are those who claim that these dark gods, or something akin to them, has already cast its shadow over the land. Of the source and power of this shadow, they know not, but its intentions are surely evil. Prophecy foretells that unless a true hero finds the Basilisk Orb, fabled talisman of the ancient wizard Coruch Crotha, the High King’s realm will fall to dust and ashes.

Are you that hero?

$29.99

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Enchanted Items

Even in Fantasy Hero worlds where magic exists and characters can rule kingdoms, sometimes a hero needs just the right equipment to get the job done. That means magical items — weapons, armor, staffs, and other objects with enchantments placed upon them to give them power.

Enchanted Items contains hundreds of pre-generated magical items for your Fantasy Hero games. They’re organized into thirteen categories:

Amulets, Fetishes, and Talismans
Armor
Bracers and Bracelets
Clothing
Jewelry
Potions, Dusts, and Ointments
Rings
Shields
Staffs
Swords and Daggers
Wands and Rods
Weapons
Miscellaneous Items

Get ready to put new elements of wonder, mystery, and magic into your campaign with Enchanted Items!

$26.99

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Star Hero

The second of Hero Games' "genre books", Star Hero examines and analyzes the science fiction genre, showing gamers how to simulate and use the elements. subgenres, characters and technology of science fiction to create intriguing stories and campaigns. Written by Campbell Award-nominated sceince fiction writer James Cambais, it's a useful book not only for Hero System gamers but for any gamer who plays science fiction RPGs.

216-page, Trade Paperback, Perfect Bound

$29.99

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Worlds Of Empire

Worlds Of Empire: If your spacefaring Star Hero player characters want to explore strange new worlds, you need some strange new worlds for them to explore. Worlds Of Empire covers two dozen planets ranging from minor but intriguing worlds scattered throughout Human space to some of the most important planets in the Terran Empire. With Worlds Of Empire you can visit key Terran planets like Rigel, Adamant, and Hermetica; experience the strange cultures of planets like New Alexandria and the Tau Ceti worlds; explore such unusual worlds as frozen H’rotha, haunted Cybul III, archipelagic Trovatore, and war-ravaged Tetsuo; and even go beyond the bounds of Terran space to spy on the Ackálian throneworld of Ackál, trade with the Mon’dabi on Mon’da, mingle with the pirates and smugglers of Venwordien IV, or contend with the Thorgons for control of Ravanche.

$26.99

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Fantasy Hero Grimoire II

A Fantasy Hero game can always use more spells for wizards to cast, characters to find in long-lost libraries, and evil sorcerers to wield against heroes. The Fantasy Hero Grimoire II features hundreds of new spells for your campaign, in ten categories:

  • Arcanomancy, spells pertaining to fundamental magical forces
  • Arcomancy, spells for us in warfare
  • Black Magic, spells used by the most evil wizards
  • Chaos Magic, the wizardry of the force called Chaos
  • Monster Magic, spells cast by dragons and other monsters
  • Naming Magic, spells requiring knowledge of the target's True Name
  • Professional Magic, spells adventurers use to make their lives easier and safer
  • Rune Magic, the magic of carved and painted runes of power
  • Shamanism, spells involving spirits and the Spirit World
  • Song Magic, spells cast through singing, poetry, and jests

All spells are described using a common "spell template" for quick, easy reference, and include multiple options for easy cusomization. Every spellcaster can find some new magics for his spell book in The Fantasy Hero Grimoire II.

180 pages, Trade Paperback, Perfect Bound

$26.99

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The Mystic World 

Bring magic into your Champions game with The Mystic World, a sourcebook describing mystic characters, villains and powers in the Champions Universe. Great evils lurk in the shadows of the Mystic World, and it's up to your heroes to stop them!

The Mystic World includes:

  • a description of the Multiverse, ranging from dimensions near to Earth (such as the Astral Plane, Faerie, and Babylon) to the bizarre Brialic and Atziluthic realms of concept, form, and thought - with dozens of example dimensions for yout mystic heroes to visit!
  • a who's who in the Mystic World of the Champions Universe, from gods and beings of great arcane power to mystic superheroes and villains. Who among them shall become the fabled Archmage, protector of Earth?
  • three mystic master villains of awesome power - Skarn the Shaper, Tyrannon the Conqueror, and the Dragon - and their underlings and resources

Filled with ideas for mystic characters, adventures on Earth and in other planes, and resources for platers and GMs alike, The Mystic World will bring new dimensions to you Champions game!

144 pages, Trade Paperback, Perfect Bound

$26.99

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Nobles, Knights, And Necromancers

Every great hero needs an equally great villain as his nemesis. In a Fantasy Hero campaign having just the right enemies can make the game especially exciting.

That's what Nobles, Knights, And Necromancers offers you - dozens of Fantasy villains perfect for adding even more fun to any campaign! It includes:

  • four master villains: the deadly spymaster known as the Lord Of Spiders; Sargath the Vampire Lord, usurper of the throne of Dragosani; Thorg Split-Chin, a menacing Orc chieftain; and Zaarograth Khrom, the Yellow King of Valicia.
  • six organizations: the Baragon Coven, a gathering of wicked witches; Kal-Turak's Lieutenants, four of the chief servants of the most evil being in the world; Krogg's Bandits, a group of outlaws led by a vicious half-Orc; the Red Talon Guild, a continent-wide gang of slavers; the Sarresharan Regency, four men supposedly ruling Sarreshar in the absence of the King but each secretly pursuing his own agenda; the Silver Guild, a guild of thieves; the Three Deaths, a trio of assassins; and Zelatar's Blades, a group of unscrupulous adventurers
  • three dozen solo adversaries: evil necromancers and sorcerers, ruthless mercenaries, wily thieves, ambitious Ogre chieftains, deadly killers, greedy merchants, scheming noblemen, barbarian shamans and warriors, servants of evil gods, and lots more

Even better, each villain comes with plot seeds, suggestions on how to use him in your campaign, and other useful information. So tell your heroes to get ready - it's time for them to face some Nobles, Knights, And Necromancers!

$26.99

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Star Hero Spacer's Toolkit

Most science fiction stories require a lot of high technology - everything from blaster pistols, to sensory enhancement equipment, to glittering starships- and Star Hero campaigns are no different. To supplement the tech in Star Hero and Terran Empire, The Spacer's Toolkit includes the following devices:

  • personal technology, ranging from weapons, to battle armor, to survival, communications and psionic gear
  • robots, computers and, nanotechnology
  • personal augmentation systems (cybersystems and bioware)
  • nearly two dozen civilian and military ground vehicles, from family cars to hovertanks
  • three dozen starships for the Terran Empire and various alien civilizations, including both military ships, traders, and exploration vessels

Whatever type of Star Hero campaign you're running, The Spacer's Toolkit is full of gadgets and gear to make it better!

128 pages, Trade Paperback, Perfect Bound

$21.99

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Terran Empire

During the period 2400-2700 AD, Humanity established a vast empire stretching across light-years and made itself one of the most powerful political species in the Milky Way Galaxy. At times despotic, at times enlightened, sometimes at war and sometimes at peace, The Terran Empire presents a fascinating tableau for Star Hero campaigns. This setting book describes the history, technology, institutions, and prominent NPCs of this period, with dozens of campaign options for GMs and hundreds of character creation ideas and suggestions for players.

$24.99

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Ninja Hero

The third genre book for the HERO System 5th Edition focuses on martial arts characters and campaigning of all sorts - from traditional chop-socky adventures, to pulse-pounding wire-fu and wuxia action, to the wild fighting and bizarre powers of anime and video-game martial arts! It discusses the elements of the martial arts genre, creating martial arts characters, how to run martial arts campaigns, and more! It also includes sample campaign settings and frameworks, example NPCs, and more! It includes:

  • a complete review of the martial arts genre and its five subgenres - Realistic, Cinetmatic, Wuxia, Video Games, and Anime - with guidelines an