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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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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!
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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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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:
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
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