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The Hero System is a generic role-playing game system that was developed from the superhero RPG Champions . After Champions fourth edition was released in 1989, a stripped-down version of its ruleset with no superhero or other genre elements was released as The Hero System Rulesbook in 1990. As a spinoff of Champions , the Hero System is considered to have started with 4th edition (as it is mechanically identical to Champions 4th edition), rather than on its own with a 1st edition. However, the first three editions of the game are typically referred to as Champions , rather than the Hero System, as the game for its first three editions was not sold as a universal toolkit, instead largely focusing on superheroes.

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56-518: Champions III is a 1984 role-playing game supplement for Champions published by Hero Games . Champions III is a supplement that presents many rules revisions and additions, as well as several adventure scenarios. Allen Varney reviewed Champions III in Space Gamer No. 70. Sheeley commented that "I recommend Champions III unreservedly to all Champions buffs who haven't been sated by I and II . It's an excellent supplement, well worth

112-418: A Code Of Honor, or be missing one eye. [. . .] There are five things a character can buy with Character Points: Characteristics, Skills, Perks, Talents, and Powers." - excerpt from Hero System Sixth Edition Volume 1 Unlike the d20 System and many other game systems, experience awards are in the form of character points, which have the same value as those used in character creation and can be applied directly to

168-536: A degree of commercial success. (Following problems with fragile bindings on Fourth Edition rulebooks, the planned binding for the larger Fifth Edition was tested using a clothes dryer. ) The Fifth Edition is often referred to as "FREd", which is a backronym for "Fifth Rules Edition". The name actually comes from Steve S. Long's reply when asked what the standard abbreviation for the Fifth Edition would be: "I don't care if you call it 'Fred', as long as you buy it." This

224-466: A fireball, a lightning bolt, an acid spray, a magic missile, and dozens more), the vast majority of such effects in the Hero System would be constructed out of the same base two powers, "Blast" or "Killing Attack". The Hero System rules only define an ability's very basic mechanical effects—the player is the one who defines what the ability looks like when used. For example, if a player wishes to model

280-456: A joint venture between Hero Games and Iron Crown Enterprises , a stand-alone Hero System Rulebook was published alongside the fourth edition of Champions. The content was identical to the opening sections of the Champions rules, but all genre-related material was removed. Afterward, genre books such as Ninja Hero (written by Aaron Allston ) and Fantasy Hero were published as sourcebooks for

336-529: A minimal staff, and has successfully used Kickstarter to raise funds for new projects. One of these new products, Fantasy Hero Complete , was released in early 2015. Heromaker , an MS-DOS program, was distributed with some versions of Champions . Today, Hero Designer for the Fifth and Sixth Editions is available on several platforms, and is supported by numerous character packs and other extensions linked to Hero Games book releases. In late 2008, Hero released

392-437: A partial real-life analogue, limitations on a power are as much about making it more accurate a representation as they are making it less expensive to purchase (for example, to model a firearm, the limitation that it requires ammunition is expected, regardless of the fact that this happens to make a firearm cost fewer character points). The system also allows players to construct very exacting modifiers not specifically detailed in

448-426: A pool of points to buy abilities (such as "Energy Blast" and "Armor"), increase characteristics (such as "Strength" and "Intelligence") and buy skills (such as "Computer Programming" and "Combat Driving"). This pool can be increased by taking disadvantages for your character (such as being hunted by an enemy, a dependency of some sort or having people who depend on your character in some way). The initial pool, as well as

504-521: A reconstituted Hero Games was formed under the leadership of Steven S. Long , who had written several books for the earlier version of the system. It regained the rights to the Hero System and to the Champions trademark. In 2001, the Fifth Edition of the Hero System Rulebook was released, incorporating heavy revisions by Long. A large black hardcover, it was critically well received and attained

560-476: A restructuring, with Darren Watts and long-time developer Steven S. Long relinquishing their full-time statuses to work freelance. In late 2012 Champions Complete was released, which contained all of the core 6th edition rules as well as enough information to play a superhero campaign in a single 240-page book. This compact presentation reflected criticism that the 6th edition rules had become too unwieldy. Hero Games now maintains an irregular release schedule, with

616-428: A separate power. The rules were released in two volumes, with the first covering character creation in depth and the second describing campaigns and the running of games. The new genre book for Champions came out shortly thereafter, and a new Fantasy Hero was released in the summer of 2010. A new version of Sidekick was released in late 2009 under the title The Hero System Basic Rulebook , while an Advanced Player Guide

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672-434: A skill system, most abilities in the Hero System rules are listed as generic "powers". Most powers are meant to be able to model a vast number of potential effects. When creating a character, a player decides on what effect they wish to create, then constructs this effect by consulting the powers in the rulebook. Most powers have a set of modifiers that alter their base performance to more finely-tune their representation of

728-711: A standalone system would occur until 1990; instead the Champions rules would be edited down, expanded, and otherwise adapted on an individual basis for a variety of different genre treatments, such as pulp and modern espionage. Champions now exists as a genre sourcebook for the Hero System. Books for other genres have also appeared over the years, including Star Hero , Dark Champions , Pulp Hero , and Ninja Hero . While Champions does not use "character classes" as some RPGs do, it does define common superhero archetypes as found in comic books. These are based variably on how they use their powers in combat, motivation, or

784-413: A strong recommendation, saying, "One of the best aspects of this type of game is that you don’t need anything more than the rulebook and a little imagination to start playing a fast moving game where the future of the world lies in your hands!" In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan commented, "In addition to being one of the oldest superhero RPGs, Champions

840-510: A subcategory of Body-Affecting Powers. Darkness is in three categories — Standard, Attack, and Sense-Affecting. Each power has a base point cost for a given effect. This could be, for example, a certain number of points per six-sided-die (or "d6") of damage inflicted upon a foe. Powers can have both advantages and limitations. Both are modifiers applied at different stages in calculating cost. These modifiers are typically changes of ± 1 ⁄ 4 , but can range up to ±2 or even higher. After

896-444: Is easily the biggest and arguably the best." Swan noted that the character generation system "gives players near-total freedom in assembling the superhero of their dreams." However, he found that the combat system "is the game's weakest features, a seemingly endless array of numbers, formulas and tables that's all but certain to discourage first-timers." Swan concluded by giving the game an excellent rating of 3.5 out of 4, saying, "Of all

952-405: Is more of a set of upgrade notes than a supplement." Champions (role-playing game) Champions is a role-playing game published by Hero Games designed to simulate a superhero comic book world. It was originally created by George MacDonald and Steve Peterson in collaboration with Rob Bell , Bruce Harlick and Ray Greer . The latest edition of the game uses the sixth edition of

1008-503: Is published by Hero . Craig Sheeley for Space Gamer . commented in a review that "...the Flextile concept is a good idea, but not at the price Flextiles sell for now. Cut the cost [...] and they'd be much better." In the January 1982 edition of Ares , Eric Goldberg noted the "sketchy" design of the first edition, and yet believed that "in many ways, it is sufficient... What enables

1064-416: Is so big (592 pages) that some fans speculated that it might be bulletproof, and it did indeed stop some bullets when tested by Hero Games staffers. On February 28, 2008, Cryptic Studios purchased the Champions intellectual property , and sold the rights back to Hero Games to publish the 6th edition books. One of the new features will be to allow players to adapt their Champions Online characters to

1120-525: Is the same power regardless of whether it represents a laser beam, ice powers, or mystical spells.) The Champions rulebook includes rules governing many different types of generic powers which can then be modified to fit a player's idea. This allows players to simulate situations found in superhero stories. Like most comic book heroes, characters and villains are frequently knocked out of the fight but seldom killed. There are special rules for throwing heavy objects like aircraft carriers. The Champions system

1176-517: The Hero System were published in the 1980s, including Champions , Danger International , Justice, Inc. , Robot Warriors and the original versions of Fantasy Hero and Star Hero , each of the RPGs was self-contained, much as Chaosium 's Basic Role-Playing games are. The Hero System itself was not released as an independent entity until 1990, as Steve Jackson Games ' GURPS ( Generic Universal Roleplaying System ) became more popular. As

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1232-420: The Hero System , as revised by Steve Long , and was written by Aaron Allston . It was released in early 2010. Champions , first published in 1981 , was inspired by Superhero: 2044 and The Fantasy Trip as one of the first published role-playing games in which character generation was based on a point-buy system instead of random dice rolls. A player decides what kind of character to play, and designs

1288-594: The Hero System Rulebook as opposed to being independent games. With the collapse of the Hero-ICE alliance, the Hero System went into limbo for several years. The Champions franchise released a new version under the Fuzion system, which had been a joint development with R. Talsorian Games , called Champions: the New Millennium . Although two editions were published, it was very poorly received by Champions fans. In 2001,

1344-461: The Active Cost is: Once Active Cost is calculated, limitations are applied. These represent shortcomings in the power, lessened reliability or situations in which the power can not be used. Limitations are added separately as positive numbers, even though they are listed as negative. The Real Cost of the power is then determined by: The Real Cost is the amount the character must actually pay for

1400-532: The Ground , RPG historian Stu Horvath noted that Champions was a pioneer in two respects. It "is the first entirely new game to embrace the idea of non-random character generation through a point-buy system, and it marks a significant expansion of the concept." The second new concept was "the idea of disadvantages." Starting in June 1986, a comic book limited series was published by Eclipse Comics based on characters from

1456-473: The Power. The rules also include schemes for providing a larger number of powers to a character for a given cost. These power frameworks reduce the cost either by requiring the group of powers to have a common theme as in an Elemental Control Framework, or by limiting the number of powers that can be active at one time with a Multipower Framework. Powers within a framework can share common limitations, further reducing

1512-444: The ability to project a jet of fire, they could choose the "Blast" power. However, the power's text has no mention of what it looks like or how it operates beyond some very base notes concerning damage and range. To make it a jet of fire, the player simply states that this Blast is a jet of fire. To some degree this is simply cosmetic. However, in the game, that power now is treated as a fire attack, with all that implies as decided by

1568-469: The base cost is calculated, advantages are applied. These, which can make a power more useful, typically expand its effectiveness or make it more powerful, and thus make it more expensive. Once advantages are applied, the base cost becomes the Active Cost. The Active Cost is calculated as an intermediate step as it is required to calculate certain figures, such as range, END usage, difficulty of activation rolls, and other things. The formula for calculating

1624-406: The base rules. For example, a player could define one or more powers as not working when the moon is full, or when it is Tuesday, or any other limitation that the player can imagine and the gamemaster feels is applicable. Also like Champions , the Hero System uses a point-based system for character creation. Instead of templates which define what a character is, how it performs mechanically, and

1680-436: The character using a set number of " character points ," often abbreviated as "CP." The limited number of character points generally defines how powerful the character will be. Points can be used in many ways: to increase personal characteristics, such as strength or intelligence; to buy special skills, such as martial arts or computer programming; or to build superpowers, such as supersonic flight or telepathy. This point system

1736-749: The character's abilities upon receipt. The powers system are the variables players can manipulate in the characters of Hero System. The powers in the Hero System are categorized roughly as follows: Within each of these categories are multiple Powers that have more specialized effects. Thus for the movement category there are powers that can be used for Running , Swimming , Climbing , Leaping , Gliding , Flying , Tunneling through solid surfaces, and even Teleportation . For certain game genres there are even powers for traveling to other dimensions or moving faster than light. Also, many Powers appear in at least two categories. For example, most Attack Powers are also Standard Powers, and Size Powers are basically just

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1792-639: The cost. A third type of power framework, the Variable Power Pool (VPP), trades thrift for flexibility. With it, powers can be arbitrarily chosen on the fly, granting enhanced in-game flexibility. The price is a premium on points, called the Control Cost. Additionally, it is marked as potentially unbalancing, so not all GMs will permit VPP's. Elemental Controls were eliminated in the Sixth Edition. Although several games based on what would become known as

1848-564: The designers to get away with this minimalist approach is an unswerving devotion to the philosophy and to the spirit of the superhero comic, which itself has never pretended to be terribly complex." In the April–May 1982 edition of White Dwarf , Dave Morris liked the first edition combat system, calling it "a good simulation of comic-book battles". But Morris questioned whether players would enjoy playing superheroes rather than more ordinary characters found in most other role-playing games. He gave

1904-444: The effect desired. Each such modifier makes the power more or less capable, and correspondingly more or less expensive to purchase with character points (the "currency" used to buy powers; see the section following). The result is that many effects are possible from exactly the same base power. For example, while systems such as Dungeons & Dragons would list a wide variety of separate ranged attack powers that deal damage (such as

1960-466: The facets of Champions characters balanced in relation to each other regardless of the specific abilities and character features. Characters are rewarded with more character points after each adventure, which are then used to buy more abilities, or eliminate disadvantages. Players can design custom superpowers using the Champions rules system. Rather than offering a menu of specific powers, Champions powers are defined by their effects. (An energy blast

2016-487: The final pool size, is determined by the Game Master (GM), as well as the point limits on each individual ability. "You build Hero System characters with Character Points. You purchase everything a character can do — from his ability to lift heavy objects, to his skill with weapons, to his ability to use magic or superpowers — with Character Points. Your GM will tell you how many points you have to build your character with —

2072-585: The first Champions campaign. The Eclipse series included character sheets that allowed readers to incorporate characters used in the comic books into their own Champions campaigns; this practice was also used in the Villains and Vigilantes comic book limited series (also published by Eclipse in 1986–1987). Soon after Eclipse's initial limited series, an ongoing Champions series was published by Hero Comics (later Hero Graphics, later still Heroic Publishing ) from 1987 to 1993. As of 2024, Heroic Publishing

2128-419: The first game on the market that let you play superheroes and duke it out with supervillains, using earth-shattering powers, it was the most innovative. The major roleplaying games of the time involved characters stalking monsters in dungeons; the heroes in Champions delivered knockout blows to archnemeses—all while speaking the requisite inspiring soliloquies." In his 2023 book Monsters, Aliens, and Holes in

2184-593: The game an average rating of 7 out of 10, saying, "All the same, the occasional bout of world-saving might be enjoyable, and Champions is worth buying on this basis alone." Reviews for two editions of the game appeared in Dragon : Reviews for various editions of the game appeared in The Space Gamer : Ken Cliffe reviewed the 4th edition of Champions for White Wolf , rating it 3 out of 5 overall, and stated that "I recommend this book to anyone already familiar with

2240-501: The gamemaster in each situation: it has the possibility of starting secondary fires; it looks, smells and sounds like a jet of fire; will not work in water; will terrify people with a phobia of fire; etc. The system does have mechanical effect alterations as well: a Blast could be altered by any number of power modifiers such as "Explosion", "Area of Effect", "Megascale", etc.: both advantages and disadvantages are available. As players are typically attempting to model something with at least

2296-407: The hero system, and suggest the Champions game to anyone who enjoys exact, complicated role-playing. To those looking for slick, fun role-playing, I say look to other SHRPGs and other game systems." In February 1989's issue of The Games Machine , John Woods reviewed the 4th edition of the game and called the rules "a model of clarity", although he criticized the lack of an index. He concluded with

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2352-451: The license was announced by Cryptic Studios , who had developed the popular City of Heroes and then reinvented Marvel Universe Online to Marvel Heroes . The game was released in September 2009. The game takes place in the established Champions universe and features classic Champions heroes and villains as NPCs . Flextiles is a 1983 role-playing supplement for Champions. It

2408-493: The more points, the more powerful the character, generally. You can spend most of your Character Points without any requirements, but you only get to spend some of them if you take a matching value of Complications for your character. Complications are disadvantages, hindrances, and difficulties that affect a character and thus help you to define who he is and properly simulate the concept you have in mind for him. For example, your character might be Hunted by an old enemy, or adhere to

2464-441: The most flexible, detailed points-based system ever, which makes it rather overwhelming for some new players, and combat can be a little slow. But once you've learned how to use it, no other game catches the feeling of superhero action in quite the same way." Champions was included in the 2007 book Hobby Games: The 100 Best . Game designer Bill Bridges described Champions as " the superhero roleplaying game. While it wasn't

2520-460: The new abilities gained after a certain amount of play, a player is given a fixed number of points and allowed to create what they want. As this is a much more freeform process than in most games, the system encourages close involvement between players and gamemasters to ensure that all participants have the same understanding regarding the type of effects permitted, relative power levels, and the like. Each player creates their character starting with

2576-618: The pen-and-paper game. In late 2009, Hero Games released the 6th Edition of the Hero System. The game has so far had a mostly positive reception, with little in the way of 'Edition Wars'. The largest rules change was the removal of Figured Characteristics (meaning that character stats that were previously linked intrinsically—such as Speed automatically increasing when sufficient amounts of Dexterity were purchased—were no longer connected, and instead bought entirely separately). Other, more minor rules changes include folding Armor and Force field into Resistant Defense and reestablishing Regeneration as

2632-522: The powers' origin. As listed in the Champions genre book, they are: It is possible for a character to fall into multiple categories, such as Superman (brick/energy projector/speedster/patriot), Batman (martial artist/gadgeteer), or Spider-Man (martial artist/speedster/gadgeteer). It is also common for characters not to fall into any easily defined category—these categories are simply to provide easy definition and really have no impact on normative game play and do not imply stricture nor benefit within

2688-438: The price to players and GMs eager to expand their superheroic horizons." Pete Tamlyn reviewed Champions III for Imagine magazine, and stated that " Champions players [...] will probably be interested in useful new rule systems [...] Champions III is not so good in this respect. With the notable exception of the random character generator mentioned above, most of the hardware concerns new powers or modifications to old ones. h

2744-441: The rigor with which it measures character abilities. It uses only six-sided dice . The Hero System uses Champions ' key system features. Tasks are resolved using three six-sided dice and power effects (especially damage) are resolved by rolling a number of dice based on the power's strength. Like Champions , it uses a tool-kit approach to creating effects. While the system does have more typical features of many RPGs, such as

2800-480: The rules. The Champions superhero team is presented as an example of how to build a well-balanced team in terms of game mechanics, including the hero Flare. Their enemies include Foxbat and Doctor Destroyer. Much of the game is set in Millennium City. After its destruction by Dr. Destroyer, Detroit was rebuilt using the newest technologies and renamed. A massively multiplayer online role-playing game based on

2856-485: The superhero RPGs, Champions remains the connoisseur's choice." In a 1996 reader poll taken by Arcane magazine to determine the 50 most popular roleplaying games of all time, Champions was ranked 27th. Editor Paul Pettengale commented: "It wasn't the first superhero RPG and it never had licensed links to any big-name comics – but it's still the classic of the genre. It popularised the now-commonplace 'points-design' approach to character creation; in fact, it's probably

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2912-407: Was adapted to a fantasy genre under the title Fantasy Hero (the first playtest edition of Fantasy Hero appeared before Champions was published), with similar advantages and disadvantages to the original Champions game. In 1984, the rules for Champions began being adapted into generic role-playing game system called the Hero System , although no formal and separate generic release of this as

2968-523: Was made the unofficial nickname by several replies on the same board affirming it after a reply from Willpower, who coined the backronym by saying, "OK. FREd it is, "Fifth Rules Edition"!" A revised version ( ISBN   1-58366-043-7 ) was issued in 2004, along with Hero System Sidekick , a condensed version of the rulebook with a cover price of under $ 10. Fans often call the revised Fifth Edition "Fiver," ReFREd," or "5ER" (from "Fifth Edition revised"; "Fiver" also alludes to Watership Down ). This rulebook

3024-523: Was praised by reviewers for the balance it gave character generation over random dice rolls. The stats in Champions are Strength, Constitution, Body, Dexterity, Intelligence, Ego, and Presence. Players are required not only to design a hero's powers, but also the hero's skills, disadvantages, and other traits. Thus, Champions characters are built with friends, enemies, and weaknesses, along with powers and abilities with varying scales of character point value for each. This design approach intends to make all

3080-446: Was published that had additional options for character creation. Other recent releases included a large book of pre-constructed Powers, a set of pre-generated Martial Arts styles, abilities and skills, a large bestiary, a new grimoire for Fantasy Hero and a three-volume set of villains for Champions . A new edition of Star Hero was released in 2011, along with a second Advanced Player Guide . On 28 November 2011, Hero Games announced

3136-428: Was still publishing comics about some of the Champions characters (under the title League of Champions ), although the publisher had long since parted ways with the makers of the game. Hero System The Hero System is used as the underlying mechanics of other Hero Games role-playing games such as Fantasy Hero , Star Hero , and Pulp Hero . It is characterized by point-based character creation and

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