Campaign Document

 Content

Overview

Campaign World

  • Setting

  • Character build limits

  • GM and Player Expectations

Rules:

  • Text: Champions #450

    • Rulesbook: Character Creation

    • Rulesbook: Combat & Adventuring

Overview

We will be playing a comic book inspired superhero level game, focused on playing heroes working for the 

common good.  The player characters will be new heroes, embarking on their first real challenges. 

Campaign World

Setting

Statement

Heroes are drawn to Stratos City. From another place, or time, or dimension, you find yourself here, now.

Without its heroes, Stratos City would quickly and certainly fall to its villains and other horrors. 

Description

The year is 202X, super powered and supernatural beings exist. 

Some are villains, others are heroes, others hide.

The campaign will take place within the borders of Stratos City, a fictional major metropolitan city located on the 

east coast of the United States.

Stratos City has only a small number of heroes.  The PCs, plus maybe 3-5 others.

Campaign Tone

Realism

Comic Book style fantastic realism. 

Meaning: A superpower may break the rules of the real world, but once established, it will always obey its own 

rules.

Impact & Continuity

Serial with episodic elements. 

PCs are free to choose their goals and methods. 

Call backs are strongly emphasized, and foreshadowing is common.

Characters can and will change lives, and the future of their city.

Character Build Limits

Superheroic Rules, 250 point characters.

100 points base + 150 points in character disadvantages, 50 points per category

No characteristic maxima (except by disadvantage)

No normal technology (except characters may own mobile phones)

Attack Powers 40-50 active points at game start

Defenses         12-25 at game start, 0-10 resistant

Skills no cap

Dex         18-30, average of 23

Speed 4-7

Stun: probably 30-50, I’m not super fussy on this one.

A note for experienced players: This is an 8 to 10d6 game, not a 12d6 game.  Temper expectations.

PC Musts

Players must define their PC’s motivation for being a hero, rather than being a private citizen or villain. 

  • Beware the difference between an inciting incident vs a motivation

  • Example: Uncle Ben’s death is an inciting incident. “With great power comes great 

    responsibility.” is a motivation

PC Must-Nots

The PCs are just beginning their journey as heroes.  None of the PCs have ever fought a supervillain before. 

Having a history of stopping mundane crime or minor supernatural foes is acceptable, but not required.

Gameplay and Table Etiquette

Regarding gameplay

Please Do:

  • Direct questions about the game world to me

  • Ask for more detail if unsure about something

  • Feel free to use either First or Third person, both are fine.


Please Do Not:

  • Ask or answer rules questions from other players

  • Offer rules interpretations unsolicited

  • Please, please, do not answer other player’s questions directed at me


I will not tell you what your character believes or feels or does.

  • I will tell you what your character senses or remembers


I may hide a roll on occasion or default to an average roll result, when rolling openly or calling for a roll would 

share information the PCs don’t have access to

  • PC Knowledge checks, or perception checks, for example.


If you find that your character doesn’t play how you envisioned, let me know!

We can talk, and rework your character.

Regarding the table

Please be courteous: 

  • No phones at the table

  • Limit the cross talk. In-character chatter is fine.


Character sheets are to be paper, not digital

  • I have a digital tool for designing characters, but in play, I am requesting paper.

  • If you need help with this, I will gladly assist.

Rules

Text

We will use Champions, hero system 4th edition as our base game. If you are looking for a copy of the 

rule book for your own use, the only relevant, needed, and allowed text will be Champions #450.  

As a player, you are not obligated to own a copy of the rules, though certainly you are welcome to.

The many splatbooks created over the years for champions are not needed, and none of the published 

material regarding supervillains, heroes, or organizations are core to this campaign. 

The following sections describe the selected and deselected optional content, changes to the text,

added house rules, or any other deviation from the published material we will be using.

Rulesbook: Character Creation

Characteristics

Lowering a primary attribute to less than 5 requires GM approval.

Only 1 figured attribute may be lowered

Skills

Complementary skill rolls: not used as described. The GM may offer a simple bonus to a roll based on 

complementary skills instead.


Skill modifiers: Note that this is a guideline, do not quote this chart at me. I will adjudicate at the table.


Time chart modifiers are still relevant


Most characters will use the “modern” every-man skill list, plus an (8-) familiarity with Computer Operations 

(a new skill)


The skill list is not exhaustive. Be creative! Note the age of this game, especially in regards to computers. 

There are some interpretations of the technology that do not reflect our modern understanding.


Professional, Knowledge, and Science skill groups cover a huge amount of human understanding.

Broad skills will provide less specific information, narrow skills will provide more specifics.  

Example: Psychology vs Aberrant Psychology vs Megalomaniac Psychology.

Material Sciences vs Metallurgy vs High Carbon Steel

Specific skill notes:

Computer Operations: (new)

This skill covers the ability to operate computers and modern smartphones, as well as related peripherals such as 

printers, modems, routers, etc. The character may make rolls to troubleshoot physical problems such as loose 

connections, or use standardized parts to build or upgrade a device.

It does not cover writing, using, or understanding code, nor does it cover the construction of computer parts.


Computer Programing: (changed)

This skill no longer covers the more basic principles of computer use, and reflects instead an ability to understand 

and write code. Depending on character background this can include markup languages, coding languages, and/or 

machine code. An unfamiliar language can be learned by taking time to study it, and using this skill successfully.


Languages: 

You do not need to pay for literacy, unless character background or narrative in play suggest otherwise.

We are not using the language family chart.


Martial Arts: we are not using the martial arts rules as written. 

To simulate martial arts training, buy combat skill levels in HtH, and the new skill listed below. 


Martial Arts:  (new)

Name your martial arts style.

Each level adds +1 dc to maneuvers in this style. Strikes, grabs, disarms, and escapes are typical uses, but are not 

an exhaustive list. 

Ex: in greco-roman wrestling, grabs, sacrifice throws, squeezes, and escapes are a given, while in jiu jitsu using 

a throw, choke hold, or grab reversal would be reasonable. 

4 points per level.  8 points minimum.


Science: Computer Technologies is recommended for computer parts design. Or make up your own.


Systems operation: 

based on early 80’s tech. This skill has largely been replaced with Computer Operations in the modern era, 

though may still be useful for understanding these dedicated use analog systems.


Weapon Familiarity: 

This skill is unnecessary.  We are not using the Unfamiliar Weapons rule.

Perquisites (Perks)

Perks are allowed in this campaign.

Perks offer strong characterization choices and are encouraged!


Money: the dollar values are doubled, due to inflation


Experience points will be hard won in this game, but I reserve the right to reward Perks in lieu, on occasions 

that merit it.

Talents

Talents are allowed in this campaign

Ambidexterity is unnecessary, as we are not using the Off Hand rule

Powers

Special Effects:

Special effects are the bread and butter of the power system in champions. I encourage you to read this 

section of the book in its entirety, it’s not very long.


Check with me for any Watch 🔍 and Warning 🛑 powers before selecting them. 

Specific Power Notes:

Duplication: (change)

  • Duplicates may buy any number of primary attributes down to 1.

  • Damage taken by duplicates is no longer averaged when recombining

    • The original tracks his damage, the duplicate tracks theirs

  • Strike the sentence reading “If a duplicate is killed, the character has lost part of himself”

    • Rather, all experiences of the duplicate are lost (narrative loss), and the original may not use the 

      power until an amount of time passes that would allow the duplicate to fully recover. 

      (mechanical loss)


Energy Blast: (change) 

This power may be specified as Stun Only (S-EB), Normal (EB), or Killing (K-EB). Once selected, this choice 

is permanent. 

  • (S-EB) the attack does no body damage and no KB

  • (EB) standard rules, the attack does stun and body damage, lessened by normal defenses.

  • (K-EB) the attack does stun and body damage. The stun damage is lessened by normal defenses. The 

    body damage however, is only lessened by resistant defenses.


Extra-dimensional Movement: Disallowed


Killing Attack - Hand-to-hand (HKA): (change)

This power functions much like a no-range, killing energy blast. Strength can improve the damage.

This power uses Normal dice. The attack does stun and body damage. The stun damage is lessened by normal 

defenses. The body damage however, is only lessened by resistant defenses. 

Strength may add to the damage of this attack, (5 * power advantages) str = +1 damage class, to a maximum 

equal to the HKA

Power cost: 5 pts = 1d6.  Minimum cost 15 pts


Killing Attack - Ranged (RKA) This power is disallowed. See Energy Blast.

Power Advantages

Stun Multiplier: Not used. With the removal of Killing dice, this advantage is unnecessary. 

Power Frameworks

Elemental controls and multipowers 🔍 need GM approval.

Talk to me before building a VPP 🛑. I will have input.

Character Disadvantages

150 points in disadvantages, 50 points maximum from each category.


Dependant NPC: (change)

The upper portion of the chart reading “The DNPC is incompetent…” to “...useful non-combat position or skills”  

has been replaced with “A DNPC is worth a number of points equal to character disadvantages the DNPC 

possesses.”

The appearance bonus has been lowered by 5.

8 or less         0 pts

11 or less         +5 points

14 or less         +10 points

Example: The character BAD DOG has a frail Aunt Mary who is down on her luck. Mary has:

Poor     5 pts Negative Money Perk

Old and Frail     15 pts Physical: frequently, greatly

        Appears (11-)     5 pts

BAD DOG receives 25 character points for his Aunt Mary. He’s also going to get phone calls asking for help 

with lifting things, or possibly need to get the band back together to raise money to save the house.


Distinctive Features:  (clarification)

This can also be used for strange actions, for example:

  • An alien princess who looks human but interacts strangely with earth culture. She would be noticed, 

    and judged, which is at the core of what this disadvantage is all about.


Distinctive Features: (clarification)

The primary concern with this disadvantage is not how extreme your surface level appearance is, rather it’s 

how people react to you.  Comics are full of bizarre aliens that no one bats an eye at, and yet, some nearly 

human characters get extreme reactions.


Hunted: (addition)

A possible variant of Hunted is to take this as “Hunting”. Use the frequency roll to determine if the hero drops 

his current task to pursue a lead on the object of his obsession when confronted with it.


Hunted: (change)

under motivations:

  • “Hunter desires to mildly punish” has been replaced with “The hunter is manipulative”

  • “Hunter desires to harshly punish” has been replaced with “The hunter is ruinous”

This allows for an expanded range of hunter motivations.

Eg: Amanda Waller vs The Joker


Public ID: (subtraction)

Public ID does not add a bonus to hunted rolls.


Secret ID vs Public ID:  (change)

By written rules a character may not have both disadvantages.  This is no longer the case.

Example: The Batman is a well known public figure, as is Bruce Wayne

Rulesbook: Combat & Adventuring

Almost every rule that begins “For additional realism…” is out. Seriously.  It’s comic books.

Perception

I am not going to be referencing this chart, I will adjudicate at the table.

Entering Combat

Turn, segments, and time:  As written, segments are defined as one second each, I will be treating them more as 

individual panels in a comic book, rather than discrete units of time.

They are still mechanically the same for the purpose of tracking abilities, effects, and out of combat pacing.

Optional Speed Change: We are not using the optional rules.

Optional Time intervals:  We are not using the optional time intervals.

Action Phases, Aborting actions

Action Phases: (clarification)

Not a rule change, but an important note: If you attack, your turn is over.


Aborting an Action: (clarification)

Includes but is not limited to:

  • Block

  • Dodge

  • Activating a defensive power - for self or others

  • Dive for Cover - both versions

    • Away from area effect attacks

    • Taking a bullet for someone else

  • Rolling with a punch

Action Phase Table

Important notes about speaking during combat:

During Combat, characters may speak to other characters, but players are not generally to speak to other players 

about in-game stuff

  • You can say about as much as would fit in one comic panel speech bubble.

  • Unless you’re monologuing, which is awesome. Go ahead, I approve.

  • If you want to coordinate attacks or set plans, you must do it in character.


I want to encourage characters to speak, but I want players to hold meta-textual comments, snarky asides, side 

conversations, and specific tactical observations to a minimum.

  • The game benefits from “I’ll hold him down, Power Guy, you deal with the robots!”

  • The game is lessened by “If you move 6 hexes westerly and use the X maneuver, you’ll receive a 

    +2 bonus to grab the blah blah…”

Movement

The optional velocity DCV table is not being used.

Segmented Movement: We will probably only ever use this for falling. 

The “teleporting into a solid object” damage table is not being used.  

  • I will adjudicate at the table. 

  • It will be bad.

Range Modifiers

We will be using the standard range modifiers, not the optional range modifiers

Combat Modifiers

Encumbrance: This rule is not being used

Off Hand: This rule is not being used

Surprised will be replaced with the following:

  • Unexpecting: ½ DCV, x2 Stun before defense Typically out of combat

  • Unaware: ½ DCV Typically in combat, or alert to danger

  • This is functionally the same as the printed rule, but has been broken out for clarity.

Surprise Move: Villains are not eligible for this bonus, only PCs

  • Take note of this rule: being inventive is rewarded

  • I will also reward stuff that is just plain cool.

Unfamiliar Weapons: This rule is not being used

Combat Maneuvers

Martial maneuvers are not being used. 

Optional Combat Maneuvers

Pulling a Punch: This rule is not being used.  To risk less bodily harm, use fewer dice in the attack.

Snap Shot: This rule is not being used. Use an abort to Dive For Cover, instead.

Suppression fire: This rule is not being used. To perform suppression fire, spend charges or endurance each 

segment until your next action and use the Covered Maneuver, combined with a presence attack, instead.

Sweep: rather than roll each attack individually, roll once, with a -2 penalty applied per target.

Determining Damage

Damage Class:

Normal attacks will never receive a ½ d6.   The game has rounding rules for a reason.

The Killing Attack damage type is not being used.

Knockout

The knockout recovery rules are for PCs.

NPCs will recover by GM discretion, meaning typically after combat has been resolved (rather than mid-fight) 

or when otherwise appropriate.

  • Insisting that every villain get every recovery means that heroes will need to wail on unconscious 

    enemies to ensure they “stay down”. Not something I want to promote.  Allow, yes. Promote, no.

Unconsciousness Effect:

A hero who is groggy (between 0 and -10 stun) is aware but may not act normally.

  • A hero in this state may make a single ½ phase action, and then immediately take an additional 10 stun, 

    falling out cold. Choices, choices.

Optional Effects of Damage

Wounding: This rule is not being used

Hit Location: This rule is not being used. 

This includes: Placed Shots, Sectional Defenses, Impairing, and Disabling

Knockdown: This rule is not being used

Bleeding: This rule is not being used

Knockback:  We are using standard knockback rules.

Endurance

Superheroic rules:

10 active points costs 1 End

5” movement costs 1 End, NCM is ignored for End calculation

Long term Endurance Loss

Only when it really matters, so probably not often.

Pushing

Superheroic rules: Characters may freely push up to 10 active points. 1 End per active point

The power must use End to qualify.  No pushing allowed for 0 End powers.

Presence Attacks

This section is fine as is.

Do not quote the chart at me.

The Strength Table

Cars and trucks are lighter than they were 30-40 years ago, despite being larger.

Modern passenger vehicles are generalized in the following manner

Strength 28 Small Car -

Strength 30 Typical Car Small Truck

Strength 33 Large Car         Typical Truck

Strength 35 -         Large Truck

Falling

All falling damage is figured in the following manner:

        Fall at +5” of velocity per segment, requiring 1” of distance per movement rules

        Max fall speed of 30”

        1d6 normal damage per 1” of velocity.

These rules are for falling on planet Earth onto flat ground: 

        atmospheric density affects the rate of acceleration

        gravity affects the maximum velocity

        the landing zone affects the damage taken

Optional Non-Mapped Combat

This entire subsection of rules are not being used. If it’s non-mapped, it’s narrative.

Weapons and armor

This section is mainly for heroic scale games.  If you would like to use the charts as inspiration, that’s fine, 

but do not feel beholden to the list.

Buying weapons and armor: superheroic rules.  If you want gear, buy it with character points.

Experience

Experience will not be rewarded per session.

Experience points will be received by completing goals, finishing story arcs, and overcoming significant danger.


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