Champions Universe
Game Type: Roleplaying Game
Author: Steve Long & Darren Watts
Publisher: DOJ dba Hero Games
Medium: 8.5” x 11” paperback, 160 pages
Price: $21.99
One
of the most important questions about a game supplement is “What is the goal of
this book?” Champions Universe
addresses this question on the first page of the Introduction. The goal of this book is to provide
both new and experienced GMs with a setting for their Hero 5th
Edition superhero game. If the GM does
not use the standard Champions universe, he is encouraged to use as much or as
little of the material in this book as a supplement to his own campaign. This leaves the question; does
Champions Universe provide a workable setting or workable elements to be used
in your own setting?
Champions
Universe is divided into six chapters, with each chapter having subsections
that are well delineated by headers.
The book has a comprehensive Table of Contents that breaks down the
chapters, subsections, and further subsections. A comprehensive Index is also included in the back of the
book. Between the Table of
Contents and Index, there is no problem finding the section you want to
reference.
Chapter
One discusses heroes from their first costumed appearance in the Champions
Universe (in 1797) up to the 21st century. A brief history is given, touching on several different
eras, from the first hero during the Revolutionary War, to an esteemed
Victorian England detective, to the heroes arising in the early 20th
century Pulp Era. The book
continues with World War I and II, and then moves on to the more recent decades
of the past 50 years. Included in
this section are 3 character write-ups, each from a different era. Chapter One ends with a timeline of the
Champions Universe that runs from circa 2 million BC to 2002.
Chapter
Two is the shortest chapter in the book.
This chapter gives the ‘campaign write-up’ for the Champions Universe
setting. The standard
characteristic ranges are defined, along with the different types and sources
of powers. The demographics of the
superhuman population, including differing power levels, are also
discussed. While this is a short
chapter, it is a good example of how to define the base parameters of a
campaign, answering many questions that eventually come up.
Chapter
Three is one of the meatier chapters for players to read. This chapter discusses superhumans and
how the world has reacted to their existence. Primarily focusing on the United States of America, other
nations are given a bit of treatment here as well. Several organizations that exist due to the existence of
superhumans are explained, including reasons for their formation and current
outlook on superhumans. Many
organizations that exist outside of the realm of superhumans are discussed,
including their attitudes toward superhumans.
Chapter
Three also delves into the legalities of the superheroes actions, providing a
synopsis of police procedures to enhance your game. The impact of superheroes on the media and technology is
discussed. Subcultures that are
affected by the existence of superhumans are also investigated, whether they
are a direct by-product of the existence of superhumans, or merely existing
subcultures that feel the effect.
All in all, chapter three provides an excellent look into a world where
superhumans exist, as well as providing plenty of character and plot hooks.
Chapter
Four takes a different look at the world from that of Chapter Three. Whereas chapter three looked at
concepts and ideas, chapter four moves to locations. The chapter begins by looking at a few locations across each
of the continents, giving a brief summary of existing superhumans and other
major figures in the area. After
touching on countries across the continents, this chapter moves on into more
detailed descriptions of a few of the cities in the United States of
America. Three cities, Millennium
City, Vibora Bay, and Haynesville, Kansas, are all described. Millennium City and Vibora Bay get a
bit more description, but they are larger cities. Haynesville is significant due to being the origination
point of a famous WWI superhero, as well as being an area where superhuman
powers were initially studied.
Chapter
Four also discusses other areas on Earth, such as Atlantis, the Antarctic city
of Arcadia, Lemuria, and Monster Island.
Atlantis is described more than the other locations, providing a
detailed history and current outlook.
The other locations are given a brief discussion, but enough detail that
they could be used as a location in a game. The chapter ends with brief dialogues on alien life and
other dimensions. While not long,
these two subsections give a good description of their respective subjects,
including threats that exist and plot hooks to use.
Chapter
Five takes a more in-depth look at major characters and organizations in the
Champions Universe. The threat
levels of different villains are discussed, giving a good glimpse into the
motivations of these potentially earth-shattering villains. Unfortunately, character write-ups for
the villains are not included. The
chapter then goes on to discuss three ‘good guy’ organizations: L’Institut
Thoth, The Trismegistus Council, and Until. The history and disposition of the organizations are touched
upon, with Until receiving the most attention. One nice inclusion is the write-up of an Until Urban Agent.
After
the ‘good guy’ organizations, Chapter Five gives the same treatment to seven
villainous organizations. The
groups discussed are Argent, The Circle of the Scarlet Moon, DEMON, Eurostar,
The Institute for Human Advancement, PSI, and VIPER. This section touches on the groups’ motivations and history,
as well as current outlook.
However, there are no character write-ups provided here.
Chapter
Six is the longest chapter in the book, totaling in at 42 pages. But there is definitely a reason for
it. While the rest of the book is
a good primer on the Champions Universe for the players of a game, this chapter
should be reserved for the GM’s eyes only. Chapter six opens with a few brief possible specific
campaign settings, ranging from non-superhuman police to a school for ‘gifted’
youth.
But
the real meat of Chapter Six comes under the subsection “The GM’s Vault”. This section gives details and plot
hooks that players of a campaign shouldn’t know, including plot twists to
common knowledge. The way this
information is presented is very well defined and organized. The information is presented in the
order it is presented in the earlier chapters. You are given the page number, the subject discussed, and
the additional information. This
additional information ranges from character write-ups to surprising plot
twists, to affirmation of rumors.
I don’t want to divulge any spoilers here lest a player is reading this
review. Suffice to say, this
section provides a wealth of information and tools for the GM to utilize. Chapter Six ends with a short adventure
that serves as an introduction to a villain that the heroes can battle time and
again over a long-running campaign.
My
impression of the book is positive.
The setting information was not a chore to read, it was well organized,
entertaining, and informative. The
book provides a lot of information and takes a good look at how superhumans
would affect a world, as well as how the world would react to the existence of
superheroes and villains. The way
the material is presented, with the GM’s section separated at the back, really
makes it handy for the GM. He can
let the players read the appropriate sections without giving away secrets on
the same page.
The
character write-ups that are included in the book are all well done, though no
‘big name’ characters are included.
The Until Agent, Viper Agent, DEMON Brother, and Minuteman Robot are the
more well known concepts that are written up. Other write-ups are there to fill in additional information
about parts of the setting, as well as to provide antagonists and allies when
using the section.
The
art ranges from gritty realistic to black and white four color comic book
style. I think that most of the
art is good, with a small portion being less appealing, but this is a matter of
personal taste. One thing that
isn’t arguable is that the art is used well. It is placed in appropriate areas where it actually fits what
is being discussed. You do not see
a picture and wonder why it is on that page after you read the section around
it.
One
thing that might be a surprise in a setting book is the low number of
maps. There are only a few maps,
and those are not the most useful ‘in-game’ maps. The maps that are included consist of continents with the
countries lined in and the map of the Hero Universe. This is literally a map of the Hero Universe, indicating the
regions where different alien races reside in comparison to the Galactic Core
and the location of the Earth.
Appropriately enough, the Earth is not part of the Galactic Core.
I really only have two negative
comments about this book. First, it
would be nice to be able to let a player take the book home without worrying
that they will look at the GM section.
In an ideal world, the GM section would be a separate booklet that comes
packaged with either the GM screen or along with the Champions Universe book. Of course this would entail extra cost
and other potential issues, so I’ll just rely on player-GM trust.
Second, the book references
Champions in a couple of places.
Champions is the superhero genre book for Hero 5th Edition. Now these occurrences are minimal and
easily worked around by extrapolating from the context. For example, Hot Sleep chambers are one
area where Champions is referenced.
From the context of the section, you can determine that Hot Sleep
chambers are specially designed prisons that neutralize a villain being held in
them, most likely by keeping them unconscious. Even if that is not exactly what they are, I still have
enough to go on to create my own version.
In answer to the question, “Does
Champions Universe provide a workable setting or workable elements to be used
in your own setting?” I respond
with a solid “Yes”. Given the low
amount of actual Hero 5th Edition rules versus the amount of setting
material and discussion, it would be very simple to take the setting, either in
whole or in part, and include it in your own game, whether you are playing Hero
5th Edition, Silver Age Sentinels, Blood of Heroes, or any other
superhero roleplaying game.
Champions Universe is an excellent resource to add depth to any
superhero campaign.
Ratings
Playability: **** (easily
used as is or as a plug-in to an existing campaign)
Game Mechanics: *****
(does not introduce new mechanics, but uses Hero mechanics well)
Character Creation
& Advancement: *** (plenty of character plot hooks and options
presented)
Setting: ****
(one of the better treatments on superheroes existing in the world)
Presentation: *****
(entertaining to read, well laid-out, excellent reference sections)
originally written 11/12/2002
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