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BOUNCE BACK INTO HIGH 7, ENERGY EXCITEMENT WITH CHAMPIONS! BUILD & PLAY YOUR FAVORITE COMICBOOK CHARACTER OR HERO OF YOUR OWN) DESIGN! THE ACTION ) INEVER STOPS FROM HEROO1 CHAMPIONS $14.98 HEROO2 ENEMIES = $5.95 HERO 12 ORGANIZATIONS BOOK $5.95 HEROO4 STRONGHOLD $5.95 HEROOG ENEMIES I 5.95 AC#1 ADVENTURERS CLUB HEROO7 ESPIONAGE $12.95 ace2 QUARTERLY $2.50 |] ~1 HEROO8 CHAMPIONS II $9.95 COMING SOON 1 Ys HEROOS DEATHSTROKE $5.95 fl |=. HERO10 BORDERCROSSING $6.95 CHAMPIONS IIL THE GAME CONTINUES 8 FLEXTEES, eT SUBMISSIONS POLICY We are looking for articles (and adventures) about CHAMPIONS and ESPIONAGE! for the ADVENTURERSCLUB. Articles should present new rules or campaign ideas, or solutions to problems you've encountered in your campaign. Articles should be 4 to 16 pages in length. Be forewamed: articles that present new rules will be carefully checked, We don't want any sneaky revisionists doing unfortunate things to our rules. Adventures submitted for the ADVENTURERSCLUB should be about 24 32 typewrit ten pages in length. The adventures should be simple and easy to run. Longer adven tures that are spit into two (or more) parts are O.K. if they are submitted all at once, as are adventures that base themselves off the events that happened in one of our published scenarios Imponant: Think small for your adventures for the ADVENTURERS CLUB Everything should be completely described, and the GM shouldn't have to do a great deal of work. There should be a good reason for all the characters to participate, The bad guys should have a clear plan of action, and the setting should be interesting and well described. Try to keep the number of maps small, All CHAMPIONS adventures must use villains from CHAMPIONS, ENEMIES, ENEMIES II, STRONGHOLD or from the published villains in the ADVENTURERS CLUB. There might be room for one new vil lain, or a rewrite of an old one. All submissions must be typewritten, double spaced with 1” margins on 8 1 2” by 11 paper. Please draw your maps on hex paper, indicating the appropriate scale. Our tac tical scale is 1 hex — 2 meters, and our strategic scale is 1 hex — 24 meters, Submissions must indude maps of appropriate places. Some indication of what artwork you'd like is nice, but not necessary. We reserve the right to edit a submission in order to bring it in line with our standards. We will discuss major revisions with you. and if there is a disagreement you may reclaim your submission. Payment for the ADVENTURERS CLUB is 1 cent a word for articles. The rate for artwork is $10 per full page, $5 per hall page, etc. The rate for cover art is $40 a cover We are only interested in the reproduction rights of the artwork. You keep all other rights, as well as the orginal Please send submissions to the following address: HERO GAMES 92.A 2Ist Ave. San Mateo, CA 94402 Attn: Steve Peterson SO wNUFE- SAID As if | didn’t have enough to do. | have to write another editorial. Whose idea was this magazine, anyway? Did I say I wanted to do this? Must have been somebody else. This time around, I've got to talk about submissions. I've been gettinglots of them, and some very good ones. The problem is that | haven't had time to respond to most of them. I've been getting some calls and follow-up letters asking what's going on with your submission, Well, rest as- sured. They are being read. As Ray has explained in his Superhype column, we've been very busy. So it’s not that I don’t read the submissions, it's just that | don't want to do a bad job of responding to them. These submissions are important to you and to us. It's our duty to handle them properly. If we reject a manuscript, | want you to know why. Sometimes it’s not your writing: we've gotten perfectly good ar- ticles or adventure submissions that we couldn't use because somebody had al- ready given us something on that topic. The best way to get a quick response is to catch me at a convention. There, I can look over your submission and tell you on the spot what's what. |'ll also answer ques- tions about submissions, like what we're looking for, how long it should be, etc. Best of all, we've written up a Submissions Policy that's much more comprehensive than our old one. We'll cheerfully send you one if you enclose a self-addressed, stamped envelope with your request. dust because we've been slow answer- ing, don't think that you should stop send- ing in submissions! We'll be trying to pro: by Steve Peterson cess them faster. So keep trying: just be Prepared to wait a few weeks I could rattle on at length. but I'd rather get back to working on Justice, Inc. Let me tell you, this game is gonna knock yer socks off when ya see it. Better still, wait acouple of months, and I'll show you. I wonder if it is the policy of our readership to reward the bearer of ill tidings with a swift and painful death. It falls upon my head to answer the ques tions that are on so many people's lips: “Where is Champions II? Where is Justice, Inc!?!" The answer is that is still has not gone to press at the time of this writing, It's a hard thing to admit, but it’s true, We have some of the finest people in this industry on our staff. Unfortunate ly, our staff is also one of the smallest. At the risk of shattering myths, I think you deserve an explanation. Unlike most companies, everyone at Hero does dou ble duty. They not only write or draw but are responsible for helping the business run. It's true, we have to make some money at this to pay for gas to get to the office (don’t laugh; the problem has come up before). The simple fact was that business got too good. We all spent so much time keeping up with the paperwork flow that we fell further and further behind on deadlines set months before when our advertising was designed It was my fault in sounding the first trumpets too early and for that you have my sincerest apology. As for the rest of the madmen, even though you can't ADVENTURERS CLUB by R. A. Greer move mountains (yes George, even you) I still love you anyway. You see, we had a general meeting a while back and decided not to publish what work we had done. It would have sold but we knew that we could do better. To paraphrase another ad, “Hero Games will sell_no game before it's time.” As for the release dates, let's just say before Origins on both projects. If you hury you can still put in requests for things you would like to see in Cham: pions Ill but that option closes March Ist. There, now, that wasn't so bad. | still have my head and everything, I guess the Mar- tial Dodge they teach you at Jonny Lee's Studio of Martial Arts (Learn Killer Karate in Seven Days!) really works. (Williams, if you say “Gotta dance!” one more time, I'm going to tell them why Horror in the Sky is late) Now for the good stuff. By now you've no doubt seeing Daring Dennis Mal lonee’s fantastic new Champions adven ture, The Great Super Villain Contest. This is the best adventure Hero has put out so far, because it can be the basis for a continuing campaign and contains a great article on how to properly use sub plots and foreshadow rans just like in the comic books. The adventure even felt like 3 a comic book when played. If you havn't seen a copy in your local store, ask for it It also contains Superworld stats so that those people who play “that other game” can use it. On that note, The Chaosium has published a Superworld adventure called Bad Medicine for Dr. Drugs. It has a full set of heroes and villains, good artwork, an adventure full of social commentery, and Champions stats for all you fans. Take a look at it, it's different from what you're used to seeing. Also new and not in wide circulation are FLEXTILES, the colorful, reuseable mp enhancers for use with any modem role playing game, Flextiles came out of the need for superheroes to have things to throw around the battle board, like cars, steel beams, giant robots, and fire hydrants, Enter the Screen Wizards, a fine sill-screening firm across the bay from us. Voiia, a new way to make your game maps more dynamic. Currently the six sets available are: Set “1: Vehicles Set #2: Street Scenery Set #3: Laboratory Scenery Set #4; Landscape Set #5: Weaponry Set “6: Vehicles il Each set is two-color silk-screened on clear electrostatic plastic with just the right surface to be picked up and moved easily but also to stay put when you want them to, They work well with lead figures or with Cardboard Heroes and the clear plastic doesn't hide the hex underneath Flextiles are designed in 25mm Cham- pions game scale and will add new color and interest to you game, Each set sells for $3.95; look for them near the Card- board Heroes. The Grenadier figures look great. | saw @ painted set at the annual trade show, and | know you're going to like them. The castings are detailed and the poses are in- teresting Drop Amazing Andy Chernak a line at Grenadier and tell him what you thing of his new products. (Lead figures couldn't get much fan mail, could they?) All of the Heroes here have had too much going on to party. With con season coming , we hope to fix this problem. If you see any of us at your local shows, Please treat us well. It's not always easy being a hero. We've had it rough for awhile, and we'd like to relax and have some fun (we're open to suggestions.) However, after keeping my ear to the ground, there are rumors about the next Organizations Book, Enemies Il] and the mysterious Super Agents book (but what does it mean?) I will do my best here and in the newsletter (for those in the Adven. turers Club) to keep you informed on all the late breaking news CONTEST TIME With great pomp and circumstance | would like to announce the first Adven- turers Club contest: “Name that fantasy game”. That's right, our game of swords and sorcery desperately needs a name before next Christmas (hint) that has more punch than its working title, Fantasy Hero. If you see yourself as a budding game designer brimming with creative ideas, apply yourself to the task. Your goal is to come up with a name that sums up the fantasy genre and is original Please, no “Blank & Blank” type names: they've been horribly overused. Enter as often as you like. Pack your entry with as many names as you like. Just get it in before June Ist. If we use it, the winner will get $25 in aift certificates for Hero products, credit in the published game and a promotional copy sent to you before any of the stores have it. Even if we don't think any of the names are better than Fantasy Hero, we'll send promotional copies of the game the the three best efforts. Get to work: we'll use Fantasy Hero if we have to. Winners will be announced in AC #5. As always, | wish you the best, Be Champions :in more than name only, Your friends will thank you for it. At Your Service, R.A. Greer Snoop in Chief ADVENTURERS CLUB MEET THE HEROES IN DALLAS (BOOTHS #196,197) WATCH FOR THE NEW HERO SYSTEM INTRO GAMES cK IIS wING cal ss GA eB It or une TH June 21 - 24, 1984 Dallas Market Hall North in Dallas, Texas 1. 35 and Industrial Blvd ORIGINS 84 will feature events and tournaments in the areas of BOARDGAMING MINIATURES ROLE-PLAYING as well as a huge dealer’s area, demonstrations, and many famous speakers and guests. Don’t miss ORIGINS 84. For more information, send a self-addressed stamped envelope to: ORIGINS 84 P.O. Box 59899 Dallas, Texas 75229 ADVENTURERS CLUB 5 and Fandom Heroes 1 could say how great Adventurers Club #2 was, but | think itis best summed up by what a rather miserly friend said: “Pil have to get that one.” Does a higher compliment exist? I have a couple of very minor suggestions to make, though: there are plenty of places that review products, and unless the products are of extreme usefulness to the GM (which both Card- board Heroes and Baitle Mats are), that they be relegated to recommendations in Ray Greer's excellent Superhype column I like the expanded coverage of Covert Actions and Champions Plus, but would also like to see expanded Crooks and Crusaders, or else Enemies Ill be released (a lot of water has gone under the bridge since Enemies II.) lf moving to an8's"by 11” format provides more space for arti cles and features, | won't complain, but | have an affinity for the digest-size of the Adventurers Club. And congratulations for getting Allston asa contributing editor; his work on “Mystery Powers” was up to his high standard I look forward to receiving Organiza tions Book I, and can't wait to get my hands on Champions Il May 1984 be your best year yet! Scott Bennie Scott, Feel free to say how great AC #2 was. Any product that yours truly is involved with cannot help but be great! We plan to keep the reviews to a minimum, and we will only be reviewing those products which are of interest to those who use the Hero System. Crooks and Crusaders will 6 remain the same size. However, rumors of Enemies III do fill my ears. Just be patient. You'll see a lot more of Mr. Alston's work in the future. He should have known something was afoot when he was asked to sign the contract in blood (Only 6 years left, Aaron. Get back to work!). As for Champions Ill, it is speeding along towards completion. We have Bruce Harlick in our special work room and only jet him out on altemate Sundays, heh, heh. Thanks for the vote of confidence, and keep on adventuring. — Foxbat Foxbat, The Vanguard heroes have just received AC 2 in the mail. It really amazes us that you can be (at least in part) responsible for this magazine. It is quite good. I, Leviathan, personally liked the new type; it was much easier to read. The heroes here would like to see the mag go to an 8'2 x 11 format. It does make storage easier and the maps more useful. My only complaint would be the reluc- tance Hero Games shows about going at least bi-monthly. Now about the articles: I found Covert Action very useful this month, It gave a good acounting of all thé different types of agents. All players should remember that there is more to Espionage! than gunfights and slugfests. I hope this will encourage more GMs to run more mystery and surveillance scenarios. ADVENTURERS CLUB While | found the new supervillain OK, I found the Mystery Powers fascinating. Tve never thought of that, and already all of my players have expressed an interest in this form of play. What Rough Beast proved to be quite an experience for our group. Our animal expert Crossbow proved invaluable, es she alone was able to identify the cause of the Beast’s pain and finally was able to subdue it The article on Power Advantages was quite helpful and is already in use in the campaign. And I've only had the issue a few days. Well, Foxtrot, I'll be waiting to see if you and the Hero boys can make it three good issues in a row. Maybe if you don't help, they just might pull it off. See you around, scumball Leviathan, Chairman of the Vanguard Look, has-been, if | weren't on the staff, this mag would never come out. So you just watch it. Glad you like the new type face, we think it gives the mag a cleaner look. We won't be going to 81/2 x 11 any time in the near future; it would cause a jump in the cover price, and we'd like to avoid that. We'll also be staying quarterly until we get enough material to be able to maintain a bimonthly schedule Now just a few words to the wise, Mr. smart mouth Leviathan. A hero with your record for property damage should watch what he says. Do I go around saying that your shoe size isthe same as your IQ? No. I could very easily. So let's keep this cor respondence on a civil level, or I'll sic those commie typewriter manufacturers on you. You're just lucky that all my time is taken up with crime and the AC, or I'd come out there and teach you some man ners, bozobrain. Watch your back, ‘cause | sure will — Foxbat Mr. Foxbat, This letter was just sent to give you and your flunkies a warning not to step any place near San Francisco. In fact, Califor- nia. In fact, this country. Don't even move from the spot you are standing in, ADVENTURERS CLUB because The Ultimax Men are ready to rid this world of scums and villains such as yourself without hesitation. Just try one tricky move and we'll be on you like a pack of wild hounds before you can say “Oops! I forgot robbery wes against the law.” So just try moving, we dare you! Yours Despicably, The Ultimax Men Ooh, I'm so scared, | don’t know what to do! Let's play a little game. I stay here and you Minimum Men try to find me, ha ha ha! I don't know why I would stoop to a petty crime like robbery, but if you wimps can make it to the Bank of America building at 12 noon on July 1st, 1984, the boys and | will rob the entire building before you morons know what hit it! Or if you want something a little before that, I'm going down to Florida for the summer. Stop me if you can, you bunch of do-nothing cowards. Just because you out-number me and the boys by a factor of 3 doesn't scare us off. Bring friends, you'll need them! By the way, scum is already plural, you double- digit IQs. Why don't you pick on someone on your intelligence level, like the Moron League. See ya around, chumps. —Foxbat Dear Foxbat, Even though you are a villain and Lam a hero, | really do admire your personality and crazyness. But, unfortunately, | am a superhero, dedicated to wiping the world clean of grime like your group, The Wimps (no offense). Not to criticize your personality, but I do think you are a pim- ple on the face of humanity that should be cleared up. Sincerely, Hell Bow You too, you're on the list. What is it with you hero-types, you have some kind of problem with getting clean? “I'm going to clean you up, you are dirt, I'm going to mop you up”. If you are so obsessed with making the world clean, why don't you go get a job as a maid? —Foxbat 7 THE ART OF THE DNPC by Dennis Mallonee As Steve Peterson has written elsewhere, the Dependent Non-Player Character is a vital part of a Champions campaign. In a world where player characters can be hit with bazooka shells, thrown from the top of ten-story buildings, or be caught in a gasoline ex- plosion and survive, the DNPC provides a necessary perspective on the nature of the “real” world. DNPCs can help the GM remind the players that their characters do things normal people can't do. ‘As much care should be given to the development of the DNPC as is given to the development of any player character. In many cases even more care is required, because the DNPC (unlike some super heroes) usually can’t be defined simply by the powers he possesses. The DNPC should have a background, a personality, and a specific relationship with his primary character. The DNPC will have his own Characteristics, Disadvantages, Skills, and (possibly) Powers. Each of these aspects of the DNPC is im- portant and should not be ignored, lest the GM find that his DNPCs are merely card- board characters used to give the heroes a hard time. Nor should the GM lose track of the fact that, whatever their capabilities, the DNPCs in his campaign are designed to be Disadvantages for the player characters, No matter how competent the DNPC may be, his mere presence in a scenario should cause the hero problems, thus providing the hero with an opportunity to be heroic! There is no greater feeling than the feeling one gets from being able to assist a loved one in distress. TYPES OF DNPCS The DNPC comes in four varieties: the incompetent DNPC, the normal DNPC, the competent DNPC, and the rare super-powered DNPC. The incompetent DNPC is built ona base of -20 points; this is the type of DNPC who can't do anything on his own, who. gets himself in trouble, who requires the hero's aid in order to extricate himself from situations. The normal DNPC is built on a base of 0 points; this type of DNPC isn’t a total loser, but still can’t do very much, and is basically an average joe. The competent DNPC is built on a base of 50 points; this type of DNPC could be a kid sidekick, or a pet, or a government liaison, or any other sort of character who doesn't necessarily need the hero's help in most situations, but who occasionally finds himself in more trouble than he can handle. Finally, the super-powered DNPC (a rare bird, indeed) is built on the same 100-point base as any player character: this could be an annoying would-be hero who tags along whether the player character wants him to or not, or a friendly enemy who shows up occasionally to try to embarrass the hero, or an outright villain who (for whatever reason) isn't interested in doing the hero harm but who is connected with him in some way, Whatever the type of DNPC, the non-player character should be built keeping in mind the fact that he is not a character who stands on his own, but an adjunct to a player character. Accordingly, the greatest differences between building a DNPC and building a player character will be found in the Disadvantages taken for each. 8 ADVENTURERS CLUB DISADVANTAGES FOR DNPCS. DNPCs, just like player characters, can gather points for Powers, Skills, and Characteristics by taking appropriate Disadvantages. The difference between the player character and the DNPC is that the DNPCs Disadvantages should be figured not as they relate to the DNPC, but as they relate to the primary character with whom the DNPC is associated. For example, the Psychological Disadvantage “Always tries to stay out of trouble wouldn't be a disadvantage for an incompetent DNPC, if that were what the hero as sociated with him wanted him to do anyway. Legitimate Disadvantages include only tho situations for the superhero associated with t! is certainly a disadvantage for the hero charged with the responsibil A DNPC who occasionally goes berserk is clearly a disadvantage. 2 things which imply disadvantageous e DNPC. An unlucky DNPC, for example, ity of protecting him The GM must use careful judgement as to what constitutes a legitimate Disadvantage for a DNPC, and must be judicious in his use of Disadvantages, fora nominaly incompe tent DNPC who somehow gathers enough Disadvantages to turn his -20 points into 150 points of Skills may end up not being very incompetent at all ADVENTURERS CLUB 9 SKILLS FOR DNPCS In addition to the normal Skills available to player characters, DNPCs have some special Skills of their own appropriate to their special circumstances, the most important of which is: INOBTRUSIVENESS: This skill allows the DNPC to stand on the sidelines of a battle and be largely ignored by the participants:the +1 survival trait of all DNPCs in the com- ics, though not every DNPC has it, and though it doesn’t always work. Cost: 5 pts. for a base roll of 11 ot less, 3 pts. for each +1 thereafter. Other skills available to DNPCs (as well as to superheroes who may want them) in- clude: TACTICS: This skill allows a character to see at a glance what his options are in any given situation, With a successful roll, the GM is obliged to explain alternatives to the character within the limits of that character's ability to perceive them. The GM need not indicate which possible alternative is preferable unless other circumstances dictate that he do so (i.e, a successful Intelligence Roll). Cost: 5 pts. for a base roll of (9 + INT/5), 2 pts. for each +1 thereafter. PERSUASION: This skill allows a character to attempt to persuade another character to change his course of action. It may be used to try to convince another character that a lie is the truth. It can be modified according to circumstance (an outrageous lie in inap- propriate circumstances may be less believable than a subtle lie), Cost: 3 pts. for a base roll of (9 + PRES), 2 pts. for each +1 thereatter. SEDUCTION: This skill is especially useful to the DNPC who has fallen into the clutches of the nasty villain. It's not limited exclusively to male-female relationships; the male DNPC, for example, may use “Seduction” to try to make friends with his captor. A suc: cessful Seduction Roll will make the target of the roll far less likely to do any damage to the seductor (though it may lead to problems if the target becomes emotionally attached as a result), Cost: 3 pts. for a base roll of (9 + PRES), 2 pts. for each +1 thereafter CONVERSATION: This skill allows a character to extract information from other characters in conversation. A failed roll, however, will usually imply that the target realizes what's happening, and will react accordingly. Cost: 3 pts. for a base roll of (9 + PRE’S), 2 pts. for each +1 thereafter KNOWLEDGE OF PRIMARY CHARACTER: This provides the DNPC with information regarding the capabilites of the character with whom he's asociated. For 1 point, the DNPC will have a basic knowledge of what his superhero can do; for 2 points, the DNPC will know pretty much what his hero can do; for 3 points, the DNPC uill know exactly what the hero can do; for 4 points, the DNPC will know everything there is to know about the hero; for 5 points, the DNPC will even know things the hero doesn't want him to know. As with any other skills or powers, the GM must exercise caution and restraint when applying this skill to game circumstances. Additional skills which may be appropriate to specific DNPCs can be found in Espionagel, the secret agent role playing game published by Hero Games. In most cases, the cost of those skills to DNPCs (or characters) will be the same as the cost listed there 10 ADVENTURERS CLUB ene CHARACTERISTICS FOR DNPCS Most DNPCs are basically human. The tables in Champions II provide a good guide for use in designing various DNPCs according to age group. The GM should use his own judgement in this area, keeping in mind the fact that a 5-point increase in a basic characteristic represents a two-fold increase in the power of that stat. POWERS FOR DNPCS If it's appropriate, a DNPC may well have a power of his own. A photographer, for ex- ample, may have a'1D6 Flash on a focus at no range (cost: 4 pts). A butcher may well have a 1D6 Killing Attack at his disposal. A kid sidekick may have all sorts of powers. The most common power a DNPC has is a small amount of Presence Defense. After all, if you hang around heroes all the time, you're not going to be all that impressed by them. For a DNPC, the normal minimum cost of a power need not apply if the GM thinks it appropriate. THE UPSHOT ‘The art of using the DNPC lies in realizing that the DNPC, despite his dependency, is a full-fledged character in his own right, with motivations and aspirations of his own. He doesn't do things simply to get in the heroes’ way (though that may well be part of his motivation), but because getting in the way is a side-effect of what he does or tries to do. The DNPC can eam experience! In that, he is no different from any other character in the Champions universe. Keep that in mind, and play the DNPC with all the care you'd give to any other charactér, and the DNPC will come to life in your campaign. ADVENTURERS CLUB uw COVERT ACTION INTRODUCTION This time I'd like to bring out some of the finer points of player cooperation in the Player Notes, as well as to start a series of Ref's Notes on Refing the disad vantages. Now, this doesn't mean that you should only read half my article just because you don’t GM. Everyone should read both sections, as well as the Package Deal, for no other reason than to know what | told the other guys. PLAYER’S NOTES Mission Plannin: a how-to course Having the right agents for a mission is one thing, but planning what to do with them is another thing indeed. Below are some guidelines, culled from extensive operational experience, on what to do with the briefing and personnel list to play a (usually) successful mission. First things first. If the GM didn’t assign a team leader, pick one based on ability by L. Douglas Garrett and Brownie Points. Remember, once a leader is chosen, this is no longer a democracy. What he she says, goes, to the tune of plus or minus Brownie Points when it's all over. Once that is dealt with, you (the team) are ready to be briefed on the mission by the GM, Take Notes! Pay particular attention to names, places, information (dates, ac: tivities of the principles), and resources available to you. Let the GM go all the way through the briefing Now analyze your notes (remember them?) individual. ly. Take any questions to the team leader Once heshe completes a list of questions, the team leader should ask them, writing down the replies. Only then should the various agents be allowed to ask follow up questions to the GM. This will organize your mission from the start and make clear the major and minor objections. The team leader should now tum his attention to the team (yes, ignoring the GM) and begin to list the general methods of obtaining the objectives. Ex: ample: Objective: “assist” an enemy agent to “defect”. General methods: kidnapp: ing, blackmail, use loved ones against him, disarace him before superiors, offer him a better deal. Each of these methods 's equally good, although some are riskier or more difficult. No matter. List methods. for each objective. Now, Team Leader, based on these methods, the briefing, and ADVENTURERS CLUB what personnel are available, pick a method for each objective. Be careful not to pick mutually exclusive methods. OK, so you now have a method to ac- complish each of your objectives. As a team, select a series of “mission operations” to complete your objectives. “Mission operations” are the individual activities that, when executed in the proper order, allow the general method to accomplish your objectives. Surveil lance, infiltration, break-ins, street-work, shadowing, “wet-work” (violence); each of these is a “mission operation”. Exam- ple: Method from first example: Disgrace him before his superiors. Mission Opera- tions: surveillance (to learn his move: ments), streetwork (to learn his vices and habits), break-in (to acquire documents suitable for forgery), wetwork (to eliminate his one staunch alibi), mas querade (to set up a circumstance to pre: sent forged documents to his superiors in a place they cannot touch him), transport (to get him out of enemy hands after in: forming him of his predicament). Each of these “Mission Operations” was chosen based on time available, personnel in the team, and circumstance. Each Mission Operation should have certain agents in the team assigned to them, and a list of vital equipment and facilities drawn up. Then, and only then, should the team leader request equipment (at his BP modifier). Individual agents requesting extra equipment should do so after that, but at a -3 modifier if the team leader is not to be told. (Don't do it, it just causes trouble if other team mates find out.) With this well-thought out plan and all that great agency equipment, the mission should now look pretty straightforward. But wait! Unless the briefing included entry for your team and equipment, you had better think of a cover for your opera: tion. If your character is a regular traveler to the operations area, no problem; but some agents are based stateside. Think of a set of diverse covers simple enough for the agency to fabricate and usual enough that no one notices the team meeting. Foreign countries are hard enough to operate in without making the locals suspicious. Finally, take a few minutes to plan for ADVENTURERS CLUB contingencies. After all, expect the unex: pected’ What if a “Hunted” shows up? What if the plan goes to pieces due to blown covers? What if the enemy counterattacks? Think about it. Even a simple plan like “Run for your life to the safe house and hide until we can get together and figure something out” is bet- ter than no plan at all, Set up secret mes- sage drops to allow agents with blown covers to convey information to agents who are still clear. And don’t hesitate to “scrub” (cancel) the mission if things go to hell on a grand scale. Negative Brow- nie Points are better than dead agents, es- pecially yours. Good luck, and good hunting! REF’S NOTES Refing the Disadvantages: DNPC The Dependent Non-Player Character (DNPC) js a special kind of GM control- led character (NPC). What makes the DNPC special is that a character (or characters) are emotionally tied to this NPC for any of a myriad of personal reasons. Love, loyalty, protectiveness or duty all may motivate the character. Whatever the reason, the character cares about his DNPC, cares so much that the DNPC may limit the character, or in- fluence his judgement, or be used against him by the villains, should they discover the DNPC. In game terms, there are three kinds of DNPCs: Incompetent, normal, and com- petent. These terms mean several things. For one, they set the character point total of the DNPC. Furthermore, the terms reflect the general capabilities of the DNPC. A good rule of thumb is that In- competents are straight “8”s for Characteristics, and 3 pts. in Professional Skills or Skill Familiarities. Normals should.start with straight “8"s, 15 pts in Characteristics and 8 pts in Professional Skills. Knowledges and Skills (usually just 13, Familiarities), Competents are built just like characters with straight “10"s, about 30 pts in Characteristics and about 20 pts in Skills, Knowedges and Professional Skills. In no case should a DNPC have high Statistics (15+) outside of EGO or ‘COM, nor have a Skill Roll of greater than 13. Incompetents or Normals rarely have a roll greater than 12. In case it's not clear to this point: you, the GM, have total approval of the DNPC write-up, and should do most of it yourself. Many DNPCs are permanent, like a wife, husband, son, daughter, or relative; however, some are semi-permanent, like a lover or friendpartner. Others are tem. porary, called “random”, and are to reflect someone met briefly before or dur- ing a mission (standard minute-romance stuff). Defining a “random” as the DNPC. means the character becomes attached to people very quickly, as opposed to a per manent or semi-permanent, to whom the character became attached to over some. length of time. To reflect the difference between permanent and semi permanents, you, the GM, should be very hesitant to let the character buy off the Disadvantage entirely if the DNPC is of the permanent type. On the other hand, an Agency Character will tend to be dis trusted by the Agency if he has too many or too often semi-permanent or random DNPCs, or any DNPC that shows up too often (11 or 14 or less). Things like that should be noted and applied as a secret Die Roll Modifier on the character's Agency Roll, and may affect whether or not the character is team leader. This leads to the occurence roll: how often the DNPC shows up. Most relatives, children, and friends only should show up on an 8 orless, and then probably on the home front. A special case is if the character is on Area Assignment in the campaign. Then these same people fall into the same category as lovers, workmates, and some Randoms, ic. less than or equal to 11. All such DNPCs are probably sidelines, only involved directly if a sort of soap-opera campaign is run where everybody is interwoven with every event. Constant companions like the character's partner, private secretary or valet (if rich), or a romantic interest that is 4 intimately associated with the mission (usually a “random”) should be allowed ‘on a less than or equal to 14 roll, as this DNPC will be constantly underfoot. Remember, a DNPC is a Disadvan- tage! While only Incompetent DNPCs should do asinine things, and Compe- tents may be occasionally very useful, they all should be a weight on the character. They're all as attached to the character as he is to them. DNPCs shouldn't let the character do risky or suicidal acts no matter how vital to the mission, without argument or trying to go ‘along. Arguments and rectiminations are a vital part of many DNPCs, Sometimes they will screw things up trying to help or even blow a mission to “save” the character from harm, Taking a wounded agent to a hospital with a gunshot wound is great for saving his life, but really is hard to explain to the authorities, especially in a neutral or hostile country. Never, never, never let a competent DNPC be better than a character. If they were that skilled, clearthinking, and forthright, they'd be a Player Character, not a dependent. Remember that! Dependents are depen- dent for a reason, whatever it may be. Consider it a builtin psychological limit on the DNPC. Consider this an optional rule: Clearthinking, bold, and forthright is a -2 pt. bonus on DNPCs (and should be used if a Player Character takes another Player Character as a DNPC). Likewise, self- serving or personally motivated DNPCs are worth +2 pts. bonus, as they can real: ly screw things up. In all cases, character conception is the critical thing in letting a player have this disadvantage. The character should act married if she says (by DNPC) that she is. Or act in love with his random female if he says he tends to fall in love easily (by having a random DNPC female). You as GM can penalize temporary lapses by awarding one less EP (for bad role playing) or in extreme cases refuse to al low that player to have a character with a DNPC. After all, it is your campaign. Footnote: Champions Il has an excel lent section on NPCs that is just as ap- propriate for Espionage! as it is for Cham- pions. Very informative! ADVENTURERS CLUB PACKAGE DEAL Private Investigator In a non-agency campaign, one of the most popular character types is the private investigator. This is your classic TV or movie PL, skilled in criminal investiga tion and an expert on the local area. If you as a GM run a crime-fighting campaign, this package is great for both players and competent NPCs whom the characters might have to work with (or against), Most of this package is self- explanatory, but one note on guns. The package, as written, does not allow for armed P.ls. To rationalize this with TV and the movies, allow a +2 pt. cost in- crease for the Professional Skill and an 11 or less monitored to reflect Firearms Qualification, if legal in the nation, state, and city of operation. This allows the character to carry a gun (pistol or, in some states, a shotgun) while on duty as a guard. Additionally, if concealed weapons are permitted in the city of operation, al low instead a +4 pt. cost increase to the Professional Skill and a 14 or less monitored to reflect a concealed weapon (pistol) permit. In both cases, if outside of state or nation, the P.l. is back to private citizen, [ SKILLS less) se seee (Example: Boston) Bureaucratics Familiarity (8 or less)« Criminology (9 or less + INT). Area Knowledge (office Area). «+ (Example: New England) City Knowledge (office City) (Example: Boston) (Example: New York) (Example: state of Mass.) Hunted: (someone you sent up). Not suitable for agency Basic (ie, not usually hired by Agency) Package Bonus Option, if allowed in nation, state, and city: If firearms licensed (while at work; like guard, pistol or shotgun in some states}: ADVENTURERS CLUB Conversation (9 or less + PRES)... ..secseceveees Knowledge of City 1 Police Force (Il or City Knowiedge (nearby City)ssssssesesessseeseveseseusouse Prof. Skill Private Investigatorssessseseseceeeeeererersnseenrererenseeeee Monitored: (state or nation govt. seceses seeeeeel eenen ened weed 4 +2 pts to Prof. Skill - PI and Monitored 11 or less (8 pts.) If concealed weapons permit (in office city only): +4 pts. to Prof. Skill - Pl and Monitored 14 or less (-10 pts.) 15 TEAMWORK OR, HOW TO STOMP YOUR HEROES INTO THE MUD AND MAKE THEM LEARN FROM IT by Aaron Allston Let's face it' Superhero playercharacter teams in Champions are hardly ever designed as teams. Most often, every player creates his own character, and the GM finagles them together into a hero team. We end up with the Justice League — a team which usually splits up into two-man and three-man groups to fight menaces — instead of the X-Men, who are more effective pound-for pound....because they work together. I've found two basic methods to introduce hero teams to Teamwork as a Necessity. Basically, they are: THE SUPERMENACE At some time or another, you should gather the character sheets for all the heroes in your team and design a supervillain who can laugh at all of them. This is one nasty dude, folks. He snickers at the mightiest energy blast thrown at him, takes your brick's best haymaker without flinching, mocks mind-controllers and ego ‘blasters, kicks the shrimp with the armor piercing killing attack around like a tin can — in short, he can't be stopped. Not by any one character, anyway. Then, you give him the key to destroying the world. And he’s going to, too. Unless Our Heroes beat him. Alll they have to do is learn to coordinate attacks, a la the Danger Room rules in Champions Il. A villain who makes fun of a 20-die attack will quail at a coordinated attack with a punch of 30 or 40 dice. And that's all Our Heroes have to leam. Be prepared to have your tough-guy heroes wandering around the fight, moaning “There's no way we can win,” for a while; eventually, some enterprising player will wonder what they do about this in the comic books and come up with the right answer. THE COORDINATED TEAM Even nastier than the SuperMenace — to Our Heroes’ frail egos, that is — is a well- organized and well-run villain team which was designed as a team, They have powers to cover for one another's weaknesses, they've worked together for quite a while, and what they may lack in overall experience or power they make up for in tactics. Have this villain-group aitack your heroes. The ullains should use codewords to signify to one another which attack they're utilizing, and they should, as much as possi ble, all endeavor to pick off one hero at a time — each villain may be engaged with a hero, but at a signal they all may utilize this segment's attack against one target. That's a fast way to whittle down the heroes’ forces. 16 ADVENTURERS CLUB With a well-run team, it's possible to pit a group of beginning supervillains against an equal-sized heroteam of 50 or 100 points experience. and whip them soundly. And nothing's more humiliating to an experienced hero than being beaten by a bunch of beginners. Our Villains should run off, giving Our Heroes a chance to lick their wounds and figure out what happened. Often as not, they'll see what went wrong, begin to design their own maneuvers and code-words, and so forth. Once they've accomplished this, ina subsequent adventure you should pit them against the same villain-team. What generally happens is that the villains get whomped — they're not performing any worse, but the heroes are performing so much better it’s uncanny..and they have the edge in ex- perience. Further, if you throw your original SuperMenace at them now, they'll probably kick him around the block. At this point you've got a tighter, more efficient team — and the only real disadvantage is that you have to play the uillains nastier. THE GSVC A good time to try this whole scheme out is in The Great Super-Villain Contest. I've no intention of hyping the product here, even though | edited it, but it makes a good background for both sorts of encounters. For instance, use the seven minor-league supervillains provided in the GSVC as a supervillain team. Either Annihilator or Shadow Queen should be their leader — the others are either too weird, unstable, or low-PRE. When attacking a hero-group, their tactics will go something like this: The Shadow Queen and Void act in concert. She moves into the vicinity of a hero and casts her darkness around her and him. The Void moves into the scene to do the dirty work of taking out the hero. Often as not, she'll cast her darkness cloud between 2' off the ground and waist level — this way, if she and Void fail to take out the good guy, the Dash, or Wee Willie, can zip in, watching under the cloud, and perform a move through. The Dash and Microwave work together. Since Microwave shrinks to her tinier size in combat and clings to the Dash, her presence isn't always discovered in the combat. She clings to one of the protrusions of the Dash’s mask and microwave-blasts whomever the Dashis hitting this phase — at least, as often as she can, for he has three points of Speed on her. If the Dash is ever zapped, she will pick him up by the nape of his costume’s neck and fly him off to safety — she still has Strength 10 and 30 of flight in shrunken form. (Note that your players will probably ask you how they can buy Flight which only ac. tivates when they're unconscious and only flies them to safety. Just leer and tell them to ask the Dash.) The Annihilator and Brother Basilisk sort of work together, in that they're both ranged-combatants (when the Annihilator is going against gadget-heroes) and stick together. At the beginning of the fight, each of these will concentrate on one hero at a time; Annihilator throws his gadget-destroying explosion at the gadget-bearing heroes, while Brother Basilisk entangles the others. Annihilator will act first upon power armor heroes, and then progress to gun-bearers, and will then mix it up hand:to hand. Brother Basilisk will use-up his eye-beams and wait out the rest of the fight. And Wee Willie fights alone, zooming all over the field, kicking heroes around with his truly nasty martial arts ability. Since he’s usually small, he's an ideal villain to zip in under the Shadow Queen's cloud and bop a blinded hero. Throw them up against your heroes, and, played tight, they'll grind the good guys into the pavement the first time around. Since this is the first round of the GSVC, no killing is allowed, so your heroes will be safe to recover and stew over what happened — and, one hopes, learn to be just as coordinated and nasty in return. ADVENTURERS CLUB 17 The new SUPER-SUPPLEMENT for CAR WARS and CHAMPIONS players is... AUTODUEL CHAMPIONS One great supplement for two great games, including: CAR WARS helicopter and superhero rules; CHAMPIONS autoduelling and vehicular combat rules; Full-color counters in both CAR WARS and CHAMPIONS scales TWO role-playing adventures — one for each game system — complete with a large double-sided map. (Available at hobby shops i or by mail ($10.00 pius 50 cents postage) from STEVE JACKSON GaveES: Box 18957-M CHAMPIONS is s trademark of Hero Games. CAR WARS and AUTODUEL CHAMPIONS are trademarks of Steve Jackson Games. 18 ADVENTURERS CLUB TERROR IN THE TREASURES A SCENARIO FOR CHAMPIONS by Kevin Dinapoli INTRODUCTION Terror In The Treasures is a scenario for Champions, designed for 3-6 heroes built on 240 to 280 pts. or thereabouts. This scenario introduces the concept of property damage and its implications by being set in a museum full of valuable (and breakable) artifacts. Six villains from previously published Hero Games material are featured in this adven. ture. Slug, Plague, and Radium are from Enemies Il. Dragonfly is from the back of the Champions rule book. Ripper is featured in Stronghold. Other villains may be used at the GM's option. As always, the rules given in the adventure are just suggestions. Each GM has their own way of running things. Feel free to change anything so as to better suit your cam paign. Feel free to increase or decrease the powers and abilities of the villains as it suits you LETS GET INVOLVED Getting the heroes involved in the scenario should be relatively easy. Included below are several ways for any champion of justice to be at the right place at the right time 1) Should our hero be a mild mannered reporter in his Secret ID, it's simplicity itself... funny how the editor just seemed to choose him to cover the opening of The Overstreet Museum. 2) If the heroes have rich or otherwise important Secret IDs, they would naturally receive an invitation. Naturally, they'd just have to go. It wouldn't do for them to miss THE event of the season. ADVENTURERS CLUB 19 3) DNPCs anyone? That boyfriend of Ms. Stupendous would be terribly disappointed if she ducked out on another date! 4) A hero who is a private detective in his spare time might be hired on for museum security. Possibly he was on a divorce case and tailed his client's estranged spouse there. 5) Never overlook the possibility that the hero was invited because he was a hero. Not everyone can get a superhero to come to THEIR museum opening. Mr. Overstreet would love to be able to put one over on the MET. 6) Operating on a “tip” from some of their underworld contacts, a hero shows up “just in case”. 7) A hero just happened to be passing by when Black Paladin was seen lounging on a parked car in the parking lot. Perhaps this might bear some looking into? 8) Never be afraid to railroad your heroes should they prove to be totally uncooperative. dust remind them to give their ticket to the conductor! GOAL TENDING The villains want to make off with the Orb for various reasons. Don’t forget that aside from the Orb, any of the artifacts could fetch a healthy price on the black market. Have the villains stay around to nab some of these goodies as well, even if they've grabbed the Orb. Remember that greed as well as personal reasons have motivated this group. The heroes have some hefty restrictions placed upon them. They have to try to keep property damage to a minimum; shattered museum pieces would reflect poorly on the heroes’ ability. While the villains are memily taking jewelry, hostages, and making a general pest of themselves, the heros should be more discriminating, This is a museum that is being backed by some very powerful people. The wanton destruction of artifacts is a real no-no. Things break in the real world, and that must be reflected in this scenario, Tapestries can be shredded or bummed, Metal jewelry can be melted or crushed. The modular interior walls in the museum are easily penetrated. Display cases can be shat. tered. International incidences can be caused. Reputations can be ruined. There is @ real possiblity that the villains will escape; don't let that bother you. This pos- sibility is taken care of in the section on spinoff adventures. NEW CAMELOT? In June of 1980, a British construction cartel known as Troy Industries began draining a bog in an obscure section of Wales. Not long after the project was begun, the devices that were charting the solid ares of the bog recorded an anomaly. The anomaly turned out to be a section of wall and the tower of an ancient Keep. Dubbed New Camelot by the Troy work crews, a routine archelogical dig was begun. What the dig uncovered put the archaeological community on its ear. Troy Industries abandoned its plans for an in- sustal park in Wales, accepting the gratitude of the British goverment and a huge tax writeof. Heralded as the Pompeii of Britain, the Keep and surrounding town were discovered virtually intact. The bog had somehow preserved everything. Tapestries, scrolls, jewelry, clothes, weapons...everything save human remains. (The debate still continues as to how the bog had enveloped the toun in the first place.) 20 ADVENTURERS CLUB By the time the site had been fully excavated, Britain's museums were bursting at the seams with artifacts. To alleviate the pressure (and drawn by the lure of incredible amounts of money) a four year American and European tour was arranged. The symbol of the show became a beautiful silver orb set in an unusually shaped base that seemed to be made of petified wood, Carved into the wood were rather unusual pictoglyphs that have remained indecipherable The plot thickens THE OVERSTREET COMPLEX The Overstreet Museum and Archives were conceived and bankrolled by noted philanthropist Jonathan Overstreet. The original plan called for the archives and the museum to be at two separate locations. When the survey team discovered a large com plex of cavems under the museum site, it was decided to place the archives there as well It should be noted that the archives are not directly beneath the museum, but that they are located under the administration building. At present, the complex has two structures above ground, and the archives un: derground. The dotted areas on the map denote those additions to the museum that have yet to be built. ‘The museum is being built in a modular fashion, with each section being opened to the publics it is finished, The first section to be opened was the “Specialty Shop”. The display space for this section is devoted to the presentation of the various travelling ex hibitions such as the King Tut exhibit. The module will also cater to various small or ex: otic showings. It is here that this scenario takes place. When completed the museum will have an Egyptian wing, an Asian wing, a painting and sculpture section, and an African section, The museum facing is of white marble. Worked into the facing is an intricate mosaic which will encircle the entire completed structure. The Administration building is a one story structure which houses the curator’s offices, display workshop ateas, and entrance to the archives. The building is also of marble, but it lacks any spectacular ornament so as not to detract from the museum. The archives at present take up two separate levels. Half of the first level is reserved for storage space for the museum. The rest is dedicated to those exotic, rare and unusual items that might never be seen by anyone outside of the archive staff. Mr. Overstreet himself has always shown interest in the occult and the exotic; the con. tents of the archives reflect this. The vaults contain either the original or exact copies of major occult writings and artifacts that have been discovered in the last two hundred years. The archives have also become a major repository for famous or important people to store their records for posterity. Another well guarded secret is that the vaults have also become the final resting place of various accessories that have been confiscated from certain supervillains. There is one main entrance located in the administration building and an emergency exit that reaches the surface near the parking area. Both the main entrance and the emergency escape are highly secure. The emergency escape is accessable only in the case of catastrophic damage to the main entrance. The cavemsare located one hundred feet below the ground, The vaults are heavily ar mored due to the necessity of strict climate control with some of the more delicate pieces are stored in a vacuum. The disclosure of the more sensitive items (possible magic items, magical tomes, villain foci, etc.) can only be done through one of two secure computer terminals: one is in the head archivist’s office and the other is through Mr. Overstreet’s terminal in New York. The archives were opened without much fanfare a year before this scenario takes place. Some hints for running an adventure centering on the archives will be given in the section dealing with spinoff adventures. ADVENTURERS CLUB 21 THE ORB The Orb itself is eight inches in diameter. It is of highly polished silver that has proven to be very resistant to tamishing. The orb weighs 2 kilos, and has a DCV of 6 due to its size. Because of the base it is thrown as a nonaerodynamic, unbalanced object. The Orb is indeed magic, with several unusual properties. On an 1-, the Orb will heal any wounds (mental or physical) of characters in the same hex. It will cure any abnor- malities occuring in a human. This means that if a mutant is affected by the orb, the mu- tant will become human. Any of the villains with physical or psychological abnormalites in this adventure would return to normal human status. Black Paladin, for instance, with his unusual origin, would become good. The effect should be rolled for once a turn after the Orb has been removed from its case. For all intents and purposes, the change will seem to be permanent. Actually, the GM should use this as an opportunity to generate new plotlines, The ef fect should wear off in time, perhaps 1D6 months. This gives time for characters to get really screwed up trying to adjust to their “cure”. Mr. GM, here's your chance to have fun. The Orb also has a “wild card” effect that can take place in addition to its healing Properties. This can happen on an 8 or less, with the effects being left up to the GM. Play with a character's powers, increase or decrease them, perhaps use this as a “radiation ac- cident” to let people rebuild their character. The exact effect should be determined by the GM to cause the most interesting consequences to the game. The Orb is nota “cosmic cube”. Don't use it in such a way as to unbalance the game. Roll for the wildcard effect whenever it is within 2 hexes from any manifestation of super powers, Don't roll if it's sill in its display case. After 4 successful uses of either its healing Properties or its wildcard effect, the Orb will vanish leaving the base behind. It might prove interesting to have it appear in the hands of several NPCs or organizations at odd intervals throughout your campaign. Remember that the properties of the Orb can be changed to suit each Gamemaster’s campaign. THE ELDER WORM LIVES The base of the Orb resembles a collar with four raised points upon which the Orb tests. The pictoglyphs reveal it to be an artifact of the Elder Worm, and give the location of an ancient temple of the Elder Worm, In the hands of a member of the race, such as Slug, the base will come easily away from the Orb (don’t forget the Orb's special abilities). A member of the race of the Elder Worm can place the collar around his neck and receive the following abilities: The wearer will be able to go Desolid (40 pits. worth, no END cost), and when used in combination with the Ankh, a 12D6 normal Energy Blast can be projected 3 times a day. Any direct hit upon the wearer (if the wearer isn't protected by any resistant defenses} will cause the collar to explode on an 8 or less, The resulting 10D6 explosion will render anyone in the radius of the explosion desolid for 1D6 hours after they have taken damage from the explosion. IT STARTED IN STRONGHOLD The group of evildoers featured in this scenario had its origin in Stronghold. They had been captured singly within a few weeks of each other and were paying their debt to society. An undetected malfunction in Slug’s cell allowed him the use of his Telepathic 22 ADVENTURERS CLUB powers, He soon came in contact with his fellow prisoners. Pooling their knowledge and expertise, they were able to effect the escape of Ripper. After that. it was a minor effort to engineer the release of the others. Pausing only long enough to grab Black Paladin’s and Slug's foci, they made good their escape. Slug led the escapees underground to a series of caverns that he had previously equipped as an emergency hideout. They decided to lay low for a few weeks helore go ing their separate ways. The days were filled with conversation, television, and boredom. but things were soon to change. Black Paladin was flipping through the channels on the television when he came upon 2 documentary on “The Archeological Discovery of the Century” “By Satan's horns!” he cried, “The foolish mortals have stumbled upon the holdings of Morgan LeFey! If but the smallest portion of the magics that were contained therein have survived the ravages of time, | could discharge my mission with all the more deadly vigour!” By this time his shouting had drawn the attention of the others. The documen: tary went on to show some of the artifacts that had been uncovered and the Paladin was beside himself with glee. “Look, and witness a true piece of magic! An Orb of Power! And mighty magic does it have. I've seen it restore a man who had been all but killed. The Orb even cured a man of being a werewolf once. Though why he thought he needed curing is beyond me.” “Y'mean it could make me human again?” asked Ripper. “If that is what you wanted. Though why you would want to put yourself on a par with mere mortals is unusual for one as mighty as yourself.” “Jus’ askin’, Blackie” replied Ripper. “The Orb”, Black Paladin continued, “is usually also a receptable for some mighty spell or powerful piece of knowledge. If | could only get my hands on it!” ‘Slug had stood patiently by, waiting for the proper moment. “Letsss take it, then.” he communicated to the Black Paladin. “The exhibition will be coming sssoon to the Oversstreet Mussseum asss itsss debut offering. The gold and jewelsss alone would be worth the effort. Itsss obviousss that LeFey doesssn't need them any more. It would be wissse to ssstart out with a nessst egg when we go our sseparate waysss, ‘The idea was relayed to the rest of the group and readily accepted. Slug was satisified for the first time in months. The others could have the Orb and all the jewels they wanted, it was the Orb’s base that he wanted. Slug had recognized the base for what it was the moment he saw it: an artifact of the Elder Worm. It just might aid him in his quest in returning his ancient people back to this reality. ON YOUR MARK Radium had “procured” an invitation to the opening, Being the most human looking of the group when in his secret ID, he scouted the interior of the museum to spot the location of the Orb and the jewelry. He then would telepathically relay the information to the rest of the group. When the other ulllains crash into the museum, he will remain in secret ID acting as a reserve. Black Paladin and Dragonfly will enter room 3; Slug, Plague, and Ripper will enter room 2. Both groups will be coming in through the emergency exits or walls in those rooms. The villains will enter the museum on phase 12, and will have surprise for that phase as well. Danger Sense can, of course, negate the villain’s surprise. If a Danger Sense Roll is made by half, the hero will have a full move; a normal roll will give the hero a half move. Radium will stay in room 3 until he is needed. Any hero who has fought Radium before should be given a chance to recognize him. If the hero makes his Percep: tion Roll at -1 and his Intelligence roll at -2, Radium will be recognized. ADVENTURERS CLUB 23 OVERSTREE =T MUSEUM 25 The GM should use discretion in allowing placement of the heroes. It's best if they're not in the same room where the villains make their appearance. The museum is full of patrons and this must also be considered. GET SET The museum patrons themselves will pose problems for hero and villain alike. Once super powers begin manifesting themselves, the normal crowd will panic, trying frantical ly to get to the exits and doors. There will be 4D6 normals per room, and at least half of them will make it to the doors in time to clog up an area. Anytime a hero or villain wants to go from one room to another, it will take a half move to reach to just the other side of the door (if there is a crowd of normals also trying to make it through). Whenever a hero or villain is making a combat move through a two hex area with more than five normals in it, roll three dice as for unluck. The confusion and panic will be such that a character will be able to change into hero ID without much trouble. Any display case or alcove deemed suitable by the GM will of fer any concealment necessary for the change. Remember that this crowd is full of important people and perhaps a DNPC or two. GO! The museum is one big hostage; the villains aren't above using a person or an artifact as a bargaining chip. The heroes will have to think their way through the situation in this case. Throughout the museum there are mirrored areas, suitable for bouncing Energy Blasts into villains. If a hostage situation should arise, there's a chance (11 or less) for a hero to bein a proper position to use these mirrored surfaces to bounce an attack at the villain most threatening to a hostage. Each villain will have preferred methods of attack. Some general outlines are given below. PLAGUE: Will try to use his NND coordinated with another villain’s attack so as to in- crease the chance of stunning a hero. He will also use his Desolidification powers to dart through a series of walls, in an effort to confuse the heroes and possible be able to attack from behind. DRAGONFLY: Will avoid heroes who look like they're powerhouses. He'll always try to attack from a safe range, since he doesn't like hand-to-hand combat. Dragonfly will re- main outside and provide high cover for their escape, since being inside the museum is a bad place for him. Outside is best, especially since he can get away easily if it looks like the villains are losing. RADIUM: Will stay part of the background panic for as long as possible. During this, time he will be trying to “set” on one of the heroes, so that when he does come into the fray, it will be from surprise and with an advantage. It's possible that the villains will use RADIUM as the hostage if he hasn't been recognized. That way, if the heroes succeed in “rescuing” the hostage, he can blast them with total surprise. The heroes wouldn't expect the hostage to tum into the villainous Radium! SLUG: Will use his TK to grab an opponent and hold him while one of his partners at tacks. He will also use his entangle on an opponent, then use his NND attack on them while they are struggling to escape. Slug has no great love for his partners, and will hap- pily Tunnel away if things start going against them. Helll stay on as long as there's a chance for him to retrieve the artifact of the Elder Worm. 26 ADVENTURERS CLUB BLACK PALADIN: Wants the Orb very badly. The only problem that he will face is that he doesn't know how to control the Orb. This, coupled with the Orb's own powers, should prove quite interesting. Black Paladin will try to be the first to get to the Orb. If the other villains are hard pressed, he'll pitch in and help so long as there is a chance of win- ning, He usually reserves a half phase, so that he can missile deflect if necessary. SPINNING OFF Usually, if the villains are able to make it outside, the adventure boils down to a runn: ing chase with a little football thrown in, as the Orb usually gets thrown and grabbed a lot. This can be played out using the strategic map of the immediate museum area that is provided. Another method is to.allow the heroes to chase the villains into the city down: town area and to finish the battle using the street map provided in Champions. There are several spinoff adventures that could arise out of this scenario. Listed below are some suggestions that might prove helpful. 1) Have Slug in the area of the Orb’s healing properties when they are activated; the mind gem will vanish from his forehead, and he'll tum back into Dr. Mike Perkins. He might even help the heroes capture the villains, or he could become a trusted friend of the group. Of course, he'd still have his humidity suit and the Ankh. Possibly he could help the group out a few times. Then, in six months, Dr. Perkins will become Slug again and the heroes will be faced with the dilemma of trying to “save” him somehow. This could happen with any of the other villains as well. Imagine Black Paladin painting his ar. mor white and becoming a champion of justice for six months! 2) So, Black Paladin escapes with the Orb and somehow he is never changed by its healing properties. He'd be hampered by the fact that he can’t make it work when he wants it to, so he’d continually be trying to find someone who could tell him how to make it work. Or perhaps the wildcard properties of the Orb keep changing him in one fashion oranother. If you choose to have the Orb appear at random occasions during the course of an ongoing campaign, there always exists the possibility that Black Paladin could also show up hot on the heels of anyone else looking for it 3) Have Slug gain possession of the Orb's base and gain its additional powers. Even: tually he will learn of the location of an ancient temple of the Elder Worm. Then he could keep harrassing mankind with some new gadget or “thing” that he has recovered. Even: tually, let Slug’s location become known to the local heroes. This can be used as an ex- cuse for a subterranean adventure on the eve of Slug reviving hibernating members of the race of the Elder Worm to begin a serious takeover of the world. 4) The Overstreet Museum and Archives itself could be the basis of an adventure due to its exotic artifacts and vast pool of knowledge. Imagine of a showing of various super. villain's foci and such. Imagine that those same villains show up hoping to recapture their old equipment. This could be a way to bring several “retired” supervillains back into the mainstream campaign. The complete cavern complex has never been fully explored, so the chance exists that any number of underground nasties could gain access to the surface through its vaults, Use the floor plans given in Stronghold for the archive area. Level 1 should be modified as follows: Areas 1-16 are storage areas directly relating to the museum. Areas 18-25 contain personal archives, records, papers etc. that have been donated by famous and important people. Area 26 is the head archivist's office containing the terminal access to the full inventory. Use the level 2, 3, and 4 map key for the rest of the archives. Use the cells as vaults containing the remainder of the archive’s inventory. The second level will always have two archivist’s puttering around. These archivists are equipped and trained as UNTIL Defender agents. Their body armor is concealed by loose fitting white jump suits. Instead of rifles, they are equipped with concealed auto blaster pistols. ADVENTURERS CLUB 27 (Kem ouo >) S WHITMAN STREET S = # ee © & He ie a eS "SAV LSUIS hl ReGen eoene COOOS: PARKIN MAP KEY SPECIALTY SHOP Aside from the reception and entryway, gift shop, and restaurant and lavatories, the floor to ceiling walls are modular. The area in the walls marked by an “s” isa concealed doorway connecting the two areas. A Perception Roll at -1 will reveal the presence of the door. All the doors in the exterior wall have a DEF BODY of 43. The exterior walls have a DEF BODY of 65. The skylight has a DEF BODY of 23, The windows have a DEF - BODY of 22. The modular interior walls have a DEF BODY of 32. Alll the display cases are reinforced with a DEF BODY of 43. Any portion of wall not covered by a tapestry or containing an emergency exit has a floor to ceiling high quality photo of the Welsh countryside. The photos are presented in such a fashion as to give the impression that the exhibit has been set up in a forested area and that the viewer is glimpsing the countryside between the various displays. ROOM 1 Entering this hallway from the reception area will lead the viewer down a hallway into the exhibit area. The wall to the left as you go down is covered with a photo essay depicting the discovery and excavation of the actual site. 1) This display case contains a series of illuminated scrolls depicting combat techniques, DEF BODY 11 2) Contained in this case are numerous daggers, dirks, shortswords and the like. Some are inlayed with precious metals and semi-precious stones. DEF BODY 34 3) This case features a beautiful finely worked greatsword, The blade has gold inlay in- scriptions running down both sides of the blade and a semi-precious stone in the pom mel, DEF BODY 55. 4) A collection of missile weapons graces this display. Javelins DEF BODY 33..darts DEF BODY 23..throwing axes DEF BODY 33. 5) A display of swords, battle axes, shields with metal embossing, and several helms live in this display case. DEFBODY 45. Total of 3D6 weapons 6) 3 suits of chainmail, each of a different type of construction. DEFBODY 54. 7) This display is of a full set of horse barding, This discovery set the use of barding back hundreds of years from the previous estimate, DEFBODY 54. 8) This case features a collection of purely ceremonial weapons. They are very valuable and would fetch a handsome sum if sold. Total of 2D6’l weapons. DEFBODY 24. ADVENTURERS CLUB 29 ROOM 2 ' The section of wall as you enter this room features a photo of the interior of the keeps great hall, restored as when it was still in use. 1,2,3) These cases all feature scrolls and manuscripts. 1) is wall mounted. 2) and 3) are waist high and topped with glass. DEPBODY 12, 4) This is another waist high case featuring a collection of gold and silver jewelry. The jewelry here is also very valuable. Total of 6D6 pieces. DEF BODY 23. 5) This case contains a woman’s gown. It is scarlet with gold thread embroidery. DEF - BODY 12. 6) This case contains a white cloth-of-gold tunic. Precious and semi-precious stones are worked into the hem and neck opening. DEFBODY 12. 7) This case contains one of the earliest examples of the Irish harp. Very valuable. DEF BODY 22. 8) This is a wall mounted case containing even more jewelry. This case contains ex clusively a number of gold and silver neck torcs, Each tore contains several precious stones. Total of 2D6 ‘I torques. DEF BODY 32. 9) This wall mounted case contains a collection of small boxes and chests, 2D6 boxes, 1D6 chests. They are all inlayed with precious woods. DEFBODY 22. 10, 11) These two cases each contain one beautifully carved staff, DEFBODY 21 Note: Tapestries have a DEFBODY of 12. ROOM 3 1) This waist high case contains a variety of glassware. The glasses are all edged in gold and silver and would fetch a high price. They are very fragile at DEF-BODY 0. 2) This full length case contains a variety of clothing. Each piece features an embroidered animal on the leit breast. Total 2D6 pieces. DEFBODY 11. Note: Tapestries have a DEF BODY of 1/2. Partitions displaying paintings, e DEF BODY of V1. ROOM 4 1) The Orb. DEFBODY 2020. This room is heavily mirrored, creating the effect of being inside a prism. A missed energy blast has an 11 or less chance of rebounding off one of the mirrors and hitting @ random target in the room. 30 ADVENTURERS CLUB DIFFERENT AGENTS by Paul Kwinn The agent in Champions is a very useful concept. He allows the master baddie a little time to prepare (by stalling heroes) and gives the superhero a chance at a different kind of challenge: facing several little guys rather than one big one (which can require dif ferent tactics), The problem with the agents which have been published so far is that they are all of the same mold, more or less. Sure, each batch has a different gadget or two, and their characteristics vary a little; but conceptually they're very similar. Viper, UNTIL, Deathstroke. SAT (why do the good guys always have the acronyms?): except for the color of their uniforms, you can't tell them apart So here's some different agents than the usual sort, starting with: There have been a lot of agents of The Hand romping about in the comics recently, Champions-wise, they might lock something like this: ADVENTURERS CLUB 31 NINJA VAL CHA Cost CostPowersEND 100+Disadvantages 18]! Multipower 2lu 1'2D6 HKAat 's END Cost 1,u 1D6+1 RKA, Selective | 0 Fire [16 Charges) 10|% +6 PD, +6 ED Armor (Act. on 14 or less) 5] Martial Arts 2] +1" Running 5] Stealth on 13 or less 6] 2Levels w Sword 1 OAF — Sword and Shuriken * OIF — Costume DCV:6 ECV: 4 PHA: 4,8,12 41 (CHA Cost) +59 (Power Cost) = (Total Cost) 100=Disadvantage Total I chose to outfit my Ninja with armor (perhaps studded leather) to lower the chances of their getting killed inadvertently (or otherwise) by high-powered attacks. One possible problem with these agents is that, though they're great for assassination missions, they are not so great for kidnapping or other non-fatal assignments. Therefore, | have developed (and used, to good effect) an alternative. Replace the multipower with the fol. lowing 18 Multipower 2 u +6d6 to Martial Punch ("3 END, OAF — Nunchaku) 1 u 4D6 EB — Physical, Selective Fire (16 Charges, OAF — Sling) And replace “2 Levels wSword” by “2 Levels wMartial Punch Perhaps you may balk at the idea of giving an agent an 18 DEX. But it's how these guys make their living (and stay alive in combat]; if a clumsy brick has a hard time hitting them, well, that’s right in line with the comics! If your Ninja are working for a supervillain, rather than being an organization unto themselves, you may want to base them on 50 Power Points rather than 100. These nin. ja will are also suitable for Espionage! I suggest the following: 32 ADVENTURERS CLUB NINJA VAL CHA Cost Cost Powers END 100+Disadvantag: Multipower 1d6+1 HKAat 'sEND | 1 Cost 1D6+1 RKA, Selective ire (16 Charges) * +3 PD, +3 ED Armor (Act. 14 or less) 3] 1 Level w Sword 10} Martial Arts = OAF — Sword and Shuriken * OIF — Costume SCONTHHENRNNALANO PHA: 4,8,12 15 (CHA Cost) + 35 (Power Cost) = (Total Cost) 50 = Disadvantage Total And, of course, the non-fatal alternative: 15 Multipower 1 u +5d6 to Martial Punch (4 END, OAF — Yawara) 1 u 4D6 EB — Physical, Selective Fire (16 Charges, OAF — Sling) The yawara is a piece of wood, about 6 inches long and “4 inch in diameter, which is held in the hand to give the punch more (if you'll pardon me)*punch”. The Selective Fire on the shuriken and sling are intended to simulate throwing (or slinging) a spread of missiles, rather than a single projectile. In spite of “archaic” weaponry, I find the Ninja are able to give a very good perfor mance. MARTIAL ARTIST This idea I got from Stephen R. Donaldson's Chronicles of Thomas Covenant. The book has a warrior race which spurns the use of all weaponry or armor (or, in Cham pions terms, any sort of Focus), reasoning that using such things will make you reliant on them, and then you'll be in trouble when they fail you. Working on a 100-point agent frame, they might look like this: ADVENTURERS CLUB 33 VAL CHA Cost Cost Powers END 100 +Disadvantages 2 END Cost — STR Martial Arts w/+1 Damage Multiple 2 Levels w Martial Arts +1” Running 10 Point Presence Defense OCV:6 DCV:6 ECV :3 PHA: ,6,9,12 ost} +51 (Power Total Cost) 100 = Disadvantage Total 4 ADVENTURERS CLUB No alternatives on these guys. Their foci can't be changed because they (vehemently) don't have any. I had to weaken them considerably to fit them in 100 points (they should have Superieap, probably a little Ego Defense, and possibly Find Weakness on 11 or less). They have a 17 DEX, and, horror of horrors, a 4 SPD. But look at it this way: these are the martial artists of the agent world. Superhero martial artists have higher SPDs and DEXes than other supetheroes. Why shouldn't agents work the same way? ZOMBIES Finally, what sorcerous comic story would be complete without an evil vampire or black magic wielder calling up legions of the dead to fight for him herit? Exgo, without further ado, the walking dead ADVENTURERS CLUB 35 ZOMBIE VAL CHA” Cost Cost Powers END 100+Disadvantages 16 pts. PRE Defense Half Damage Resistance 10 Pts. Ego Defense 3 Levels wPunch PHA: 4,8,12 58 (CHA Cost) + 42 (Power Cost) = (Total Cost) 100 = Disadvantage Total ZOMBIE [VAL CHA Cost Cost Powers END 50+Disadvantages Half Damage Resistance 9] 3 Levels wPunch 5| 5 Pts Ego Defense 5| 10Pts. PRE Defense 16 (CHA Cost) + 34 (Power Cost) = (Total Cost) 50 = Disadvantage Total 36 ADVENTURERS CLUB Mak our words and thank us Because weve jst discovered the ff 1lo0e where all CHAMPIONS games cond occesores are found. Now youl hove an easy te geting any HERO CAVES adventures including IN NEW JERSEY: IN PENNSYLVANIA: IN MARYLAND: THE COMPLEAT STRATEGIST rye conpucat stRATEGIST STRATEGY & FANTASY WORLD ADVENTURERS CLUB 37 Dear Sirs Boy, have I got a bunch of questions for you 1) Calculating non-combat flight speed is a bit vague. Is the final speed in inches per segment, inches per phase, or inches per turn? What is the conversion to MPH or KPH? The speed the jormula gives you is in inches per phase. To determine the character's non-combat speed per tum, multiply his speed in inches per phase by his Speed. To find out how fast the character is going in MPH, divide the character's movement in inches per turn by three 2) What is the difference between Detective Work in Champions and Deduction in Espionage’? Detective Work represents the character's ability to investigate a crime and come up with clues to help solve the crime. Deduction allows the character to make guesses based on insufficient data. These guesses may be about a given crime, about a villain's master plan, or even about what his partner had for lunch. Deduction is a good way for the GM to give the players information when they are stumped. Detective Work in cludes a certain arhount of deduction, by Bruce Harlick and if the Espionage! skills ae not being used in the campaign, the GM may allow the characters to use Detective Work to make vital Deductions. However, neither Detective Work or Deduction should ever be used as a substitute for thinking. 3) Cana character do a Hand to Hand Killing Attack only using his Strength (as in Espionage!)? Does he have to buy the HKA power to do it? A Champions character must buy the Hand to Hand Killing Attack power in order to do a HKA, He may not do a Kill ing Blow out of Espionagel. 4) Are characters assumed to be hover ing between their phases if they are flying? Are they considered to be moving at all? A fying character is considered to be flying, for purposes of knockback, between their phases, but they are not considered to be moving anywhere. 5) Is everyone considered to have the base Ego Defense or only those with the power? Only those characters with Ego Defense are considered to have the base Ego Defense. Everyone else has no Ego defense, ADVENTURERS CLUB 6) With the NND advantage it states that only STUN damage is done, but in ‘Champions I! intense radiation is con- sidered to be a Killing Attack with NND. Should a character be allowed to do the same thing? Or should that be up to the GM? You're right, Killing NNDs should not normally be allowed in the campaign. But if the GM will allow it, then it is OK. If there are Killing NNDs, the defenses should be very common. 7) Can a martial artist punch one op- ponent and kick another in the same phase and can separate Energy Blasts be fired from a character's right and left hand? What would be the OCV modifiers? The DCV Modifiers? A character may make only one attack in a phase. The only exception to this is the Multiple Move-By, Thank you for your time Patrick E. Bradley Laramie, WY Gentlemen: Thave been playing Champions for a few months, and I have enjoyed it. However, I do have a few questions: 1) Acrobatics: Exactly how far may a character move using Acrobatics and still attack? Is it possible to do an Acrobatic Move By? Acrobatics is listed as a “zero phase” action. Does this mean that a character could do Acrobatics (0 phase), missile deflect (12 phase), do Acrobatics (0 phase}, and then Martial Kick his op- ponent ("2 phase)? A character may move up to half his movement when using Acrobatics and still attack. He may make up to a full move with Acrobatics and then not attack. Yes, itis possible to do an acrobatic Move By. Your example is correct, but the character would only get a maximum of +2 to his DCV from the Acrobatics. By doing Acrobatics tuice in one phase, the character is just giving himself another chance to miss his roll. ADVENTURERS CLUB 2) Move Bys & Multiple Move Bys: Is it possible to combine a Move By with another combat maneuver? No, its not. The only other type of at- tack you would be able to combine with a Move By would be a Hand to Hand Kill- ing Attack. The HKA would get extra damage due to velocity, in this case + 1D6 for every 15” of velocity 3) If a character with an 18 STR and Martial Arts increases his STR to 20, must he also spend 2 experience points on Martial Arts? Yes, the character must spend the two points on the Martial Arts, if he wants to be able to use all 20 points of STR with Martial Arts. If the character just wanted a 20 STR, he could keep the Martial Arts at 18 pts, but the most STR he could use with the Martial Arts would be 18 pts. There is no rule that says a character must buy Martial Arts up to his full STR. If a STR 75 brick wanted to buy 20 points of Martial Arts he may do so, but he may only use a maximum of 20 points of STR with the Martial Arts. Thank you, Rob (Knightwolf) Bruce 39 HEXMASTER MAD MKI VAL CHA Cost Cost Powers END 100 Disadvantages 15 STR Multipower — 60 pt 20] 2x STUN from 21 DEX Reserve (Act. 14 or Blasters 23° CON less) 10] 1 1x BODY from 13. BODY 6D6 Ego Attack Blasters 18 INT (6 uses) 15] 3D6 from Intense 14 EGO 2D6 Con Drain at Magneiic Fields 25° PRE range (6 uses) 20] Arrogant 10 COM 906 Entangle, DEF9] J 30] Hunted by UNTIL 10 PD (3 uses) 11 orless 10 ED STR 60 Telekinesis 30] Hunted by Hero Grou 4 SPD (6 Uses) Borless 10 REC 6D6 Flash, 6"1 15] Secret Identity 46 END (6 uses) 29] Villain Bonus 42 STUN 12D6 EB — Fire (6 uses) Ocy: 7 5D6 RKA (1 use) DCV:7 +15PD,+15ED | 3 ECV.5 Force Field at PHA: 3.6.9, END Cost (Act. 14 12 or less) 12” Flight 2 Mantial Arts Acrobatics on 13 or less 2 Overall Levels 1 IAF — Lotus Powders} OIF — Chest Hex » OAF — Flying Hex 135 (CHA Cost) + 134 (Power Cost}.= (Total Cost) 269 =Disadvantage Total The Hexmaster Man Android Decoy, Mari |, is the creation of Dr. Samuel Levy, a slightly crazy roboticist and amateur wizard. Dr. Levy produced the MADs as a cover for his ultimate plan, and programed them to become masters of the underworld. His programing was so successful that the MADs don't even realize that they are robots! Dr. Lew uses these robots to hide the fact that he is actully the real Hexmaster. At present Hexmaster's ultimate plan is unrevealed. Hexmaster guards his robotic secrets jealously, and has programed the MADs to ex plode when they are in danger of capture. (In game terms, whenever a MAD is knocked unconscious, or is brought down to 0 BODY or less, it will explode. An exploding MAD does no damage to its surroundings, but will completely destroy itself.) A MAD never sur renders, 40 ADVENTURERS CLUB In combat, the MADs act like a master villain on a serious ego trip. They are given to long speeches and classy moves. Most MADs have an organization to draw from, and often employ agents. A few MADs have access to supenvillain support. These villains are nonmally free-lancers that Hexmaster has put on retainer, although some are his crea tions (such as Halfjack from Enemies 1). Each MAD tends to develop his own style of fighting, and they employ no special tactics. MADs should always be found trying to im plement some mad, spetacular, master plan that has almost no chance of succeeding, Hexmaster’s goal in employing these robots is the complete discrediting of Hexmaster as a serious villain, with no risk to himself. Once this is done, he can begin to implement his ultimate plan, There have been sightings of later model, more powerful MADs, but these sightings have never been confirmed. One final note: The teal Hexmaster has never been seen ADVENTURERS CLUB 41 CHAMPIONS PLUS By George Mac Donald COMBAT RATING SYSTEM Comparing characters in Champions can be very difficult; a comparison of two character's Power Point totals is almost always misleading, A character who's put 200 points into combat abilities through a Focus can be far more effective in battle than a 300 point character with many skills and few combat abilities. What's needed is a different way to rate characters. This article presents a system to help put different character's combat abilities in perspective A character's combat abilities are divided into 3 different categories: Offen sive, Defensive, and Mobility. Each sec tion will rate a character according to his capabilities. All of the category ratings are totaled to get an overall combat rating. OFFENSIVE RATING The object of this rating is to find a character's ability to dish out damage. If a character has a Multipower, assume it's fully in its most dangerous attack. If your character has several different attacks or can use several different combat 42 maneuvers, find the best one; that is, the one with the greatest Offensive Rating Total The Offensive Rating is based on th character's OCV, DCY, effective damage in the attack, and the number of different kinds of attacks the character can throw. OCV: List the character's maximum OCY, including levels and maneuver modifiers while executing the attack. All levels that can apply to OCV should be put here. A character whose attack is based on ECV can use 12xECV instead of OCV for this number. DCV: List the character's maximum DCY, including any maneuver modifiers and levels not used on OCV. Normal Damage: Find the equivalent number of normal dice the attack does. The equivalent damage is equal to the points in the attack divided by 5. Don't forget to add in the points of any Power Advantages, but not Power Modifiers. Characters whose attack is hand to hand and who have a STR of 50 or less will find Punch worth more than Haymaker (because of the lower DCV). Martial Ar- tists with STR of 30 or less will find Martial Punch worth more than Martial Kick ADVENTURERS CLUB Characters with a movement of 21” or less will find Punch more efficient than a Move Through or Move By. Number of Attacks: Count the number of different kinds of attacks the character can use. Different kinds of attacks include Mental Illusions, Mind Control, Power Drain, Power Transfer, Reflection, Strength, and Telekinesis. Don't count at tacks that don't have at least half the ef fective damage of the character's best at tack. Pts. in Find Weakness: Total the number of points the character has in Find Weakness. Note that the final rating is one fifth the number of points in the Find Weakness. Ego Defense, Flash Defense, Lack of Weakness, points in Hardening Defenses, and Power Defense. Note that the final rating is one fifth the sum of all of these defenses. Stun Pips: This is the character's number of Stun Pips. Note that the final rating is one fifth the number of Stun ips. Pts. in Invisibility: This is the number of points a character has in Invisibility, in cluding points in stopping different spectra and stopping fringe effects, but not including points in Reduced En durance. Pts. in Missile Deflection: This is the number of points a character has in Mis sile Deflection. Offensive Rating ocv Dcv Normal Damage Number of Attacks Pts. in Find Weakness Ofensive Total xl+ xl+__ xl+__| + 5 an 5+ __| DEFENSIVE RATING The object of this rating is to see how well a character can take a hit. Defenses should be calculated with Force Fields and Force Walls up at full power, but not pushed. Characters with Multipowers should assume that all their points are in their best defensive ability. Total PD, Total ED: Find the character's highest possible PD and ED including all Armor, Force Fields, Force Walls, Density Increase and Growth, Note that the actual rating is one third the Characteristic’s value. Resistant PD, Resistant ED: Find the character's highest Resistant PD and ED. These defenses are counted twice: once under Total PD and ED and again here under Resistant PD and ED, Note that the actual rating is one tenth the defense’s value. Other Defenses: Sum the points of all other defenses such as Danger Sense, Defensive Rating Total PD Total ED Total Resistant PD Total Resistant ED Other defenses Stun Pips Pts. in Invisibility Pts. in Missile Deflection Defensive Total MOBILITY RATING The object of this rating is to find a character's ability to move and react in a combat sense. It is based on just two qualities: a character's SPD, and his ability to move before attacking Speed: Simply list the character's max. imum SPD. Note that the final rating is based on three times the character's SPD value. Maximum Move Before Attack: This is how far the character can move and still attack. Normally, this is equal to half the character's maximum combat move. If the character's best attack was a Move Through this is equal to the character's maximum combat move. Teleporters may use half their teleportation distance if they have combat teleportation. Note that this rating is equal to one third the maximum move. 43 Points in Acrobatics: This represents a character's ability to not get knocked down, and his ability to get around ob stacles. Note that this rating is based on one fifth the number of points the character has in Acrobatics. Mobility Rating Speed Maximum Move Before Attack 3 Points in Acrobatics ot Total Mobility Rating * OVERALL COMBAT RATING Now is the time to add all of these ratings up to get an Overall Combat Rating, Offensive Rating Defensive Rating Mobility Rating Overall Combat Total The overall rating can easily be used to help balance a combat situation. If a character is outmatched by 10 or more points, he'll probably have a tough time with his opponent. He'll have to use good tactics to win. If the character outmatches his opponent by 10 or more, his oppo: nent should be given any breaks possible to balance the fight It's also sometimes useful to compare different character's Offensive, Defensive, or Mobility Ratings. If a character has a high Offensive score, but low Defensive and Mobility scores, he should probably be a sniper, or engage in ambushes. If a character has a high Mobility and Defense he might make a good scout. The ratings can be used as indicators of a character's strengths and weaknesses. One thing that doesn’t work well is comparing the Offensive. Defensive, and Mobility ratings against each other. Because of the way they are calculated, a character uill normally have a larger Of fensive and Defensive rating than his Mobility rating. These ratings are useful only when compared to another character's rating of the same type. 4 Though these ratings are good general indicators, they can't predict the outcome of any specific battle. Terrain, tactics, and teamwork are almost always more impor. tant in a battle than the raw power of the characters involved. Experience with these ratings will show that a well coor: dinated group of lower-powered character's can defeat a poorly coor dinated group of powerful character's Hopefully. these ratings will help game masters balance their scenarios better. They don't take into account many dif, ferent elements that can affect combat, A character's limitations on a certain power, or an enemy's vulnerability can totally tun a combat around. But as a simple measure of possible combat effectiveness, the Overall Combat Rating should prove useful, Overall Combat Rating Offensive Rating ocv —xl+ pcv —x1+ Normal Damage Txt Number of Attacks © ___x1+ Pts, in Find Weakness __ 5+ Offensive Total Defensive Rating Total PD —3+ Total ED 3+ Total Resistant PD 10+ Total Resistant ED = __ 10+ Other defenses 5+ Stun Pips At Pls. in Invisibility —_5+__| Pts. in Missile Deflection __5+ ___| Defensive Total Mobility Rating Speed xt. Maximum Move Before Attack — 3+. Points in Acrobatics ___'5+__| Total Mobility Rating Overall Combat Rating THE GOOD, THE BAD, & THE UGLY ADVENTURERS CLUB STORMHAVEN REVIEW by George Mac Donald (Stormhaven by Michael Stackpole; @ scenario pack for Espionage! and Mercenaries, Spies, & Private Eyes. 56 pp book of descriptions, 8 pp book of maps, and 2 sheets of cardboard heroes in a four color folder. $9.95) This is not so much just a group of scenarios as an entire campaign background. Stormhaven is the name of an island and mansion owned by Ken neth Alllard, president and CEO of Allard Technologies. Kenneth, his daughter Marjorie, and a large security and household staff live on the island. Mr. Al lard often retreats to the island to wotk in his basement lab or just get away from the corporate world, Because of Mr. Allard’s position, important things often happen in and around Stormhaven The 56 page scenario book gives a lengthy description of all of the people that live at or visit Stormhaven, including stats for Espionage! and MSPE. The book contains a complete description of the mansion, the island, and surrounding areas. Three major scenarios and six minor scenarios are also included The map book, cardboard heroes, and folder round out the package. The maps don't contain any information the players couldn't get from brisk walk around Stormhaven, but are very complete and well rendered. Any special or secret infor- mation is on GM maps inside the folder or inside the scenario book. The card board heroes are well drawn and useful to anyone who uses figures. The folder is arge enough to hold all of the Stormhaven books, and includes flaps to help hold the books in place. 45 But how useful is Stormhaven to Espionage! players? Very useful Stormhaven breaks the mold of most Espionage! campaigns. Player-characters need not be agents working for an organization; they can be independent The expansion of Espionage! role playing by having characters like detectives, reporters, smugglers, etc., creates new ex- citement. Stormhaven is an important product, if only for breaking this new ground. Stormhaven also provides enough background to run many scenarios. The three major scenarios given only scratch the surface of the situations given. Ken- neth Allard and the other NPCs in Stormhaven can provide a focal point to bring player characters together for scenarios on or off Savage Island. An enterprising GM could make Stormhaven the basis for an entire campaign. Stormhaven isn’t perfect, though. It was originally designed for MSPE, so the maps have a square grid superimposed cover them rather than the Espionage! standard hex grid. Any GM using the scenario will mentally have to translate 6'2 one foot squares into 1 two meter hex. There are no game mechanics in the descriptions to help GMs decide what kinds of modifiers characters get from performing skills. The GM will always have to work harder in a scenario designed for another system, even one that's been made “compatible” For a beginning GM the most annoy: ing thing about Stormhaven is the lack of strong adventures. Only nine of the book's fifty six pages are devoted to scenarios. Also, all of the scenarios are presented in a storv-like format that leaves many of the details of timing and organization up to the GM. The scenarios given are just too short. Only in the third scenario does Mr. Stackpole go into detail about the mechanics of the scenario, giv ing the GM enough clues to run a first rate mystery. The rest of the scenarios are simply six suggestions, none longer than a quarter page. If Stormhaven had con tained one or more additional scenarios as complete as scenario three, it would have been a much better book. So, Stormhaven isn't very easy to use. The scenarios are good story outlines, but leave many important details up to the GM. The entire package is complex and highly interrelated But Stormhaven's weaknesses are also its strengths. It's beautifully presented and highly flexible. The descriptions can provide a good GM many outstanding and varied adventures, The lavish artwork helps build atmosphere and integrates very well with the text, All of the descrip- tions are internally consistent and have the flavor of a good mystery novel. Stormhaven is always challenging, a welcome addition to the field of modem role playing adventures. It's highly recom- mended for Espionage! GMs, and recomended for Champions GMs who want a lavish background and interesting normal NPCs. Available from Blade, a division of Fly ing Buffalo, PO Box 1467, Scottsdale, AZ 85252-1467 ADVENTURERS CLUB SUPERGAME REVIEW by R. A. Greer SUPERGAME (8'2” x 11", 40 pp booklet, 2nd Edition; $6.95) REACTOR (8'2" x 11", 18 pp booklet; $3.95) Supergame starts with a very in teresting idea. It's designed (not as the cover art implies) to be a combat and character development system for any game setting, In theory, everything from high sorcery to atomic death rays are covered within the scant pages of the rules. After speaking with Jay Hartlove (one of the authors of the game), | have to commend the attempt. | was told that the next several supplements will not be about superheroes, but about other places and times. Its nice to see a small company striving for such a lofty goal. Sadly, they're doing it at the expense of their game. Supergame is a set of hard-to-follow cém- bat rules, a poorly explained point based character building system and no real campaign information. This game has no place in the beginning gamer market, and I have several reservations about whether it belongs anywhere else. There is only one “comprehensive” example in the ules, which only makes the system clear if you happen to be directed to it. It's hid den in the back of the book under the heading “Sample Scenario”. Supergame is not super friendly. A calculator is a necessity for combat unless you're particularly good at frac- tional math and percentages of percen- tages. I just don't enjoy games where determining complex (things | can't do in my head) combat equations are crucial to the game system. There are some helpful charts in the last two pages, but they're ADVENTURERS CLUB anything but self-explanatory. Combat itself is broken into five different types with a different way to handle each one. For example, ranged weapons are rolled for with 1D6, while brawling is done with percentage dice. Damage is a percentage of maximum damage potential modified by...well, you get the picture. I could find no real balance method in the point cost of the character generation system, Also, the arbitrary grouping of powers and skills grated on me, They seem to have no effect on play, but were included anyway. My most major complaint is the lack of a campaign background. Any system, no matter what its faults can be fun, if the story line is interesting. Supergame had almost no information on how to set up and run a campaign. If | am to wait for the supplements to clear up this problem, then I'll have to wait a little longer. Reac- tori little more than a poorly laid out col lection of villains and maps. What passes for adventures are all taken care of in 2'2 pages. The one thing that Reactor does provide is sample characters to further ex- plain the Supergame rules. But even in this tangle of conflicing rules and concepts there's still a few points of interest to the Hero Games player. First, there's a reasonably good section on rewarding experience in the Supergame rules. It’s insightful and well worth reading to help GMs set up an ex: perience award structure for their cam- paigns. Supergame also goes into the problems and pleasures of player character supervillains. Lastly, the rules contain a short essay on the differences between normal and super men, which is interesting to read. The bottom line is that Supergame is a needlessly complex system that lacks definition. For my money, a game must be more then a simple set of rules. It must be self-explanatory, easy to use and help me enjoy myself. | cannot, therefore, recommend Supergame even with its in- expensive price tag. I'm sory, but for me it just isn't worth the money or the time. Supergame & Reactor available from DAG DESIGN, 1810 14th St, Santa Monica, Ca. 90404 a7 DVENTURERS umoanoarny CLUB VOL. I, NO. t ISSUE #3 SPRING 1984 $2.50 "NUFF SAID/ Editorial. SUPERHYP! Just what it sayseeeeeeeee sesevesess FOXBAT & FANDOM Letters. .ssseresese THE ART OF THE D! With friends like these,...see++ COVERT ACTION. Douglas Garrett Some new Espionage rules.. TEAMWORK /Aaron Allston How to get the heroes working as a teams...+e6 TERROR IN THE TREASURES/Kevin Dinapoli A Champions scenario DIFFERENT AGENTS /Paul Kwinn Agents with personality. BETWEEN THE LINES/Bruce Harlick Hero System questions and answerS.ssseseressesereeeeeeeeesreeseneesd8 CROOKS & CRUSADERS Bruce Harlick Starring Hexmasters.sse. CHAMPIONS PLUS/George Mac Donald Character Rating Systermessssessssceevecerereeee THE GOOD, THE BAD, & THE UGLY Supergame and Stormhaven reviews, seseveescsssessasecssereld 0016 19 seeesesedl New Characters for CHAMPIONS Publisher: Hero Games Editor: Steve Peterson Assistant Editor: Bruce Harlick Business Manager: George Mac Donald Art Director: Steve Peterson Circulation Manager: Ray Greer Advertising Manager: Ray Greer Design: Steve Peterson Contributing Editors: Aaron Allston Production Manager: Steve Peterson L. Douglas Garrett Production: Mark Williams ART IN THIS ISSUE Cover: Mark Williams Interior Art: Mark Williams: 9.11, 24.25.28,41,45 Mike Witherby: 31,34, 35.39 ADVENTURERS CLUB is published quarterly by Hero Games, 92A 21st Ave.. San Mateo, CA 94402, All material is copyright ® 1983 by Hero Games. All rights reserved Printed in USA by California Offset Printers YOU READ THE MAGAZINE...NOW JOIN THE CLUB! By this time, you’ve read the AC cover to cover, devouring those fascinating, infor- mative articles and gripping scenarios. You enjoyed it so much that you're even reading the advertisements in hopes of finding more exciting stuff. Well, here's the answer. Subscribe to the ADVENTURERS CLUB! Yes, for a mere $10.00 you can get 4 issues of this amazing magazine (listen, if you're reading this stuff on the back page, it must be because you've read all the rest of the magazine, and you wouldn't have done that if it wasn't good. Right?). But that’s not all! Even better than subscribing is joining the ADVENTURERS CLUB! For only $20.00, you get 4 issues of the AC PLUS: 1) An ADVENTURERS CLUB Membership Card which entitles you to special bonusses and events at the conventions we attend! 2) An all new quarterly NEWSLETTER that contains new product info, Hero Games campaign news, lists of the CHAMPIONS groups around the country, new rules for you to playtest (and tell us what you think!), a forum for personal messages, and information about your campaign! 3) WONDER BUCKS...good on DISCOUNTS for Hero Games merchandise purchased directly from us. You can also buy items we don't sell in the stores, like individual parts from our boxed games. And watch for special items offered ONLY to Club members! 4) A different FREE surprise gift every time you order something direct from Hero Games headquarters! 5) Even more great things, to be announced in the NEWSLETTER! ADVENTURERS CLUB members are the devoted fans who spread the fun of playing Hero Games. The ADVENTURERS CLUB has been created as a reward. Hero Gamers everywhere now have a forum to exchange ideas and information that will not be found in any game store. It's our way of saying THANK YOU for making us the company we are today. Use the coupon below to join the ADVENTURERS CLUB now! cut here ay] YES! want to subscribe to the ADVENTURERS CLUB. I’ve included $10.00 for 4 is sues; please start my subscription with issue # current issue. BETTER! | already subscribe, but | want to become a Club Member. Enclosed is $10.00 to upgrade my subscription to full Club Membership. EVEN BETTER! | enclose $20.00 to JOIN the ADVENTURERS CLUB. As a member of the Club I receive 4 issues of the magazine PLUS the newsletter, special deals, Wonder- bucks, and my Membership Card. Start my magazines with issue # NAME; current issue, ADDRESS: CITY STATE: ZIP CODE:. Mail this to: Hero Games, Dept. AC, 92A 21st Ave., San Mateo, CA 94402 | TAKE IT FROM SOMEONE D. Sa) a nu WHO KNOWS a S %, ‘ - ve oy, Sop ee = ; Oe a ee

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