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Super Hero RPGs

Champions ~ DC Heroes ~ DC Universe ~ Golden Heroes ~ Heroes Unlimited ~ Marvel Super Heroes ~ Superworld ~ Villains & Vigilantes




Champions

Champions: The Super Hero Role Playing Game (1st Edition)

1981 ... 56 pages ... Hero Games (HER) 001

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Champions: The Super Hero Role Playing Game (Revised Edition) [BOX SET]
Note the difference in page counts between the 1st ed rulebook (56 pages) and the Revised ed rulebook (80 pages).

CONTENTS:
• 80 Page CHAMPIONS Rulebook
• 16 page VIPER'S NEST scenario
• Character Sheets (centerfold of rulebook)
• 17" x 22" Street Map

"CHAMPIONS is the Superhero Role Playing Game that makes YOU the SUPERHERO!! The world of the comics comes to life in this complete, exciting game! CHAMPIONS combat includes all of the color of a great Superhero battle. Characters can throw energy blasts and bounce bullets off their chests! Knockback from attacks, separate knockout damage, and an innovative speed system make CHAMPIONS a mirror of comic book combat!
In CHAMPIONS you build the Superhero you want to play. A unique character generation system allows you to choose from over 75 different powers and skills. Power modifiers allow each hero to be different from any other! Individual, detailed, character silhouettes allow each character to have his own unique costume right on the character sheet.
CHAMPIONS includes everything needed to play right away. The detailed perspective street map gives you the background for thousands of super battles. Players can start right away with the included VIPER'S NEST campaign scenario. CHAMPIONS is the complete Superhero Role Playing Game!"

1982 ... HER 001-B

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Enemies: Supervillains for Champions (Revised)
"This volume is a collection of supervillains for use with CHAMPIONS, the Superhero Role Playing Game. Not only does each villain have a complete list of characteristics, powers, skills Disadvantages and comes fully illustrated, but each entry has been put into a new revised format. This format is easier to read, for it presents each villain in a consistent order. This order is (for the Powers and skills): Attacks, Defenses, Movement, Enhanced Senses, Other Powers, Reduced END Costs, Specific Levels, Overall Levels, and anything else we forgot to add in. The order for disadvantages is: Berserks, Unluck, Vulnerabilities, Susceptibilities, Physical Limitations, Psychological Limitations, Hunteds, DNPC's, Unusual Looks, Secret Identities, and Villain Bonus."

1982 ... 24 pages ... HER ?

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Escape From Stronghold (Adventure Number 2 for Champions)
"DESIGNED TO HOLD THE TOUGHEST SUPERVILLAINS IN YOUR CAMPAIGN! THIS SUPPLEMENT CONTAINS FULL MAPS OF THE PRISON, INDIVIDUAL CELLS, A CELL DESIGNING SYSTEM, EXCITING SCENARIO OUTLINES, AND SIX NEW SUPERVILLAINS! THIS REUSABLE SUPPLEMENT IS A VITAL ADDITION TO YOUR CHAMPIONS CAMPAIGN!"

1981 ... 24 pages ... HER 004

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Enemies II: More Supervillains for Champions

1982 ... 24 pages ... HER 006

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Champions II - The Super Supplement!

1982 ... 80 pages ... HER 008

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Deathstroke (Adventure Number 3 for Champions)
"DEATHSTROKE is an adventure featuring those masters of mayhem, THE DESTROYERS, who were first seen in ENEMIES II. This adventure contains two related scenarios which can be played as individual encounters or together as part of a campaign. This adventure is complete and includes modifications to make it tougher or easier as the situation dictates. To complete this book, detailed personality sketches are provides for the villains. This is to enable players to play the villains as wells as heroes..."

1983 ... 24 pages ... HER 009

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The Great Super Villain Contest (Adventure Number 4 for Champions)
"The Great Super-Villain Contest is an adventure supplement to CHAMPIONS: The Super Role-Playing Game. It is designed to be used as the basis for a series of adventures (or, perhaps, even a full-fledged campaign) pitting existing heroes against a recurring cast of powerful villains who have well-defined goals and motivations. With proper care on the part of the GM, The Great Super-Villain Contest can provide an opportunity to introduce players to the intricacies of super-villain role playing.
This supplement features eight new supervillains, an outline and map of the Crimson Claw's mountain stronghold, specific rules for conducting the Super-Villain Contest itself, and numerous ideas for specific scenarios. The eight new villains are meant to add flavor to any scenario you may choose to run. You should not limit the contestants to these alone; any super-villains the GM has at his disposal may be included in the Contest.
The scenario suggestions included are merely a sample of the possible adventures that can occur as a result of the Contest. You should use these ideas as springboards for your own. Remember that the villains will be seeking to fight specific heroes; the GM should tailor the circumstances of the scenario accordingly."

1984 ... 32 pages ... HER 011

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Champions III: Another Super Supplement!
"You may have thought that Champions II was the final supplement to Champions. Well, we've done it again; welcome to Champions III.
The material in Champions ill is intended to add to your current Champions campaign. The material in Champions III is optional; you're under no obligation to use any of it. Like all Hero System rules, you should take what you like and leave what you don't like.
We had a long discussion about the title for this book. At first, we wanted to call it Champions 3-D, but we couldn't figure out how to put in the little glasses. We tried Champions III: The Search for Thok, but somehow it just didn't seem to fit. Son of Champions and Bride of Champions were considered, but somehow they didn't feel right. So we're left with Champions III. At least we don't have to worry about a title for the next one {not for the next few months, anyway).
There's one more thing. In Champions II, Foxbat made a plea for Experience Points. Many villains contributed to his cause, which added to Foxbat's megalomaniacal tendencies. You see, he thought he could actually use those Experience Points himself. Not realizing that the rules don't allow that, Foxbat proceeded with his Master Plan, with results that you'll see..."

1984 ... 80 pages ... HER 015

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Eye for an Eye: A Sourcebook for Dark Champions and Champions
"From the author of Dark Champions comes an incredible sourcebook that will bring any campaign to a new level of excitement! Written for both players and Game Masters, An Eye For An Eye is jam-packed with new rules, new weapons, and new organizations. Just look at some of what you'll find inside:

Players:
* Expanded character creation
* Heavy weapons
* Hot ammunition
* More vehicles
* New investigation techniques
* New package deals
* Weapon combat maneuvers

GMs:
• Advice on Team Play
• Criminal Psychology described in detail
• Government organizations, complete with package deals
• Complete RAVEN criminal conspiracy
• RAVEN agents, leaders, weapons, equipment, and bases
• Campaigning with RAVEN
• Allies and enemies of RAVEN

This sourcebook has tremendous value for any Champions campaign, Cyber Hero, Horror Hero, or any modern or near-modern campaign. An Eye For An Eye is ready to supercharge your game —so bring it home today!"

1994 ... 128 pages ... ICE 432 ... ISBN 1558062041

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Golden Heroes





Golden Heroes: The Role-Playing Game of Super Heroes [BOX SET]

"GOLDEN HEROES is the fast-moving, action-packed, role-playing game of comic-book Superheroes.
As a player, your character will be a mighty Superhero with awesome star-spawned powers battling to thwart the evil plans of sinister Supervillains. As the Supervisor (gamesmaster), you will plot the storyline and control the Supervillains and their lackeys.
The GOLDEN HEROES rules allow you to create your own unique Superhero or even re-create your favourite character from the world comic-books. 'NUFF SAID!

WHAT YOU GET:
• GOLDEN HEROES PLAYERS BOOK: provides everything that the players need to know to create and play their Superheroes: character creation; Superpower descriptions; combat notes; details of attributes; weaponry; character sheet; and more.
• GOLDEN HEROES SUPERVISORS BOOK: provides everything the Supervisor needs to run the game: combat rules; Superpower notes; how to run a campaign; creating Thugs and Supervillains; a ready-to-play introductory adventure; and more."

1984 ... Games Workshop 01012

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Legacy of Eagles (Golden Heroes Scenario 1)

1984 ... ?? pages ... GW ??

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Queen Victoria & The Holy Grail (Golden Heroes Scenario 2)

[Unavailable]




Heroes Unlimited

Heroes Unlimited, Revised Edition
"INTRODUCTION [by Kevin Siembieda]
Welcome to the REVISED Heroes Unlimited. The original Heroes Unlimited appeared on the game shelves in August 1984. One of the last entries in a tidal wave of nearly twenty superheroic-type games. We published Heroes Unlimited then, because we felt that it offered more than its competitors. More variety, more detail, and more accurately captured the super world of comic books. Three years later, Heroes Unlimited is one of the few superheroic fantasy role-playing games on the market and selling better than ever.
What's that you say? If it's so good, why change it? To make it better, of course. Heroes Unlimited was Palladium Books' first, major RPG book after the Palladium Role-Playing Fantasy Game. We published it when we did, not to cash in on the "superhero craze", but because we had some ideas for what we believed to be an excellent and most importantly, a FUN game. We succeeded, but the original format was clumsy. Many of the ideas were overshadowed by others. The bottom line was that I was not 100% satisfied with the finished product. There were many things I would have done a little differently. In addition to my own lack of complete satisfaction. Palladium Books would get letters, or comments at conventions like: "How come you only get one (granted elaborate) power in Heroes Unlimited? I've modified it so you get two." (Hasn't everybody?). The other gnawing comment was always; "Gee, I thought Heroes Unlimited was supposed to be the definitive super character game on the market. So how come it doesn't have magic powers'? How come no games really do magic?" Good questions. My answer was that I personally dislike magic in superhero comic books, so I didn't put it in my game. That seemed okay at the time, but it sure didn't satisfy the gamers. Maybe I've softened on my anti-magic in superhero comic books stance. I think mostly it drove me nuts that we were not giving our readers/gamers everything they wanted. I mean, after all, the title of the game is Heroes Unlimited! No magic sounds like a limitation to me. To make matters worse, comic books seemed to be corning up with more and more magic powered or mystically oriented superheroes. Especially the big two, Marvel and D.C. Comics. What's a publisher to do?
Due to popular demand, Palladium Books proudly presents the REVISED Heroes Unlimited, complete with multiple power selections and magic!!! Oh, there's more to it than that. I've beefed up and redefined many of the extraordinary powers and character classes. Completely streamlined the clumsy and excruciatingly long task of selecting skills and education. Added more possibilities for robot design. Included are the Teenage Mutant Ninja Turtles and Other Strangeness animal mutation rules and vehicle rules. Plus, a few new twists, like the optional crazy hero. When we couldn't fit all this great stuff into the old page count we just added more pages. Now this book I'm satisfied with. I hope you are too.
Oh, one last comment. The term "superhero" is a registered trademark held jointly by the Marvel Entertainment Group and D.C. Comics. The term "superpowers" is a registered trademark of D.C. Comics. Except in this introduction, where I specifically refer to real comic books, I can NOT legally use those two words: superhero or superpowers. Terms all us comic book readers know and love. Well I'd hate to be sued, so you'll see references like super abilities, extraordinary powers, superhuman, superbeings and so on. Sheesh, what a business, eh?"

1994 ... 248 pages ... Palladium 500 ... ISBN 0916211053

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Superworld

Superworld: The Superpowered Roleplaying Game [BOX SET]
"Welcome to the universe of comic book heroes, where mighty guardians of truth and justice struggle against the machinations of ruthless supervillains. Recreate favorite comic book heroes and create new ones with the powers and abilities of your choice!
Using a large selection of superpowers you will prepare your beginning characters for defeating the villains of Superworld.
The Superworld rules maintain comic book reality: secret identities are guarded with care, blows to opponents often do more damage to the surroundings than to the targets themselves, and heroes can travel between stars and into other dimensions. Any superpower published can be duplicated with these rules.
This game is derived from the 16-page Superworld portion of the Worlds of Wonder game and is compatible with the Basic Role-Playing rules system.
Contents: three books, character sheets, GM play aids, GM forms, silhouettes, and six polyhedral dice (2D20, 1D8, 3D6)."

1983 ... Chaosium 2011-X

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Bad Medicine for Dr. Drugs
"Dr. Drugs had a nice retail outlet at Warren G. Harding High School, and his pills, poppers, and nastier substances went at bargain prices — to the Doctor, who dreamt of turning on all of humanity to the way of drugs, profit was inconsequential, though his Syndicate backers hardly thought so.
But after a student-customer overdosed and died, the Doctor got some bad medicine too, when a band of teen superheroes attending Harding vowed to end forever such despicable trafficking.
BAD MEDICINE FOR DR. DRUGS is a campaign of four episodes, intended for Superworld and Champions players. Notes outline the building of original teen superheroes, though pre-rolled player-characters are also provided ready to play. Reproduction of high school atmosphere (including the Unwritten Code of behavior) is stressed, as is the presentation of awkward, not fully-formed, fledgling defenders of freedom."

1983 ... 52 pages ... Chaosium 2402

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Trouble for Havoc
Three Superpowered Battles! CRISIS AT CALIENTE; THE RETURN OF THE ELOKIANS; FOURTH FOR BRIDGE? ~~ 80 pages ... 3 complete scenarios ... 23 illustrations ... 11 maps and plans. For Superworld, Villains & Vigilantes, or Champions.

1984 ... 80 pages ... Chaosium 2403

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A Companion to Superworld
"Superworld is Getting Bigger...
A Companion to Superworld expands the ever-growing world of super-powered roleplaying. It includes:
Changes for and variants of Superworld powers: new ways to use powers such as Absorption, Defense, Dimension Shift, Emotion Control, Fortune, Gimmick, Illusion Projection, Invisibility, Martial Arts, Mimic, MicroSIZ, Reduction, Resistance, Snare, and Teleport.
New Powers: Aura Enhancement, Aura Defense, Cancellation, Clairvoyance, Cosmic Consciousness, Hex, Immunity, Infection, Lightfoot, Mental Image, Microscopic Vision, Paralysis, Possession, Power Sense, Quake, Resurection, Shield, Siphon, Special Sense, Tongues, Transform, Ultraviolet vision, Verification, Wall, and Weather Control.
Also included in A Companion to Superworld are conversion systems to Champions and to Villains and Vigilantes, an in-depth treatment of weather and weather related powers in Superworld, and a fully described base with working danger rooms for heroes or villains (usable with Superworld and Champions."

1984 ... 72 pages ... Chaosium 2404

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