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An iconic RPG setting, with a really authoritative and detailed write up of the history of the genre. Beautifully laid out too, in full color, to emulate it's source material. It's not a complete game, however, as you will need to Basic Hero rules (130 pages!) at least to play. The rules themselves scale very well in the supers genre (better than most other 'generic rules'), but are pretty arcane in their implementation of three-letter acronyms and the like.
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A great little supplement for anyone interested in bringing vampires into their Hero game, this book contains lore and game stats for several different types of bloodsucker: Standard (with lesser and greater varieties), Dhampir, Bestial, Realistic, Asanbosam, Baobhan Sith, Chiang-Shih, Langsuir, Loango, Penanggalan, Sundal Bolong, Vpir, and Vrykolakas. This book is in black and white, the art ranges from the fair to very good (one or two pieces are cartoonish), and the whole book is full of info - there is very little wasted space.
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Most awesomest product for HERO system, ever! Been wait for years (4e Dark Champions) for this.
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Champions Universe is an unbelievably complete setting book. With the 6th edition of Champions Universe, Steve and Darren continue to create an incredibly detailed world with a multitude of plot hooks, ready-to-go villains, and a long list of possibilities for a superhero campaign in any era. It's particularly suitable for relatively modern era games, but has enough to go on for older-style campaigns. Thumbs way up.
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Even though this is 5th edition I still found the character concepts useful fodder for my planned for Star Hero campain
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Star HERO is a great example of the crazy level of detail present in every HERO genre book. It covers a huge amount of the genre, and has something for everyone. The discussion on subgenres elements, genres, hybrid campaigns, gming advice, and a plethora of info on stars, planets, psionics and even time travel is exhaustive and enlightening.
Even if you weren’t a HERO GM, it would still be possible to learn something new and interesting that you could use in your game with this book, and I would -still- recommend that people pick this up out of sheer usefulness.
Overall, it’s a giant book at 358 pages, but what you’re paying for is the density of information. Whether you’re looking for source material for cyberpunk, space opera or hard sci-fi, Star HERO has you covered.
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This is an excerpt from the full review on my blog. To see the full review, kindly visit http://wp.me/p5H0U-P5
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I love the concept of these little mini-adventures. Individually, they are worth the $1.50 or so that each of them costs. Even if you don't use the Hero system (which I don't), they're nice, concise plots, each with a very "pulpy" feel. Taken together, they can make the basis for a great, long-lasting campaign, especially with the inclusion of the "Inner Earth" material. The artwork and maps are much improved in the combined volume, and definitely worth the price.
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My only problem with this book is that almost every adventure requires you to have other books, like the Bestiary or Pulp Hero. When I purchase an adventure I expect it to include everything I need to run it. The adventures themselves seem well written and interesting. Most are "fortune hunter" type adventures with a few "weird science" adventures.
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Great introduction to the Champions/HERO system and a fun concept that is different than all the "Superheroes in High school". Based on the PS 238 comic this game is a streamlined version of the same Champions game. I found it much easier to get into and start playing.
IF you are playing a supers game now, this is a great resource on how to do things a little different and if you are at all a little curious about Champions then this is also a fantastic place to start.
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I wish I had this book when I was prepping my last game.
It contains hundreds of weapons, from medieval weapons, both historic and modern fire arms, scifi weapons and Superheroic weapons (which include point costs for Superheroic rules).
There are lists of different types of armor from different eras, including information for sectional army by hit location. There's also a informative section on the practicality of armor in games and rules to coax PCs out of their armor occasionally.
The HSEG doesn't cover vehicles, but there are several examples of "weird science" and Superheroic movement equipment (ie, suction cup climbers, arm wings, jet boots, rocket surfboard, etc.).
This is a great boon for those of us who find Hero game prep a bit daunting.
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Volume 2 of Hero 6th covers everything that doesn't involve chargen.
The Hero combat system is both complex, flexible and fun. It provides the flexibility during combat to make all sorts of attacks, rather than the standard "I hit."
It has one of the best hit location systems I've ever encountered, including the very innovative "high shot" and "low shot" that provides easier hit modifier penalties.
One of my favorite things about Hero is the initiative system. Characters with a higher speed get more actions in a turn, which makes more sense than the standard init system most games have.
The adventuring section covers nearly every possible situation the PCs will encounter. And the book is very well-organized, so finding the rule you need on the fly doesn't take a lot of time.
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Hero System has the most flexible character creation system in existence.
Like most point-based systems, it's critical to come up with the character concept first. This is especially true for Hero, because you can make ANY character you can think of.
Additionally, there are often several different way to make the same character (though there will be subtle differences in game play).
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Start. Here. First.
If you're unfamiliar with Hero or haven't run the Hero system in several editions (like me), this book is a great boon.
I originally purchased the 2 tome set of Hero 6th Ed. After a few hours, I became overwhelmed by the page count. Then I purchased the Basic Rulebook. Once I finished read it, I had an epiphany -- once you've read the Basic Rulebook, the main system books become resource material.
BR provides a scaled-down version of the main rules, but all the basics are there: the powers and modifiers, the combat system, the initiative system, chargen, etc. BR gives you the basics of the system in very concise language.
Once you've had a session or two with the BR, and you realize how awesome Hero is for creating a cinematic game.
It really should be titled, "Buy This Book First," because it is an essential product for newcomers to the Hero System.
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I've been preparing to run some Hero 6th Ed convention games lately, and I've found that collections like the Villains and Bestiary books are almost indispensable.
Being new to the system, I don't have a vast collection of bad guy NPCs from previous games that I can draw upon in a pinch, so if the party does something unexpected, I can get caught flat-footed.
Villains Volume 3 includes more than 120 Superheroic Villains arranged in alphabetical order by name. Each includes background information, notes on personality, motivation and tactics.
Now, the biggest hurdle that was stopping me from running a Champions game is gone. Making a bunch of superheroic villains can be a daunting task. Now I can spend time on the story.
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this is a great tool to have if you do not have a lot of time to create a character
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