The Weirding
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Copyright C Harris Lynn & DOJ, 2015
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Campaigns set in Megacity are similar to Daredevil in their gritty, streetwise realism, but slightly closer to the four-color, Spandex-clad world than that series. The inclusion of the Supranormals Registration Act is straight from the pages of The Uncanny X-Men , which is still in keeping with the realistic aspects of the milieu. Overall technology and the world economic and political state is similarly culled from Dark Future/Cyberpunk sources. Megacity is probably an excellent setting for Dark Champions but, regrettably, I do not have that series and, again, it still retains much of the four-color flavor of the regular newsstand zines we used to get as kids.

Commercialism is rampant but this need only be mentioned in descriptions and narrative; though it chokes out the characters in the game world, there is no need to constantly berate the players every gaming session with such a sensory overload. One or two well-played sessions stressing it should plant the idea firmly in their minds.

Superheroes, often called "Supers, "Supes," "Capes," and "Masks" (the latter is derogatory), are more than just celebrities; they are signs of world power, symbols of pride and security, and major authority figures - they are also security threats, objects of fear, and considered by many to be fascists. They inspire in normal people the same type of fear, awe, and wonder as gods.

While known supers who clearly work with legal authorities and/or have been granted legal authority are symbols of pride and justice, vigilante supes are the source of extreme fear. Supranormals who choose to use their abilities for selfish purposes (Villains) are absolutely hated. Where these lines used to be clearly defined, this is no longer the case; many contemporary capes have dicey pasts, spicy private lives, and public fallings-out and breakdowns. After several major incidents in past decades, a general xenophobia surrounding supranormals has risen amongst the world's population. This led to the Supranormals Registration Act in America, with many similar laws going into effect or being debated throughout the world.

The importance of the PCs is as per Important - p. S17 .
   1. Base points for PCs: 100
    2. Max Disadvantage Points from one Category: 50
      Max Disadvantage Points for PCs: 150
   3. Characters do NOT automatically have Normal Characteristic Maxima at no value
   4. Character CANNOT carry normal technology at no point cost, though they can have things like MediaModules, rent h/motel rooms, etc. according to their financial status (p. 44).
   5. Use Hit Location Charts for color only
   6. Knockback ( KB ) Rules in effect (p. 166 - 167); Knockdown is not used
   7. Long-Term END Rules are NOT in effect
   8. Characters must roll EGO to Push
Suggested Reading
Megacity Campaign Control Sheet
All Champions products are trademark(s) of DOJ, Inc., used by permission. All rights reserved. The HERO SystemTM is DOJ, Inc.'s trademark for its roleplaying system. See for more information. The HERO System and all associated games, game products, terms, and images are copyright 2003 by DOJ, Inc. All rights reserved. The original material presented here is my own creation, intended for use with the HERO System and/or other products of DOJ, Inc. d/b/a Hero Games. This material is not official, and has not been approved or endorsed by DOJ, Inc.
Like every large city, many suburbs, neighborhoods , and FEATURES comprise Megacity. Some of these have been fleshed-out in more detail, while others have intentionally been left vague to be expanded by you. This is no replete list; Megacity contains numerous neighborhoods, sections, shopping centers, industrial sectors, and more - all of various size, wealth, power, and prestige. Create new ones as you see fit and modify those already in-place.

Many of the features (particularly NPC) can be encountered anywhere in the city, though their usual stamping grounds are noted, while others are unique to an area. These features help fashion Megacity almost as much as the neighborhoods themselves. More than just providing flavor, they serve as information sources; establish neighborhoods, stories, and atmosphere; and are also landmarks, both to the characters in the game and the players controlling them.

I should note that this campaign has not been played since the late 1990s and has not been expanded since 2003, at the latest. However, a new campaign is in the works. The campaign notes from all new sessions are certain to find their way here in some form, at some point.