Campaigns set in
are similar to
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
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
- Good vs. Bad is mostly clear-cut
- Successes balanced by failures
- More serious than light-hearted
- Some long stories and some episodic
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
in effect (p. 166 - 167); Knockdown is not used
Rules are NOT in effect
8. Characters must roll
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
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,
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
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.