Dark Champions

DEADLY ACTION AND DARING ADVENTURE!

Dark Champions discusses and describes the modern-day action-adventure genre for gaming, covering everything from costumed vigilante crimefighters, to spies, to cops, to military action stories, to weird conspiracies, and beyond. It shows how to create characters, campaigns, abilities, weapons, and other elements of the genre using the HERO System rules. It includes:

—a complete review of the modern-day action-adventure genre in all its many forms, with guidelines and suggestions for simulating each part of the genre in the HERO System.

—an extensive section on creating Dark Champions characters, including two dozen Package Deals for various criminal, espionage, law enforcement, and military careers, information and expanded rules for popular Skills and Perks, and “super-skill” abilities for cinematic characters

—combat and adventuring rules for modern-day action games

—detailed chapters on firearms, weapons, and equipment for modern-day characters, including rules for designing and using your own weapons and gear

—information about criminalistics and forensic science, organized crime, terrorism, and other subjects

—advice for GMs about creating and running Dark Champions campaigns

Whatever type of modern-day games you enjoy, and however you like to play them, Dark Champions helps you make them even better!
 

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Dark Champions is Hero's entry into the 'Modern' genre. This new book is Espionage/Danger International -and- the old Dark Champions combined into one new sourcebook for Hero 5th edition. On the back cover we're told "Dark Champion discusses and describes the modern-day action-adventure genre for gaming, covering everything from costumed vigilante crime-fighters, to spies, to cops, to military action stories, to weird conspiracies, and beyond."

So does it deliver? Is it everything it promises to be, perhaps more, or less? Thus the basic question I'll try to answer in this review - whether or not Dark Champions lives up to the promise of being a complete solution to 'Modern Day Action/Adventure' gaming.

For contrast, not all that long ago I was psyched up to get my copy of d20 Modern. "Cool, DnD -on the street- this should be fun." It didn't take long for me to lose that excitement though. It happened at around the point I looked into how to punch somebody, and got worse when I pondered using a semi-automatic and tapping for burst mode. Suffice it to say that facing a system with no damage for non lethal brawling and where you could not even attempt many actions without a feat I started considering just how hard it would be to use Shadowrun for a modern game - because by comparison, that was at least playable.

Now I'm looking at Dark Champions and an odd phrase has just popped into my head: "This is like d20 Modern, but on all the right drugs." Ok, that's probably a really bad way of putting it, but that's what you get when you're a little tired and not screening your random thoughts. The point of that thought was, I believe, that this book looks like it will deliver a playable modern genre RPG that does not break down the moment a player who has used a gun in conflict or been in a real fist fight sits down at the table... And like or not, be it military experience or street, many of us do indeed fit into those categories.

Sure, this isn't reality, it's a game and games are meant to be fun. The people who are about to start telling me I should remember it's a game have a very valid point. But when you can't even do the most basic things you expect to do in -BOTH- reality AND in the genre fiction, the fun is lost. So... it looks like time to sell off my copy of d20 Modern.


We start the book with an introduction in which author Steve "I write everything" Long lets us know, in long form, that this is his baby - this is the book who's first edition made him a gaming professional and was itself inspired by the need to address how his PC in a number of games didn't seem to fit the available gaming material at the time. He goes on to tell us that this update hopes to be much more than it's predecessor, that this time "I get to delve back into the genre that brought me to game writing, with a dozen years of experience and the authority and resources to do the book the way I want to."

From there the book breaks down into nine chapters on topics such as genre, character creation, combat, forensics, crime, weapons, gear, GMing, and a sample character group. There's also a handy bibliography with some rather technical entries on guns, crime statistics, PI work, criminology, and so on - plus fiction, movies, and comic books. The whole thing ends with a very nice 8 page 4 column index.


Chapter One is the genre chapter. Steve starts out by asking 'What is Dark Champions?' His answer breaks it into three elements - real world, modern day, action. He then looks at each of these aspects and gives us a bit on how they can be used, stretched, or even in the case of 'real', stepped outside of. He is also apt to note that the action genre is indeed more violent than the real world, just in case any of you Hollywood, TV News, and COPS junkies have lost touch.

Right from the get go on the sub genres section we know this isn't the same book as we saw years ago. There's a lot more here. We get a detailed view on 'Vigilante Crimefighting' (Batman), 'Caper' (playing the bad guys), 'Dark Champions: The Animated Series' (dark, but with cartoon morality - a newer genre that anyone who watches super-cartoons today will know), 'Esionage' (Bond et al), 'Law Enforcement' (Law and Order: Hero System, you know they'll make that spinoff eventually...), 'Monster Hunters', 'Special Ops / Military', 'Technothriller' (CSI:Hero, or Tom Clany's novels, etc), and 'Wierd Conspiracy' (Hero-files?). The sub genres are discussed with some suggestions on shades of morality, character power level, mood, what they're about, and even some sub-themes such as what type of Cop or type of Spy and so on.

We then get the section on mixing genres, which reminded me of similar sections in Star Hero and Fantasy Hero - this portion of the book talks about putting in the meta-genres of Comedy, Romance, Horror, Tragedy, and Mystery. After that we get ideas on mixing in other Hero-genres such as Champions, Fantasy, Ninja, Pulp, Star, Victorian, or Western. While this section has appeared in other Hero books, in each such appearance it is written from the point of view of the genre book you're reading, so here we get specific ideas for mixing the themes of this book with the themes of those books or genres.

Finally for chapter one we have two pages on some key elements of the genre. 'Dark Champions Elements' discusses such fun as car chases and explosions, conspiracies, crisis, guns, amazing technology, revenge-plots, and so on. Yeah, it's like reading a guide to how to make a Steven Seagal movie - only better, cause your players are better actors or you're a better screen writer... (and I don't even need to know you to say that with confidence). This section might seem superfluous, but it is also something of a handy reminder list of the things that are constant themes in the genre.


Chapter Two is all about character creation. We start with a number of backgrounds, move to personalities, and then get a number of archetypes. My first thought was that these three sections should have been combined. They're more or less the same thing - rough frameworks for characters. An example background is "(reformed) criminal" - where it talks about what that means for a character and suggests some package deals. An example personality is "The Sociopath" and the only difference from the background is that we get a few suggested disadvantages. An example archetype is "Conspiracy Theorist" and this time we get some skill suggestions. The ideas are great, but the three sections would make more sense combined and done in a unified manner. As they are, they look like different writers did them, or perhaps Steven did them on different dates and didn't realize he'd done the other section. I doubt that, I'm just saying it looks that way.

After those sections we get the hard gaming section of sample package deals. This is also another 'background / personality / archetype" section except that it comes with a full on package of abilities for each entry. The packages are split into types -we get spies, criminals, law enforcement, military, and then some miscellaneous entries. They're all fairly solid with a lot of variety and several options on most of them. I particularly liked how spies were broken down into cinematic, realistic analyst, and realistic field agent - that section also discusses some major real world spy agencies and what you might do with them. They are almost all the 'action heroes', with a few 'intellectual heroes' such as the hacker and analyst. That said, there are no 'charismatic' types in the list, no occultists, an no 'shaggy' (man out of place or real weirdo types). For a complete modern genre, you'd want those. Certainly I and my players would make use of them. If we were translating over the existing archetypes to DnD we'd find ourselves only having the fighter classes, the rogue, the barbarian, and the expert. Me, last modern game I played in I was a nun miracle investigator in a party that also had a stripper, a military technician, and a cop (For you 70s kids: I was Velma, the stripper was Shaggy/Scooby, the Cop was Fred, and the technician Daphne). Before that I ran a game with a mad scientist, a debutante, and a Shaggy-clone with matching fashion statement. So while I really liked the ones that were included, I feel some major parts of the modern genre were missing. At least in the prebuilt packages - it's trivial to make those character types yourself using the backgrounds or simply the Hero rules without a package.

Next we get a three pager on characteristics giving us advice on what stats might be valuable in the genre, as well as how to deal with the smaller range of used stat values in a Heroic level game.

Skills come afterwards, and the core Hero system rules for skills are greatly expanded here with several new situational modifiers. A lot of this information is going to find itself filtering out to Hero system games in many genres - there's a lot of good stuff here. I really liked the change to computer programming, and the new skill enhancer of Expert - hopefully those will make their way into Hero Designer soon (even options should be supported for the people who use them).

Under Perks, the list for fringe benefits, used to confer rank in an organization, is given quite a bit of expansion on types and details -with ranking charts for business, criminal (aren't those two the same thing?), law enforcement, and so on. Unfortunately page 89 gives us the modern 'acceptable form' of racial stereotyping in one of the illustrations...

We get Talents after that, and there's about two pages of new ones (although several of them are taken from previous Hero supplements. Deadly Blow for example is in Fantasy Hero, and Combat Shooting is just Combat Archery for guns - still they fit here, and as they weren't in the core book they end up needing to be repeated).

Novices to Hero should note - most of these that affect combat improve your ability to do something anyone could try. Unlike d20 feats, in Hero you can usually always try to do, and the Talent or special skill just makes it easier to do well.

The Powers chapter talks mostly about two themes - using them for equipment and designing 'super skills'. The super skills concept is just the idea of building a power and defining the special effect as being trained beyond normal means. Super skills are given their own 43 page section. One new power is present, called Piercing, and I'm personally not exactly sure why you would use it - it lowers the targets PD, ED, or whatever. However it does so by small amounts for large costs if the numbers are working out right in my head it seems cheaper to simply buy an additional dice of damage for normal attacks, though it might be useful for killing attacks.

The disadvantages section comes before that super skills section though, and discusses using the disads in the Dark Champions (modern) genre. I liked the floating hunteds idea - wherein you are hunted not by some specific person or persons, but by a theme - such as perhaps you're always being chased by ninjas (think Tick), or evil sorcerers (think Conan). Some of the sample psych limitations could have just been called "Psychological Limitation: Player Character," as they're the sort of thing any PC in a game of this genre is going to do. 'Obsessed with Crimefighting' for example, is something every PC in a crime fighters game is going to be able to assume... Vigilante mentality is about the same for almost every genre roleplayers engage in... Players could take these if they don't want to have to do any roleplaying different from anything they've always done and have a GM foolish enough to let them in... Others in the list have good solid advice, such as the warning under Loner or the breakdown of different Codes against killing.

As I noted before, Super-Skills have their own section. What you see here is a number of genre conventions built as low cost (for the most part) powers and called 'skills' by special effect. You have such things as gaining benefits from the use of analysis, hypnosis, skill levels for hit locations when using guns, quick draw tricks, using scenery to deadly effect, the old trick of being deadly with playing cards, and so on. The whole section follows a consistent structure to how these are built and it is quite likely we will see many more of these 'super-skills' in the future. Several of them could be grabbed for use in other genres.

After Super-Skills we get another new concept; Resource Points. These are used to manage equipment, contacts, and a number of related elements. This idea gives you a couple different point pools - equipment, bases, contacts, and misc. You get a value for what you have access to in an adventure, and a value for your total resources. The total resources is somewhat unlimited after start of game, but the on hand pool is governed by the GM and/or spending character points to increase it. Instead of buying resource items with character points or money you buy them with your resource pools. In some ways you could think of it as a Variable Power Point Pool that can only be changed out between adventures or via the actions of the character in the game (stealing a car for example). This is a handy way of tracking equipment - but it also requires tracking point costs of gear which can be pulling back more of the curtain than some players in non supers games want. That said, I suspect this concept is going to very quickly filter out through the Hero community of players and we will probably see it ported into future supplements or versions of other genre sourcebooks. I will probably adopt it into Fantasy Hero myself, but not until after the players are comfortable with other aspects of the Hero system - I do not want my players thinking and tracking in terms of points anymore than they have to.


Chapter three is about Forensics. This is the 'CSI' chapter and it begins with a little note in the sidebar informing us of the constantly changing nature of the sciences behind the data used. We get less game statistics here, and more information essay. The first section is criminology - notes on how you do an arson investigation, understanding blood evidence, tracking computer data, using DNA, document work, drugs, fibers, fingernail scrapings, fingerprints, ballistic evidence, photographs, and more. Even a note on superpowers. We end with a section on the contents of a lab. Forensics comes next, starting with establishing identity and moving to determining time and cause of death. The information here is detailed, and definitely on the 'more than you will usually need to know' side. On the other hand, this is the kind of information that when you do need to know it most gamers will be lost as to how to figure it out, so the chapter comes across as useful.


Chapter four is Combat and Adventuring. We start with a note about the issue of drama versus realism in managing game combat. We're also given a handy sidebar on roleplaying combat - sort of a reminder to players and GMs to keep roleplaying even during the fights. From modifiers through maneuvers we get commentary on how to use each of the core rule entries in the modern genre. In the Damage section we get something new - five new hit locations to target, critical hits and fumbles and options for stun or mystery damage (these last two look much like they did in Fantasy Hero).

Gun fighting gets its own special section. Suggestions cover topics like altering range modifiers, close quarters gunfights, keeping your cool in a fight, reloading, recoil, slower guns, speeding up the hail of bullets, adding some cinematic tricks - such as shooting from mirrors or never running out of ammo and so on. The ideas in here are good and can give your game a certain genre feel - using or that option will change the feel of Hero and they should of course all be considered with care precisely because of that.


Chapter five covers weapons. 57 pages on guns and how to customize them with different types of ammo - this first section is one of the places where this book really shines. If you're a gun nut, you're going to really love this chapter. It does however start with a note that in any argument between realism, genre, and playability - Steve chose in roughly the reverse order: rules for guns were built to be playable, then genre, then real. That said, he claims to have done his homework on the research and where he could he provides options for heightened realism. We start with firearm basics - the core of how they're built in Hero, then move through Ammunition, firearm point costs when you use different ammunition, accessories, and how they can be customized.

Most of the section is about the ammunition, covering all sorts of different bullets - how to build them in Hero and what they are meant for in the real world. A sidebar even covers a few fictional bullets - anti-vampire, blessed, silver, and more. Ammunition is in two subsections, one for bullets and one for shotguns - both with way more information than I personally ever considered. The charts for how different ammunitions change the point costs of guns are a little complicated and you will definitely want to read the instructions that precede them, they do however go into great detail and will let you figure it out even to the degree of having multiple clips with different sorts of ammunition. Since Dark Champions uses the Resource Points system rather than a cash economy for characters your players will have to understand the workings of these point costs as well.

That takes us 31 pages into firearms, and after it we get accessories - putting in cameras, flash suppressors, recoil compensators, sights, flashlights, silencers (in two sections for cinematic and realistic) and a number of other 'gun toys.' After that we get customization - making it ambidextrous or left handed, watertight, improving the trigger, coating the barrel for accuracy, and on and on. Finally we get the actual list of guns in game 'statblock' format. Here I have an actual complaint - they aren't described. Fantasy Hero for example, told me what a cinquedea was (it's a kind of italian sword), this book however, never tells me what a CZ100 is, nor a Remington XP-100R, nor even a glock or any other of the many many entries. This is the point where if you are not a gun nut, you will end up confused. After the amazing detail that went into describing and even illustrating different types of ammunition we get nothing here. I'm not a gun nut, and so while I understand all the Hero mechanics I have no idea what most of these guns look like, what their role or history is, or anything else real world about them. They could have put 'Flash Gordon Pistol' on the list and it would go right past me, save that I've actually seen that one on TV... 9 guns get pictures, but only 4 of those have their names with them.

When the section wraps we get some pages on other weapons - blackjacks, chains, brass knuckles, bayonets, chairs and stools, a rifle butt, and some other entries common to the modern era. After that, a list of explosives and incendiaries and how they work in the Hero system (and the chart has a 'tab' error in the layout for ANFO - the damage is under the scaling section and the weight is under the effect). Finally after that we get information on restraints and non-lethal weapons. Here we get everything from handcuffs to lasers designed to blind people.


Chapter six gives us all the other gear. The chapter classifies equipment in four different categories of availability - from standard stuff you buy at the local corner store to the stuff you get from your top-secret Congressional budget. We then have separate discussions for how it is obtained in the campaign world and how it is obtained in game terms. A price chart follows, but the dollar prices are often listed as a range. In game though you'll be mostly concerned with the category the item falls into - is it standard gear, military gear, or whatever. The dollar prices aren't used due to the Resource Point system, so the ranges there are only a flavor issue, so you can have that scene where the PCs get yelled at for wrecking so many millions of dollars of government equipment, then get handed yet even more equipment which is even more expensive (hey, if Bond can pull it off, why not the PCs?). Pages with game stats and explanations follow - breaking the items down as if they were powers in the Hero system, and telling us a bit about each. While we're never told what a FN Model 30-11 Rifle is, we do get a paragraph on what binoculars are.


Chapter seven is about the antagonists - constructing your enemies. We open with organized crime, and the book covers several real world groups - giving their structure, activities, how to join, their rules of 'honor' if they have such, and so on. We see the Mafia, the Chinese gangs, The Russians, A note on Hispanic organized groups. the Yakuza, and then street gangs. It is interesting that the note for the Crips does not mention one of its two founders - Tookie Williams -who now writes children's books warning of gang life from death row- is missing. Of course, it also fails to mention that the gangs formed originally to protect their neighborhoods from crime, but spiraled down a different path (there's a great caution there about vigilante behaviour)... Moving forward, after the organized groups we get a number of others tossed into a miscellaneous category - Jamaican posses, outlaw motorcycle gangs, and Vietnamese gangs.

From there we get coverage of other types of criminals - cinematic masterminds (and if you follow criminal justice, almost any criminal with an education or rational mind is cinematic), costumed criminals - fitting of the vigilante crime fighting and 'Animated Series' sub genres, robbery crews (that band of criminals who in movies put together a well planned heist), and serial killers.

Finally we get the type of antagonist on everybody's mind these days - terrorists. This section described a number of real world terrorist organizations and what they have done in the world, as well as some groups of the past in case the GM desires a plot where they resurface. Of curious absence is any mention of the militias - which did after all spawn the guys who did the Oklahoma bombing and often publicly advocated violent resistance before that bombing took place. That is not a race-card issue though, as the listing does include the KKK and a few other 'domestic' groups alongside the international players.


Chapter Eight talks about gamemastering for Dark Champions. We start out with information on building characters - how to think about what genre you desire and what character types and power levels you should choose given that. Restricting paranormal powers is advised, in fact the book suggests they generally be in the hands of NPCs and be 'deniable' or 'explainable' as normal - suggesting the example of the X-Files. Essays are present on Morality, Realism, and Tone. On setting your tone the book notes that Dark Champions will usually have a 'grey' morality, but that the outlook (level of optimism) can vary.

Campaign sub-genres are readdressed. Having been introduced at the beginning of the book, here we get see them from a GM and structuring a campaign point of view. We also have some suggestions on setting a theme and subject. These two look to be about the same thing to me, with themes such as 'Money' and subjects such as 'Politics'.

After that 'Running the Game' covers building adventures for your players. There's setting up a structure - plotted or unplotted, and if plotted how to put that plot together. Following that is a piece on dealing with disconnects - things that work in fiction but have trouble in gaming. This is a very section by the way. So far each of the Hero system genre books I've read have had something like this (it's got a different name in the Champions genre book, but it is there on page 138 of that book), and it is the sort of thing a lot of genre gaming books shyly ignore or try to deny. Every GM has that story of when they tried some great idea and watched it fall completely flat... Any GM who claims to not have that story is probably lying... This section mentions some of the major issues and how to handle or avoid them. Some examples include dealing with deduction, cautious PCs, why the cavalry doesn't show up to save the day, and that age old classic - splitting the party. From there we get notes on how to manage the Hero system disadvantages in Dark Champions which as in other genre books is full of handy advice.

A section on constructing villains and other NPCs follows. It looks at some basic qualities and archetypes and suggests how you can use them and what problems you might have in trying to do so. As an example we get 'The Warped Vigilante' - a personal favorite, this one gives us a short essay on what it is, then some features of using it as a way to get PCs to question their own actions, notes the risks involved in an NPC who might be overly willing to get lethal, and finally suggests how to alter it to different tones or needs in the game.


Chapter nine covers a vigilante organization known as Libra. You get the five members (built on 100 base + 100 disadvantage points), some suggestions on using them, and some of the villains they might face.


Is this Modern Action/Adventure gaming?:
Mostly, yes. The book does a good job of covering the major aspects of the genre, and in some cases such as ammunition goes into rather extreme detail. It is lacking a few twists on the genre - the package deals all seem to be the lead action or the brain in a party. Contrasting this to d20 Modern, we're missing the 'Charismatic Hero' and the 'Dedicated Hero'. Barring that however it does cover a fairly wide scope, and would definitely let you do a game with nearly any sort of modern focus. After all while the package deals for those concepts are missing, they are present in the text on personalities, backgrounds, and archetypes.


Visual Appeal:
The design and layout are fairly standard for Hero games. The cover art immediately sets the tone that works for much of the book. The bulk of the art is both well done and genre appropriate. I would say Hero's art has been improving of late, and this book holds to that trend. The sidebars are easier to follow than they have been in past books - they're used mostly for extra facts and notes and less to build out game statistics. Game statistics are when short in the text and when not in blocks of data similar to the format used in books like Sidekick, the Fantasy Hero Grimoires, and the Until Super Powers Database. That's a format that stresses readability and ease of use in my opinion.

Summing it all up:
All in all, the book is excellent. There are a few flaws here and there that I have mentioned above, but despite this the larger package is still valuable. I really would have liked some gun descriptions, but in counter as someone who is not a gun nut I'm just as likely to choose for my character by game stats. Pictures though, would have helped to let me choose by mood. Throughout most of the book is the assumption that the PCs are the good guys, which shows the link to this book's roots as an add on to 'Super Hero Champions.' It leaves it feeling in places more like a sub-genre of modern gaming than the full genre.

If you want to do modern gaming, and you want to do it with a system that enables you rather than obstructs as the main 'competitor' often seems to do, Dark Champions should be your choice. You can't go wrong with it. Hero system really shines through at the 'Heroic' power level, and it particularly does so in this book. New concepts such as Super-Skills and Resource Points are bound to be very popular with Hero veterans. Novices who simply want a modern game that will keep them going for countless campaigns to come cannot go wrong here - Dark Champions might very well make an ideal entry point into the Hero system and you could probably handle this genre book fairly well with only a copy of 'Sidekick' for your rulebook.

This review -is- based on a complimentary copy of the book, something which I must own up to, but don't let that fact sway you against what I've said. I was not a fan of the original Dark Champions - back in the day it was an add on to Champions and to me, took that genre in places I did not wish to see it go. As a separate genre however, as a full on book about modern day gaming, I'm left with a very different impression. This is the book I now plan to turn to for my needs in genres as diverse as spy thrillers to detective stories, to Scooby Doo knock-offs, to Urban gang-life plots and everything else 'Modern' and not super hero that crosses my mental desktop. I hope that in this review I've been detailed enough to show you some of why I'm now thinking that way - despite the few faults in the book.

Style and Substance:
For art and design I'm going for a 4 out of 5 - this is an improvement in my opinion over past Hero works, and I'm seeing what to me feels like better use of some of the design elements. It could be better though, but that would take a break from the 'Hero look.'

For substance I'm going to likewise go for a 4 out of 5. It would be perfect, if not for missing a few details. This is a great book despite those flaws, a must buy for any Hero system gamer. I would say it is time to shelve your copies of d20 Modern, as this book will handle almost everything you want to do there better.
 

Four paragraphs in before I realized this wasn't a d20 or OGL product.

No offense intended towards the author of the review, but this is called "d20 Reviews". :)
 


While EN World is primarily a d20 website their is discussion about other gaming products. People requested reviews from other systems and permission was granted. Discussion on that was held in the Meta Forum of the boards a month or so back.

Obviously, with the loads of RPGs and different books even within the d20 market, we do not expect you to care for them all.
 

First off, just let me say this isn’t a d20 book … instead, Dark Champions is a genre book for the Hero System by DoJ/Hero Games. With that said, let me just say that, no matter what system you may use, if it’s a modern game that you’re running, whether it be a modern Hero game, Spycraft, Haven: City of Violence, d20 Modern or some other variant, Dark Champions is for you! With over 350 pages chucked full of modern adventure, Steven S. Long, Hero’s line developer, has written a book that’s action-filled, informative and easily adaptable to any system.
Starting off with Hero’s standard genre discussion, Mr. Long discusses how to use the book with various genres and meta-genres, as well as talking about his attachment to the genre, as the original Dark Champions was also written by the esteemed author. From genres to characters, Chapter Two: Character creation offers many options for players to use in building their characters. Starting with backgrounds and archetypes, the real meat begins with the twenty-three package deals that range from cat burglars to military specialists. Of the ones listed, I’d have to pick the grifter as my favorite. Next up is a thorough discussion of characteristics, skills, perks and talents, with new offerings and uses for most of them. A real gem here is the rank information for each organization that’s possible in DC. What about powers? Well, with Dark Champions focusing more on action heroes (rather than superheroes), there’s only a small amount on actual powers, advantages and limitations and is limited to genre specific discussion (it is after all a genre book remember). Of all the sections that I was even remotely disappointed in, I would have to say that the disadvantages section was it. In some ways I was expecting the examples that were presented in DC (1st edition) rather than the brief examples that were presented here … but I would also add that this was my only problem with the entire book (and it’s a minor quibble on my part). The next section, however, was one of my favorites. For those that are skeptical about how the Hero System would handle cinematic action, I ask that they look at the Super-Skills section and then talk to me about it. With over 100 individual skills listed and such entries as “Corridor of Death” and “Cinematic Flirting,” there’s something here for every action hero. Not only are these well done in Hero, but also they would be incredibly easy to convert to other systems as feats or special abilities. New to the Hero System is the optional idea of Resource Points. Akin to Spycraft’s budget point system, resource points allow characters to have some floating pool of equipment on hand when needed, something which would be exceedingly useful for agents and vigilantes.
Now that the character could be made, Mr. Long opens up the next and most informative chapter in Chapter Three: Forensics. This brief chapter goes into minor detail on such things as fingerprints, forensic pathology and causes of death, allowing both the GM and players to have some idea of what their player could be investigating. Both informative and well researched, I enjoyed reading this chapter and could see some plot ideas forming as I read it.
From the morgue to the battlefield, Chapter Four: Combat & Adventuring offers advice on running combat. Packed full of info on initiative, combat modifiers and maneuvers, the opening section gives players quite a few options. The next section, Damage, brings in a number of optional rules for dealing with damage and healing. I was quite happy to see critical hits for Hero presented here. The final section of this chapter talks about gunfighting, particularly ideas on close quarter combat, presence and actions and some neat gun tricks (like holding your gun sideways).
Speaking of guns … Chapter Five: Weapons lists a bunch of guns, as well as some other goodies. With a nice list of firearms, specialty ammo and accessories, the first section offers the gun-nut a ton of options to play with. You want to customize your gun? That’s there too. Don’t want guns? You want brass knuckles? Yup … it’s got those too, as well as explosives and non-lethal weapons for your character.
Don’t want weapons? How about other equipment like what’s offered in Chapter Six: Dark Champions Gear. With a short discussion on how to get the equipment, Mr. Long quickly supplies a list of over thirty items, all broken down into categories like “Armor” and “Spy Gadgets.” You need a utility belt for your vigilante? It’s there. How about some bugs for your spy? There’s four builds with a bunch of options each.
From gear to the people and things they’re used against, the next two chapters, Chapter Seven: Adversaries and Chapter Eight: Gamemastering Dark Champions, kind of go hand in hand. In the former chapter, Mr. Long gives an informative look at modern enemies ranging from the mobs to serial killers to terrorists. Each faction is covered in at least a paragraph and in some instances various sub-factions are given. The GM section expands on the themes and plots for a Dark Champions game, as well as giving some advice on character guidelines and the use of “paranormal abilities” like magic and technology in the game. There are even some suggestions on using disadvantages properly and villain archetypes.
Finally in Chapter Nine: Libra, a sample organization and characters are given. Personally, I think I’d have preferred seeing some of the old characters updated to 5th edition rules, but from what I understand, Hudson City: Urban Abyss will give some of that.
Overall, I think the book is incredibly written and by far one of Hero’s best products to date. I’ll be interested in seeing how the Danger International subgenre book works when it comes out, but until then I have some great material to work with. The information, wrapped in a cover by fan-fav Storn Cook (who also did some of the interiors), fully indexed and designed in Hero’s trademark design, makes for a great package deal. As I said earlier, I recommend this book to anyone running or wanting to run a modern campaign …the information within is invaluable and easily converted to any system if needed.
 

You might wnat to break this up into paragraphs.

How is the gun list? Are guns provided for different eras (pulp, WW2 guns, 60s guns, etc) or are they all modern?

My understanding was that there wasn't going to be a Danger International; that DC included what that book would have contained.


Aaron
 

SHORT ATTENTION SPAN VERSION: Big book, jam packed with modern action-adventure content.

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****** Dark Champions
256 pages, Trade Paperback, Perfect Bound, Black & White
Retail: $31.99
Author: Steven S. Long
Artists: Storn Cook (cover), various (interior)


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First off, this supplement is for the Hero System and does not include any d20 material. However, there is a lot of general info material suitable for many types of modern, action-adventure style games run with different mechanics.

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Dark Champions is just shy of an inch across the spine.

The purpose of this book is to provide genre support for running modern oriented action-adventure based games with the HERO System.


What this book isn't:

* Not a Rulebook
* Not a Setting
* Not a How-to for Character design
* Not a replacement for the Anarchists Cookbook!

What this book is:
* A collection of ideas and methods for designing and running gritty guns and grenades oriented games with elements of "cinematic realism".
* A sporadically illustrated array of black type on white paper.


General Use: This book is most useful to HERO System GM's that want to run campaigns similar to past games like Danger International, Top Secret/SI, and Ninjas & Superspies, or movies like Lethal Weapon, Die Hard, Boondock Saints, Blade, Mission Impossible, James Bond, Hard Boiled (or just about any John Woo movie for that matter), or TV series like X-Files and Alias, or action-adventure novels. It's of less use to players, though the package deals and copious gun charts are useful from time to time even to them.

Cover Art: A some-what comic-booky cover depicting Harbinger of Justice, the author's hoary much-xp laden Player Character from days of yore and reportedly the springboard for the original Dark Champions book back in the day.

It is dark, both literally and stylistically, showing the Harbinger (whom we'll call HoJ for short) in full on two-gun mode, apparently after wiping out the inhabitants of a business office after crashing thru the window. HoJ is geared up with an array of weapons and body armor.

I'm a little ambivalent about the cover. On the downside some of the details don't gel for me. Also, it's so dark and cluttered that it' doesn't look good from afar, lowering its shelf image. On the plus side it's very evocative and is so different that it is recognizable and interesting once it's caught your eye. It makes you want to pick up the book and read the back to see what the hell it's all about. Beyond the actual artwork, the dark red and black color scheme is strong and aggressive; very bold. I also like the "Dark Champions" logo itself. So overall I think it's successful cover, as it is appropriate to the theme and content of the book, is well executed, and holds up well with repeated viewings.


Interior Art: Mixed is the best word to describe the interior art. Some pieces are pretty good, but many are extremely cartoony, and some are just bad. Unfortunately there isn't a lot of exceptional work to balance it out. There are some good pieces here and there, but only a few really grab my eye. As an interesting aside, some of the interior art is done by Dan Smith who did art for Steve Jackson Games in the past -- I recognized his style from misspent days of playing the Illuminati New World Order card game.

Worthy of special notice, there are several illustrations of weapons and ammunition and they are well done.

Name: I'm going to gripe a bit on this one, so feel free to skip ahead a bit.

This book covers the modern day Action-Adventure genre for the HERO System. It doesn't really have anything to do with Champions or superheroes in general by default. There are subgenres of Action-Adventure revolving around that to be sure, but that's just a fraction of the kinds of campaigns that the sourcebook can be used to assist.

Personally it really aggravates me that this product was called "Dark Champions". I understand the nostalgia factor involved, since the original product, which was much narrower in scope, was based kind-of-sorta in the Champions Universe and was marketed as a Champions supplement. That was then, this is now.

I think it would have been much smarter from a brand management and general marketing position to title the book in a fashion that accurately describes it's general application as a full spectrum Genre book. Something like Action HERO or Adventure HERO, or Modern HERO (though that would likely be too similar to d20 Modern). Something broad and non-specific.

A smaller supplement could have been released for Dark Champions specifically, in the same vein as "Champions Universe", detailing the SETTING of the "Dark Champions Universe", including how to integrate it (or not) with the vanilla Champions Universe. Sticking the label on the Genre book itself in a nod to the past was a mistake in my opinion. "Dark Champions" is not a recognizable genre -- it is a specific implementation in the Action-Adventure genre.

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Introduction: The book starts off with a serviceable ToC, followed by a typically perfunctory intro giving a one page heads-up summarizing the book's contents.

Then we are treated to a personal note from the author describing some of the background of how the original Dark Champions came to be. Basically the original DC was the author's first RPG book, and launched his career in the industry at the expense of his previous life as a lawyer. Today he is one of the most respected and prolific author's in the industry and further has partial ownership of the HERO System property. Kind of a living Cinderella story for gaming geeks so to speak. It's a cool little bit.

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Chapter 1: Action and Adventure

An all-business chapter deconstructing the Genre, calling out specific subgenres, mixing genres, and listing some classic genre bits.

A short chapter, this solidly covers the subject, though I think it could have been a little longer. Good examples and sidebars are provided.

As a side note, the author managed to talk about combining the "Dark Champions" and "Ninja HERO" genres for a Ninjas & Superspies type game without actually mentioning the Ninjas & Superspies, a product in the same general category published by the litigious Palladium. Those years the author spent in law school paid off :D
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Chapter 2: Vigilantes, Spies, & Soldiers

The character creation section. This section includes copious Package Deals, background & personality archetypes, and coverage of how to use the HERO System categories of Characteristics, Skills, Perks, Talents, Powers, and Disadvantages in a fashion suitable to the genre.

A characteristically solid and by the numbers coverage is provided.

Of particular note in this section is the information laced throughout the Package Deals section regarding real-world organizations with an Espionage or Government Agency appeal. It's solid data, a good place to start at any rate and sufficient for most RPG purposes, and is good value added content. However, I really think it would have been better to put that info together into a single section along with any other real-world organization data and then referred to it in the Package Deal section rather than scattering the info throughout the Package Deal section.

The Perks section is excellent, The Talent section is adequate, reprinting some relevant Talents from Fantasy HERO. The Powers section is short and not terribly exciting, though it does introduce a new Advantage for Flash which is very strong, and retreads the "Piercing" concept of old Champions. Piercing is likely to become a popular mechanic, so Ill describe it a little. It's called a Power but it behaves like an Adder for the Power it's bought for. It's purpose is to directly subtract from the defense of the target. I haven't had a chance to see this in play or run numbers on it, but off hand I'm not real clear why one wouldn't just do more damage instead for the same net effect. Time will tell...

The Power Advantages section introduces a variant of Armor Piercing called Semi-Armor Piercing which seems kind of questionable, particularly with the addition of Piercing. Otherwise nothing particularly noteworthy. Power Limitations has a Min Range Limitation for attacks that must move a minimum distance to arm. It also has an Increased Loading Time adjustment for Charges and a chart for Crew-served weapons that has appeared previously. The Disadvantage section is pretty comprehensive, particularly the Psychological Limitation exposition.

The real gem of the basic category coverage here is the Skills section however. An extremely diverse collection of expanded options for using the HERO System skills in a way appropriate to the genre are given. Page upon page of expanded modifiers, more finely grained subcategories for things like Computer Programming and Systems Operation, lots of data on Bugging, an expanded Demolitions chart, Lockpicking and Disguise modifiers, expanded Streetwise and Shadowing, and much more. A new Skill Enhancer is also introduced called "Expert" which is something some GM's have allowed at home for some time now, but is now incorporated into the game. Just a fantastic section all around.

Later, at the end of the section we are treated to two new sections, the first of which is called "Super-Skills". However, this section is really just a collection of Power Constructs suitable for some DC campaigns. It's very cool to include such, but realistically I think this would have been better handled as Talents, since Talents are designed to handle Power-like effects and "Super-skills" that aren't really Powers. That's what the mechanic exists for, so I don't understand why it wasn't used to cover this. Kudo's for content, raspberry for organization.

The last part of this section is Resource Points, which essentially is just a way to allow a somewhat more fluid allocation of Equipment and other trappings such as Vehicles and Bases, Contacts, and so forth. I'll withhold judgement until I've actually used them a bit in a campaign, but a superficial skimming looks solid.
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Chapter 3: Traces of Crime

A section on Forensics, this section was unexpected but very cool. Not quite 20 pages, this section is sure to be very handy to many many GM's that want to inject a competent law enforcement aspect to a game, and also to motivated players that want to be able to talk the talk when playing their Forensics trained Vigilante, FBI Agent, or whatever. Counter-thinking can also be gained by reading the section, suggesting ways to beat the forensics by both PC's and NPC's alike. Excellent inclusion.

Well done, Mr. Steven S. Long; well done indeed!

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Chapter 4: Combat & Adventuring

Another not-quite-20-pages Chapter, this one covers some of the common "issues" which might need to be resolved in a given combat, with a focus on firearms as appropriate to the genre. A lot of this section seems like regurgitation of previous material to me, but then I've probably read more HERO books than most folks, so I'll withhold comment on it's usefulness.

The Gunfighting section on the other hand is useful and includes rules for Alterming the Range Mod, "Blowthrough", using firearms in close combat, and some interesting "Grace under fire" rules that look pretty spiffy for some campaigns to my eye. Recoil, REloading, Slow Firearms, "Storm of Lead" (which discusses various ways to achieve a high rate of fire in the HERO System, including a new option called "Multifire") are also covered, and the section wraps up with some common cinematic tricks like aiming from a reflection and such. Good section.

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Chapter 5: The Arsenal

As a preface, I'm not one of those people that obsesses over "realistically" modeling guns and other weapons down to the last jule of force for purposes of RPGs. For me, weapons are just vehicles to inflict damage and their ability to do so should be balanced against similar weapons, using a combination of dice of effect, bonuses to hit, range levels, Advantages, and any applicable Limitations as well. that's good enough for me.

This chapter covers Firearms in game terms, and even sidebars a note that where cinematic coolness and realistic minutiae differ, cinematic coolness is give the nod herein. It also cover Ammo in very respectable and copious detail, complete with a full page chart listing damage by Caliber. How cool is that? As if the provided mini-encyclopedia of ammo were not enough, also provided is a sidebar of "fictional" ammo, like Vampire-busters. Page 209 also bears my favorite piece of artwork from the book, a neat forced perspective of an "urban female" with a Gloch. Nicely done.

Next is the Standard Firearms Tables, which have to be seen to be appreciated. From 216 to 231, chart after chart of ammo type, by gauge/caliber, across various Charge increments, with AP/RC for each. Pretty impressive, really. I also like the no-nonsense easy to reference format. I wish more of the mechanicy bits in HERO System books (like the Package Deals) were presented in a similarly clear and austere format.

Next we get Firearms accessories, from Brass Catchers to Slide Stops, and even a few for the Shotgun crowd. There is also a section on mods and custom jobs like Barrel Fluting and Hair Triggers. And rules to disguise Weapons.

Next is the Firearms Tables themselves, which is coverage of "real world" weapons. Whether you want a Ruger or Czech Skorpion, you'll find it here. Other weapons like Explosives and Tasers round out the chapter.

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Chapter 6: Field Kit

This is basically an extended gear list, with subsections and mechanical write ups as needed. On a skim it looks handy; but the true test of a gear list is actual play so I'll withhold judgement for now. It looks like it covers the basics however, ranging from Body Armor to spy toys.

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Chapter 7: The Enemy

Basically a sourcebook for bad guys, this chapter gives high level passes on the Mafia, Chinese, Hispanic, Japanese, and Russian Organized Crime, Street Gangs, and some ex miscellanea groups like Jamaicans, Vietnamese, and Bike Gangs.

A separate section covers the "Cinematic Mastermind", Costumed Criminals, Robbery Crews, and Serial Killers.

A third section covers Terrorism pretty well.

All in all I'm impressed with this chapter; it gives enough information to get by on (and provide a base point to fuel further research for interested parties), but succinct enough that it can be absorbed and incorporated as background info, to satisfy a Knowledge Skill roll, provide a seed for writing a character's background, fueling a campaign premise, and other game-oriented purposes.

We like it!

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Chapter 8: Running the Gauntlet

Creating a Campaign, mixing in super powers and magic, tone, theme, adventure and NPC design, and actually running the game are all covered here. Handy for novice GM's.

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Chapter 9: Libra

A sample group of Vigilantes, with 5 members. A Punisher like former military guy, a blade guy who prefers non-lethal solutions (might want to try clubs then, genius), a big heavy to tote the big gun, a former model woman Vigilante, and the slightly unhinged hard liner.

Five villains are also included, representing various archetypical baddies.

Ill leave it to individual GM's to judge the characters themselves. They work ok and are reusable for a lot of different purposes so they serve their purpose.

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References

A long list of refs are included, ranging from Crime to Game Products. Source Material rounds out the section, and I'm surprised to say that I've seen almost all of the many movies listed (and owned most of them as well at one point or another). Guess that makes me part of the target audience.

Finally we have the trademark DOJ-era detailed Index.

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In summary, Dark Champions is a very well done product. My gripes are easily stated: less than stellar interior art, some opportunities for tighter organization in a couple of places, and the mislabeling of the book "Dark Champions". There are also more typos in this book than I've noticed in any DOJ-era HERO System product previously, but I had the opportunity to beta-test and proofread and was too busy at the time to do it, so in a way it's partially my fault and I'll let that one slide :D

All of the content gets top marks. Not only is it a good game supplement to read, it's interesting in it's own right.

Personally I'm looking forward to running a "Dark Champions" game sometime in the future; I haven't had a good fix of modern action-adventure with the HERO System firsthand since 1999, and this book has whetted my appetite for the genre again.

I highly recommend it to all GM's interested in running a action-adventure game, particularly in the modern day. Despite the name on the cover, the book has a very broad scope and is very informative.

It's also very useful for old action-adventure game junkies that want to play in the genre but want to do it with the HERO System. I still have a pile of Top Secret/SI books including the FREE Lancers books, Ninja & Superspies, and Beyond the Supernatural on my game shelves for example, and could use this book to transition campaigns in those settings into HEROs.

Excellent product. I'd say it's about a 4.5 overall, so I'll round up to 5. 9/10 basically.
 

You could run a Danger International campaign out of DC quite handily Aaron.

As far as the guns go, in addition to the specific gun list there is also many pages of damage by caliber and ammo type, so it's easy to define just about any gun you like via those charts.
 

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