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<blockquote data-quote="Sketchpad" data-source="post: 2011650" data-attributes="member: 9168"><p>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.</p><p>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. </p><p>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.</p><p>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). </p><p>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.</p><p>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.</p><p>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. </p><p>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. </p><p>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.</p></blockquote><p></p>
[QUOTE="Sketchpad, post: 2011650, member: 9168"] 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. [/QUOTE]
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