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October 12, 2008 |
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Dark Champions (5th Edition) |
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| NKG part # |
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Mfg. part # |
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Type |
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Condition |
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| 2147582243 |
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DOJHERO600 |
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Softcover |
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MINT/New |
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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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CURRENT CUSTOMER REVIEWS |
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Avg. Customer Rating:
    
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» Write an online review and share your thoughts with other customers!
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    THE Book for the genre
Saturday, December 29, 2007 |
Reviewer:
Remjin
from Illinois
Review: If you like Hero, and you like the more "modern" genre, this is the book to get. Sure, as with all Hero supplements, you don't NEED it, but it sure does make things easier.
There is a lot of stuff pre-built for you, and there's a lot more in information as a whole. The description above already gives you a good idea of what is in the book, but let me add that there is also quite a bit of data on ballistics for various calibers and ammunition types in game terms so that you can model any firearms you want to make by the standard set herein.
Some, who are too much into the real life ballistic terms may disagree with the various values given, but they are meant as a guide to play and have their own logic without delving into the subject minutely. As always, you are given free reign to build it how you see fit.
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