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Champions Complete Paperback – November 7, 2012
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The ultimate super roleplaying game returns to reclaim its crown in Champions Complete! All the legendary flexibility and power of the renowned HERO System rules engine, plus all the superhero goodness Champions has been famous for over 30 years, now in one pulse-pounding, senses -shattering, heroic handbook of superpowered action! At 240 pages, Champions Complete includes everything superhero gamers need, and nothing they don't. New players will love the unmatched freedom of Champions that allows them to create and play exactly the hero they imagine. Longtime fans will appreciate the tight, concise new approach, presenting the full game system in a fraction of its former length. CREATE and play the hero that you want. AN excellent purchase for first time players and handy companion for long time players. THE Hero System you know and love, in a condensed and easy to use format. INCLUDES everything a gamemaster needs to create anything from a single session to an extended campaign. Note: This product (Champions Complete/HERO2000) is a stand-alone, moderately priced book for playing Champions: arguably the most popular and longest-running superhero game in roleplaying history. It contains all of the rules necessary to play Champions: The Super Roleplaying Game.
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Top Customer Reviews
I think Champions Core would have been a better name, though. Everything you need to play it is included, but for example the section on bases is much smaller than in earlier editions. There is a separate book that expands upon that (which I'll review separately after I receive it), so this isn't very 'complete' in my opinion.
My other gripe is some of the rules are placed differently, and oddly, IMO. For example, Regeneration specifically states that it doesn't heal impairment or disabling injuries (severed limbs). The old rules had advantages listed after it that allowed it to do things like that. Turns out this version puts that in the section for Advantages, despite there being only two powers that can use the advantage (Regeneration and Healing). That's reasonable, and as long as it is constant, not too jarring. However, some powers do list specific advantages along with the power. Presumably, that's because only a single power has use of that Advantage, but I haven't checked that carefully yet.
Finally, Regeneration mentions you could spend 16 points to heal 2 BODY per hour, or 24 to heal 3, etc. Why anyone would do that is beyond me, since 16 points actually gets you 1 BODY per 12 seconds, or 300 per hour, since it gets cheaper per level despite being more useful. Perhaps if they mentioned GM specific rules might limit the maximum level Regeneration can be bought at or something, but they don't. Still, a very minor gripe that doesn't detract from the system enough to take a star away.
Other changes from previous versions is there are no derived stats any longer. A high Dex doesn't make you harder to hit, a high Con doesn't automatically give you more BODY, etc. While not perfectly realistic, it does simplify the calculations (essentially removing them) and the cost of most of those stats were reduced in cost to compensate. I like this change in theory, but haven't tried it in an actual game, yet.
I have not regretted it one little bit. The current version works just as well as earlier versions. I've found it just as playable and easy to use. I've even used old characters without any modifications, just blew the dust off and threw them in.
The new format is easy to read, easy to find stuff, and easy on the brain.
Campaign is rolling along great, having a blast.
Overall, a really fun game system for fans of superheros!
Still has a lot of issues in presenting information - this is *far* less dense than its predecessors, but it's still hardly intuitive. Even so! This is a beautiful toolkit game - like RPG legos.