Champion Superheroes™


Roleplaying Game dealing obviously with the Superheroes, Champion Superheroes is a part of the Hero System. which possesses many advantages. It was created at the end of the eighties. It was however always occulted by the best-seller : the official Marvel Heroes. In France, the Superheroes style, coming directly from Comics Books, has only a recent success because of the films  Batman, Spiderman, Daredevil and X-Men. The Superheroes style is indeed typically american and was born in the fourties with the Kryptonian Superman. Champion Superheroes has got a major quality : the total flexibility of Character creation, since a player joueur receives a fixed  number of points of conception that he can spend to conceive it's characteristics, abilities, skills and powers. By limiting or enforcing them, he increases or decreases the cost of each power. Besides, experience is directly transformed in Points of Conception which allows the player to increase his character sheet by acquiring new powers, abilities and skills or by enforcing the existing ones.

The Hero System is the most flexible rules system that we met durint our twenty years of Roleplaying and which allows anyone to create it's own universe. Champion Superheroes is only a specific application of the Hero System to the Superheroes universe.


Our Opinion

Advantages :

Whatever you want to create, you can do it through the Hero system. A cow-boy, a wizard, a cyber-rogue or a man gifted with super powers are very easy to create. The Hero System include the generation of animals, vehicles,  buildings and weapons.An hexagonal map may be used to solve difficult actions which are sometimes hard to conceive only with the imagination. The world where the players evolve is not strictily defines and the Game Master is free to create it wholly or partially. That is an especially rare advantage.

Defects :

The main problem of the Hero System is it's dice system which uses three six-sided dices. This sytem is very limited because of the  poor amplitude of results it involves and furthermore, the characters went quickly too powerful . as a consequence, the life expectancy of a character was relatively short because they went invicible quickly though experience points were attributed parcimoniously. The lack of critical hit and fumble  were also a defect because they're was no surprise in the ending of a fight between two characters of different levels (this remark does not apply for group fights!). To conclude, Non-Player Characters were often weak, preventing a real  shacklinf and true difficulties against the Player Characters, except for the Beginners Characters.