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CREDITS Editor/Developer: Scott Bennie Editorial Contributions: Rob Bell, Chad Brinkley, Bruce Harlick, George MacDonald, Phil Masters, ‘Andrew Robinson, Stephen Sloane, Glenn Thain Cover Art: George Perez Interior Art: Pat Zircher, Mark Williams Layouts: Kari Martin Project Speci Contributions: Series Editor: Rob jell, Pagemaking: Jennifer Kleine, Kevin Williams; Layout: Eileen Smith, Cheryl Kief, Andrew Chris tensen, Ted Dinwiddie, Larry Brook; Cover Graph- jes: Haines Sprunt. Dedication — This edition is dedicated to the creators ‘of the original Enemies characters for their support of the Champions system, and to Rob Bell and ‘Aaron Allston, who have struggled against the odds to maintain that support. IGE MANAGEMENT — Production Manager: Terry Amihor: Sales "8 Customer Service Manager: Deane Begiebing: At Director: ficnard Beton, Edting & Dovelonment Manager: Coleman Charlton; Presiden: Peter Ferion; CEO: Bruce Neiinger; ontroler: Kurt Rasmussen ICE STAFF — Licensing: Kurt Fischer, Marketing Gonsuttant: John ‘worgan; Print Buyer Bil Downs; Production Supervisor Slednne Young: Art & Graphics Saf: |. Haines Sprunt: Lydia ‘Conder: Eating & Development Siaf:Tery Amthor, Kevin Barret, Hob Gel Pete Forion, Loo LaDel, Jessica Ney, John Pucmler, Production Staff Leo LaDell Eleen Smith; Edward Binwide, Wilkam Hyde, Cheryl Kit, Jenner Kleine, Paula Peters, Andrew Christensen, Kevin Willams, Latty Brook OP- batons Staff Mare Rainey; Salas & Customer Service Stat Sean Brunia, Hei Hefner, Becky Pope, Shipping Stat Joho “Ear” Brockenidge, Robert “Crennie” Crenshaw, Davis “Big Dave" Johnson, Corey “EU" Wicks. cassie Enemies™ is Horo Games’ rademark fr its superhero rlepaying game using the Hero system Caeee ice und Crampons, Te Super Roleplaying Game™ are Hero Games vademars fr ts superrer lepaying Gane using the Hero ‘System. are ten ts Horo Games rademark fort lelaing system. Classic Enomios Cops & 1855 Sor Cae |All rights reserved. Champions te 981,198, 1969 by Hero Games. Al igh rsarved. Hero System Copiht © 196, 1989 y Vem ‘Games. All sights reserved s, electronic o mechanical, inducing photocopying (except No part of this bock may be reproduced or transmitted In any frm or by any mean No part ti bok sonal use ot) recrdng, or computrizton of By ay frmaton orage and rtieval yen, wit permission in Sinan tom te Publsher ron Crown Enterprises, In. P.O. Box 1608, Charotsvile, VA 22902, Printed in U.S.A. Fist Printing 1989 Produced & Distributed by iron Crown STOCK #: 403 Enterprises, Inc, the exclusive manufacturer of Hero Games. ISBN 1-55806-044-8 : i TABLE OF CONTENTS KEY TO DESCRIPTIONS. INTRODUCTION, ENEMIES ‘THE ULTIMATES by Steve Peterson, BINDER by Steve Peterson PLASMOID by Stove Peterson SLICK by Stove Peterson BLACKSTAR by Steve Peterson CHARGER by Steve Peterson ‘THE CONQUERORS by Bruce Harllck, NEUTRON by Bruce Hartck ‘ARC by Bruce Hatlck ‘ANKYLOSAUA by Bruce Hat WYVERN by Bruce Hack EUROSTAR by George MacDonald, FIACHO by George MacDonald. ‘BORA by George MacDonald DURAK by George MacDonald WHITE FLAME by George Macdonald LE SONE by George MacDonald MENTALLA by George MacDonald THE WHIP by George MacDonald PANTERA by George MacDonald ‘THE RAIDERS by Andrew Robinson. BULLET by Andrew Robinson. BIG JOHN by Andrew Fiobinson| STARSEER by Andrew Robinson ‘TERROR, INCORPORATED by Stove Perrin ‘PROFESSOR MUERTE by Stave Perrin ‘SCORPIA by Steve Perrin GIGANTO by Steve Perrin FEUR by Steve Perrin. AGENT by Stove Peri PROJECT SUNBURST by Glenn Thain, ‘RADIUM by Glenn Thain RAY by Glenn Thain ‘SUNBURST by Glen Thain DOCTOR DESTROYER by George MacDonald. ‘SCENARIO: "THE EVIL OF DR. DESTROYER’. LIGHTNING AND THUNDER by George MacDonald, PANDA and RACCOON by Stacy Thain, PANDAby Stacy Thain, RACOON by Stacy Thain INDEPENDENTS. AVAB-7 by Glenn Thain BEAMLINE by Ec Christian BLACK CLAW by George MacDonaid BLACK DIAMOND by George MacDonald ‘BLACK PALADIN by Stave Peterson ‘BLACK MAMBA by Bruce Harlck ‘BLOWTORCH by Glenn Thain ‘BULLDOZER by Steve Goodman DRAGON MASTER by Glenn Thain DARK SERAPH by Barry Wison DREADNOUGHT by Barry Wigon EARTHMASTER by Barry Wison FOXBAT by Bruce Harick ESPER by George MacDonaid FIREWING by George MacDonald THE FOX OF CRIME by Ray Greer FREON by Bruce Harlck 5 GREMLIN by George MacDonald GRIFFIN by Barry Wiison GROND by Steve Peterson ‘HALFJACK by Bruce Harick HERCULAN by Glenn Thain... HIDEOUS by George MacDonald Classic Enemies KING COBRA by Bruce Harick. : 73 LADY BLUE by George MacDonald. venue TS LADYBUG by Glenn Thai ron 74 LAZER by George MacDonald 7s MECHASSASSIN by Andrew Robinson rena LEECHby Stove Peterson Te MENTON by George MacDonaid : 78 MONGOOSE by Glenn Thain 79 THE MONSTER by Mark Wiliar ‘20 OCULON by Stove Peterson at POWER CRUSHER by Andrew Fobineon 82 PLAGUE by Kevin Dinapol : 3 RAINBOW ARCHER by Nick Smith 24 RIPPER by Mark Willams. : 85 ‘SHAMROCK by Glenn Thain : 88 ‘SLUG by Kevin Dinapol a7 'SPARKLER by Barry Wison 88 THOK by George MacDonald : 89 TIMEMASTER by Scott Benno 90 THUNDERBOL Ty Aeron Fob ot UTILITY by George Macdonald 2 VIBRON by George MacDonald : 3 INDEX TO ENEMIES by Soott BenMe. o.oo. sn USING ENEMIES by Scott Bennie... ses STRONGHOLD by George MacDonald and Steve Peters0N..c.on..87 KEY TO THE CHARACTER DESCRIPTIONS: Powers, Skils, and Disadvantages are presented in a consistent formal, alphabetized wherever possible. All advantages and linitatons ot iste inthe Champions books are epectied In the description Abbreviations. ‘ct. Activates (on 306) AE Area ol Eifect AK Area Knowledge AP Amor Piecing, CHAR Characteristics CK City Knowledge DEF Defense Dependent Non player Character EB Enorgy Blast EC Elemental Contra! ECV Ego Combat Valve ED Energy Detense FTL Fastor than light travel HA Hando-hand Killng Atack Hand-to-Hand TAF Inobvious Accessible Focus 1D denty (Secret or Pubtc) WE Inobvious inaccessible Focus infrared |e rational KB ——_Krockback KS Knowledge Skil LS Lie Suppor m _ Variable Multpower sot (mut) NND No Normal Defense (the defense ie given) ‘Rorm Normal OAF Obvious Accessible Focus OCV Offensive Combat Valve OIF Obvious inaccessible Focus PER Perception PS Professional Skil r Radus RKA Ranged Kling Attack SC Science TK —Telekinesie 1 —_Flced Multpower Sit (ura) Uv Utraviolet VAL Valve we with fc] Ain bach oprosnis ted use (charges) {vem Paro oncenng pao wich oars dtrses (esStman or aul Oo at per S00) ww os a ma momma Ia TI III a ma a ao Classic Enemies INTRODUCTION AUTHOR’S NOTES Itis a tradition in the role-gaming industry that when a new edition of agame comes out, revisions of previous supple ments follow. Yes, this is part of the typical evil corporate conspiracy to make money out of things you probably already have. T must plead, however, an ulterior motive. | like these characters. | have spent many hours with them in my ‘campaign, and they have given me a lot of interesting moments. When I was offered the chance to rework them for the new edition, | got excited. But game companies don't give their free-lancers assignments just to get them excited. There is another reason for this package, and that is to provide the many Champions GMs common ground to work with. Within the pages of this book are more villains than ever, the sacrilegious and the profane, from Foxbat to Doctor Destroyer, from Ankylosaur to Wyvern, as well as a revision of the classic Escape From Stronghold. i's a diverse book; i there's no one in here that ‘a Game Master can use in his campaign, please don'tlet me hear aboutit. This collection also provides players and game masters with a shared universe; while there is no “offical” frame to judge differences in campaigns. That way, when s ‘Champions universe, this book provides a common reference someone talks about about “trouncing Neutron’, players from ‘campaigns aoross the country will know what is being talked about. USING THIS BOOK In this book, an effort has been made to coordinate with ‘campaigns of varying power levels, withthe large majority of villains fitting into what has been observed to be the "typical" power level: 50-60 active points in attacks, DEX 23-26, Defenses around 20-25, and 5 or 6 SPD. This book will be most useful to campaigns at that level, but minor adjust- ments will make the characters useful to a wider variety of ‘campaigns. We've tried to keep the character descriptions fairly simple so the GM will be able to run them more effectively, even if it means the character will not be as efficient ‘point-wise". I've heard perfectly good characters ‘come under extreme ridicule because a GM felt he could have designed that character with more powers to fit into a lower cost. My feeling on the matter can be summarized in two words — so what? “The object of the game isn'tto throw in as many limitations into a design as possible and make sure nothing could possibly harm him. Designing charactersis fun, and design- Ing etlective characters is satisfying, but being involved in an interesting story is a lot more fun and satisfying. Players must learn to trust the GM, and trust that the situations that he places their characters into may be dangerous, but will also be interesting, challenging, andentertaining. GMshave to reward that trust by allowing an intelligent plan to foil or ‘even change their carefully planned scenarios, and defeat their favorite villains. ‘Time to get off the soapbox. We present to you some classic Enemies, updated or the hardcover Champions. We fhave tried to make their origins more interesting to read ‘without contradicting what has gone before. However, ifn ‘Scott Bennie the course of developing these characters in your home campaign you've come up with adifferent approach, use the fone you've established. You're the boss. you're a fan of the original Enemies books, and are distressed that Deathstroke or some of your other favorites didnt make it into this book, well, depending onthe success of this book, there might be another Classic supplement ‘which willinclude them. We apologize if your favorites aren't within these pages. The original Enemies book was produced in 1981, and those certainly were different times in the comics industry. Comics have become more mature, and from the feedback that Hero has gotten about most campaigns, the average Champions campaign is more “mature” than many of the campaigns produced by other superhero role-games. The Meer also dosroyed much of is ra, ieucing the par that [Lgevorns moray, Wyvern sa vicous monstrthat hes i Ns — eesizelynthaut mercy. Ones urieashed, wi not stop ut ts EUROSTAR Membership: Fiacho (leader), Bora, Durak, Le Sone, and Pantera are the mainstays of Eurostar. Mentalla, the Whip and White Fire are provisional members. Origin: Eurostar grew out of Danar Nicole's desire to unite Europe. After scandals destroyed Danar's politcal career, he decided that only force could bring Europe together. AS. Fiacho, he set out to create a new European power. ‘Through his old contacts in Interpol, Danar learned of a human juggernaut that was pounding his way through East Germany. Fiacho immediately travelled across the Iron Curtain and found Igor Starankov (Durak) demolishing a Soviet armored platoon. Though victorious, Igor realized that the army would eventually crush him under weight of numbers. When Fiacho offered him a way out of Germany, he took it. Eurostar had its first recrut Fiacho and Durak fled and settled in italy to search for ‘other members. While they were in Rome they heard that a young woman had literally blown over a small town. They