Given my lifelong interest in comic books, it was only natural that I'd gravitate towards superhero roleplaying games. My first exposurewas to TSR's Marvel Superheroes RPG. While I had a lot of fun withit, I quickly outgrew its relatively simple game mechanics. Champions,on the other hand, was too complicated and too much like a wargame for mytastes. Fortunately for me, Mayfair came out with DC Heroes, whichis still IMO one of the best one available for the genre. DC Heroes is unfortunately no longer in print, thoiughits mechanics live on in the Blood of Heroes RPG, produced by Pulsar Games. A new DCUniverse RPG had been released by West End Games but itdid not use the same mechanics as DC Heroes. It too is now dead.
These charts were developed by John Stanford and they allow players of the DCU game to convert characters back and forth from the Marvel Superheroes RPG (TSR) and the DC Heroes RPG (Mayfair Games).
Dc Heroes Rpg Pdf Mayfair Download
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Template:Infobox RPGUnderground is a satirical role playing game released by Mayfair Games in 1993 as a commentary on the politics and society of the early 1990s as expressed through the year 2021. Inspired by the Dark Age of Comic Books, Aeon Flux, and the political and social upheavals of the early 1990s, the game attempts to inspire social and political debate among its players as well as provide entertainment through playing renegade superheroes. Players typically play unemployed, genetically enhanced veterans of corporate wars.
Module #202 - By Troy Denning. For 4-6 Characters generated using 500-1000 Hero Points. From admist shattered remnants arise new and powerful forces for evil. Revitalized by the villainous Nightlight, the Hierarchy of International Vengeance and Extermination has created the ultimate terrorist device - a weapon so awesome it powers itself from the energies of the very heroes who seek to destroy it. Can even the New Teen Titans defeat Nightlight's insidious plan for world domination and prevent the collective fall of Earth's mightiest heroes? It's a battle which spans the globe and breaches the stars - now begins the onslaught of a newly-energized H.I.V.E. Includes 12-page, 2-color map section detailing four entire H.I.V.E. bases.
Volume 1 - 1st printing. DCHRPG #213 - From Brainiac 5 to Superboy, Cosmic Boy to Wildfire, this sourcebook has all the stats you need to play as your favorite DC heroes and villains from the 31st Century. Softcover, 96 pages, B&W.Cover price $10.00.
Volume 2 - 1st printing. "The World Book!" DCHRPG #216 - From Brainiac 5 to Superboy, Cosmic Boy to Wildfire, this sourcebook has all the stats you need to play as your favorite DC heroes and villains from the 31st Century. Softcover, 96 pages, B&W.
DCHRPG: #230 - 1st printing. Cover by Karl Kesel. A Task Force X (a.k.a. The Suicide Squad) Sourcebook - This extensive volume provides your imagination everything it needs to bring your favorite super-heroes/villains, their supporting cast, and enemies to life. Play as the Deadshot, Nightshade, Captain Bommerang, Vixen, or Shade the Changing Man and take on the diabolical likes of Captain Cold, Javelin, Killer Frost, Parasite, and more! Includes maps and information on Belle Reve Prison. These game rules work in conjunction with the award-winning DC Heroes Role-Playing Game. Softcover, 40 pages, Text (with B&W illustrations).
DCHRPG #241 - By Ray Winninger. Cover by Kevin Maguire and Joe Rubinstein. This extensive volume provides your imagination everything it needs to bring your favorite super-heroes, their supporting cast, and enemies to life. Play as the Guy Gardner, Captain Atom, even Red Tornado and Vixen and take on the diabolical likes of the Tattoed Man, Abra Kadabra, the Shadow Thief, the Shaggy man, T.O. Morrow, and more! These game rules work in conjunction with the award-winning DC Heroes Role-Playing Game. Softcover, 128 pages, text with B&W(Blue) illustrations.Cover price $12.00.
DCHRPG #252 - Cover by Geaorge Perez. This extensive volume provides your imagination everything it needs to bring your favorite super-heroes, their supporting cast, and enemies to life. Play as the Robin the Boy Wonder, Wonder Girl, even Cyborg and Starfire and take on the diabolical likes of Deathstroke the Terminator, Doctor Light and the Fearsome Five, Brother Blood, Trigun, and more! These game rules work in conjunction with the award-winning DC Heroes Role-Playing Game. Softcover, 128 pages, text with B&W(Blue) illustrations.Cover price $9.95.
DCHRPG #257 - By Ray Winninger. Cover by Kerry Gammill and Tom Palmer. This extensive volume provides your imagination everything it needs to bring your favorite heroes and super-heroes of World War II, their supporting cast, and enemies to life. Play as Sgt. Rock or one of the men in Easy Company, one of the Creature Commandos, GI Robot, the Losers, the Young Allies, the Justice Society of America, and many more and help take down the evil Axis once and for all! Includes maps and all the background information you'll need to set your game in the Golden Age of comics. These game rules work in conjunction with the award-winning DC Heroes Role-Playing Game. Softcover, 8 /2-in. x 11-in., 128 pages, Text (with B&W illustrations).
DCGRPG #259 - DC Heroes Role Playing Game (1992) is published by DC. Now you to can join your favorite heroes from the JLA and JLE as they race to save Superman, Green Lantern, and the world in the role playing adventure "World in the Balance." Includes maps, character stats, and other player modules. Softcover, 8 1/2-in. x 11-in., 100 pages, B&W.
Book: 1 - 1st printing. "Heroes' Handbook!" Cover by Alex Ross. The DC Adventures Hero's Handbook is a complete super-hero RPG based on the award-winning Mutants & Masterminds system, allowing players to take on the role of legendary DC heroes or create their own original heroes! The Hero's Handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information. Join the neverending battle for truth and justice in the world's greatest super-hero universe, using the world's greatest super-hero role-playing game! Hardcover, 8 1/2-in. x 10-in., 256 pages, full color.Cover price $39.95.
Book: 3 - 1st printing. "Heroes and Villains: Volume 2!" Cover by Alex Ross. The DC Universe features a dazzling array of characters who have thrilled readers for generations. The two-volume Heroes & Villains set details more than 500 of those characters for use in your DC Adventures games, all featuring character stats fully compatible with the award-winning Mutants & Masterminds RPG. With Heroes & Villains in-hand, you will never lack for characters to use in your game; from heroic guest-stars and villainous foes, to heroes suitable as ready-to-play characters. You'll also have a comprehensive guide for modeling your own DC characters based on existing examples along with a collection of animals and monsters useful for mimics and shape-changers. It's the comprehensive guide to the heroes and villains of the DC Universe no fan should be without! This second volume covers characters from the League of Assassins and Legion of Super-Heroes to Zatanna and Zauriel! Hardcover, 8 1/2-in. x 10-in., 320 pages, full color.Cover price $49.95.
1st printing. An exciting introduction to the world of DC Heroes. This Special Edition features a Titan's Challenge and is a solitaire module. Play as one of three different heroes - Nightwing, Starfire, or Wonder Girl - and try to stop a notorious plot. But watch out, the bad guys have Deathstroke the infamous Terminator on their side, so victory won't be easy. For use with the DC Heroes Role-Playing Game Universe. Softcover(Saddle-Stitched), 8 1/2-in. x 11-in., 32 pages, B&W.
1st printing. By Ray Winninger. Cover by Dave Gibbons. Along with character and equipment stats, the Watchmen sourcebook is presented in scrapbook format that provides additional background information on the Watchmen universe and its characters by way of newspaper articles, government documents, movie scripts, letters to and from family members of the heroes, and friends of the Watchmen and Minutemen that slowly reveals the larger story. Role play as Nite Owl, Dr. Manhattan, Rorschach, The Comedian, Silk Spectre, and more. These game rules work in conjunction with the award-winning DC Heroes Role-Playing Game 2nd system. Softcover, 128 pages, text with B&W(orange) illustrations.Cover price $10.00.
Runs off to unscrew his skull and scrub his brain with bleach. Scoops out his mind's eye with a grapefruit spoon and stuffs it with sawdust. Drills hole in head with a 15mm wood bit on an 18v DeWalt and sucks out offending grey matter with ultrasonic lipo-vac. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Moondarq May 12, 2008, 04:34 pm Garydee wrote: My vote has to be the DC Universe rpg from West End Games. Clunky and not much fun to play. Mayfair's DC Heroes that came out before it was great! I wholeheartedly concur! I used to love West End (Star Wars first ed, Paranoia, Ghostbusters), but this game really blew. It was clear they were just trying to shoehorn superheroes into their "Universal" d6 system.Basically when you buy a superhero RPG and you can't make a character that flies, shoots some kind of beam, and maybe has a forcefield without going into the "Advanced Character Generation" rules, something is out of whack.
Man, it's been awhile since I continued this, but, here we go... Ray Winninger's UNDERGROUND: Part 3: We was Blackwater before there was a Blackwater. In the Undergound, "the conflict resolution business ranks a close second behind fast food as the largest employer of unskilled labor". But, I think that there's still room to move as a fry clerk, unlike a boosted soldier who has millions of dollars pumped into his (or her) veins. The turn-over for a veteran is absurdly high, for reasons that will become clear shortly. In the lead-up to chargen following the enlistment, genetic-modification, combat experience and demobilization of one such soldier, we first must find out how did this come to be? About a decade following the alien crash landing and the subsequent new cold war beginning to heat up, the United States releases some information to Allied Mayhem Incorporated, a "militant corporation" or "conflict firm" or what we would call today a "private military corporation". This revealed information allows AMI scientists to modify human genetics, allowing for the creation of super soldiers that will allow AMI, and thus the United States, dominate against the European Economic Community and the Far-East Collective blocs. At first, the genetic enhancement process has some stumbling. An early issue is that the enhancement process required a living subject with an impaired ability to regenerate lost cells in order to stabilize against unwanted mutations. AMI resolved this setback by acquiring the cryogenically-preserved clients of a failed cryonics firm who had ridden a fad of cryo-freezing celebrities only to be undone by a scandal that revealed the process left their clients brain-dead. These brain-dead Cryo-Dawn celebrities, after being thawed, genetically enhanced, and implanted with an a-brain to restore lost cognitive functions, end up becoming the first genetically-enhanced super soldiers. In later years, a few will muster out and continue their fame-hogging celebrity lives, such as "Meat Substitute", the host of Combat, Combat, Combat!, who was formerly perpetually-tanned actor George Hamilton. The super-soldiers have an immediate impact on the battlefield, causing a panic amongst AMI's competitors and other economic blocs, starting off a genetic arms race which AMI remains on top of due to access to the leaked data. Despite being a military game-changer, these first super-soldiers still need improvement, as their artificial brains are easily outsmarted and incapable of following complex orders. Eventually, AMI resolves their issues with stabilizing cellular regeneration in the enhancement process, allowing for the enhancement process to be performed on live human subjects. However, a new obstacle is revealed when the next generation of super-soldiers hits the battlefield. When the subjects come out of the procedure, they go mad from metagenic feedback trauma. Their minds are incapable of resolving their new abilities and many become psychotic. Even those that reach the battlefield with a seemingly lack of mental issues develop them in eventually. AMI is ready to abandon this new process when a revelation comes. Much like Dr. Gargunza in Alan Moore's backstory for Miracleman, the head AMI researcher, Dr. Bushmiller, has an ephiphany while reading a comic book, DC Comics' Justice League IC Communications' Freedom League Quarterly: make the enhanced soldiers into comic-book superheroes. Bushmiller has a virtual reality simulation constructed and AMI's human subjects placed into sensory deprivation tanks and plugged into this "Slumberland" as they are being enhanced, reliving their lives as if they were in a four-color comic book, eventually gaining their powers, in simulation, from the bite of a radioactive spider, exposure to cosmic rays, and other comic book backstory scenarios. The virtual reality "Slumberland" allows for a subject to psychologically accept their augmentations. However, Bushmiller's "Slumberland" is not fool-proof... While "Slumberland" reduces the metagenic feedback trauma to a somewhat manageable level, it does not completely remove them. Few subjects exit the simulation and enter the battlefield without developing neuroses or emotional instabilities. In addition, the "four-color morality" pervades the subject's subconscious mind and begin to see things in a binary "comic book" worldview of heroes and villains. This sometimes leads into boosted veterans to see the U.S. government and the corporations as secret super-villain masters conspiring to conquer the world. Who are the major players? Allied Mayhem Inc. (AMI) is the premier conflict firm in the world of Underground. Heavily allied to U.S. interests and the ones who developed the enhancement process and Slumberland first, AMI. With their motto "All That You Can Be" mirroring the Army's then-current motto, AMI is heavily implied to be descendents of the old military industrial complex. I'm pretty sure if "Underground" came out today, their motto would be "An Army of You". Trans-World Devastation (TWD) are the flashy competitors in the "conflict firm" field. Owned by Avant-Garbage, TWD has a heavy connection into the military-entertainment-industrial complex, creating television programs and films based off their exploits. TWD is largely responsible for most of the Combat, Combat, Combat! footage aired. Disposable Heroes Inc. (DHI) are in a downward spiral after losing much of their market share following AMI's domination of the conflict resolution business. DHI has been downsized into a "budget" conflict firm, whose rates are lower than its competitors but its service is far more inferior. Most of the boosts that DHI put on the market don't compare to the genetic monstrosities that come out of AMI and TWD Slumberlands... See those guys in the foreground. They're DHI. Finally, there's Simmons Global Management (SGM) , a new conflict firm that has exploded onto the scene a few years before. SGM is relatively secretive about their business and is consider the more discretionary and professional of the conflict firms. There's a belief that SGM is a front for another organization, such as a political activism group, maybe even the Underground. Next up, Paraguay! 2ff7e9595c
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