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Hero System
The ''Hero System'' is a generic role-playing game system that was developed from the superhero RPG ''Champions''. After ''Champions'' fourth edition was released in 1989, a stripped-down version of its ruleset with no superhero or other genre elements was released as The ''Hero System Rulesbook'' in 1990. As a spinoff of ''Champions'', the ''Hero System'' is considered to have started with 4th edition (as it is mechanically identical to ''Champions'' 4th edition), rather than on its own with a 1st edition. However, the first three editions of the game are typically referred to as ''Champions'', rather than the Hero System, as the game for its first three editions was not sold as a universal toolkit, instead largely focusing on superheroes. The ''Hero System'' is used as the underlying mechanics of other Hero Games role-playing games such as ''Fantasy Hero'', ''Star Hero'', and ''Pulp Hero''. It is characterized by point-based character creation and the rigor with which it me ...
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Hero System Rulesbook
''Hero System Rulesbook'' is a supplement published by Hero Games/Iron Crown Enterprises in 1990 for role-playing games using the ''Hero System'' rules. Contents ''Hero System Rulesbook'' is the basic rulebook for a universal role-playing system used by all Hero Game products. It uses a simplified game mechanic using primarily six-sided dice to main attributes and skill challenges, a hex grid for maps, and a "point-buy" system for buying skills and powers. Publication history In 1981, Hero Games published the superhero role-playing game (RPG) ''Champions'' that used the "Hero System" set of rules. Hero Games subsequently published a second- and third-edition of ''Champions'', as well as a number of role-playing games in other genres that used the same Hero System rules, including the pulp-inspired '' Justice Inc.'' (1984), espionage RPG ''Danger International'' (1985), and fantasy RPG ''Fantasy Hero'' (1986). By this time, Hero Games was in financial difficulty, and was eventual ...
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Human Swimming
Swimming is the self-propulsion of a person through water, or other liquid, usually for recreation, sport, exercise, or survival. Locomotion is achieved through coordinated movement of the limbs and the body to achieve hydrodynamic thrust that results in directional motion. Humans can hold their breath underwater and undertake rudimentary locomotive swimming within weeks of birth, as a survival response. Swimming is consistently among the top public recreational activities, and in some countries, swimming lessons are a compulsory part of the educational curriculum. As a formalized sport, swimming is featured in a range of local, national, and international competitions, including every modern Summer Olympics. Swimming involves repeated motions known as strokes in order to propel the body forward. While the front crawl, also known as freestyle, is widely regarded as the fastest out of four primary strokes, other strokes are practiced for special purposes, such as for training. ...
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Steve Jackson Games
Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and (until 2019) the gaming magazine ''Pyramid''. History Founded in 1980, six years after the creation of ''Dungeons & Dragons'', SJ Games created several role-playing and strategy games with science fiction themes. SJ Games' early titles were microgames initially sold in 4×7 inch ziploc bags, and later in the similarly sized Pocket Box. Games such as ''Ogre'', ''Car Wars'', and ''G.E.V'' (an ''Ogre'' spin-off) were popular during SJ Games' early years. Game designers such as Loren Wiseman and Jonathan Leistiko have worked for Steve Jackson Games. Today SJ Games publishes a variety of games, such as card games, board games, strategy games, and in different genres, such as fantasy, sci-fi, and gothic horror. They also published the book ''Principia Discordia'', the sacred text of the Discordian religion. Raid by the Secret S ...
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Basic Role-Playing
''Basic Role-Playing'' (''BRP'') is a tabletop role-playing game which originated in the ''RuneQuest'' fantasy role-playing game. Chaosium released the ''BRP'' standalone booklet in 1980 in the boxed set release of the second edition of ''RuneQuest''. Greg Stafford and Lynn Willis are credited as the authors. Chaosium used the percentile skill-based system as the basis for most of their games, including ''Call of Cthulhu (role-playing game), Call of Cthulhu'', ''Stormbringer (role-playing game), Stormbringer'', and ''Elfquest (role-playing game), Elfquest''. History The core rules were originally written by Steve Perrin as part of his game ''RuneQuest''. It was Greg Stafford's idea to simplify the rules (eliminating such things as Strike Ranks and Hit Locations) and issue them in a 16-page booklet called ''Basic Role-Playing''. Over the years several others, including Sandy Petersen, Lynn Willis, and Steve Henderson (game designer), Steve Henderson, contributed to the system. ...
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Chaosium
Chaosium Inc. is a publisher of tabletop role-playing games established by Greg Stafford in 1975. Chaosium's major titles include '' Call of Cthulhu'', based on the horror fiction stories of H. P. Lovecraft'', RuneQuest Glorantha'', ''Pendragon'', based on Thomas Mallory's ''Le Morte d'Arthur'', and '' 7th Sea'', "swashbuckling and sorcery" set in a fantasy 17th century Europe. Many of Chaosium’s product lines are based upon literary sources. While Stafford himself has been described as "one of the most decorated game designers of all time" and "the grand shaman of gaming", multiple other notable game designers have written for Chaosium. These include David Conyers, Matthew Costello, Larry DiTillio, Paul Fricker, David A. Hargrave, Rob Heinsoo, Keith Herber, Jennell Jaquays, Katharine Kerr, Reiner Knizia, Charlie Krank, Robin Laws, Penelope Love, Mark Morrison, Steve Perrin, Sandy Petersen, Ken Rolston, Ken St. Andre, Jonathan Tweet, John Wick, and Lynn Willis, among others. ...
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Robot Warriors
''Robot Warriors'' is a role-playing game published by Hero Games in 1986. Description ''Robot Warriors'' is a system of science-fiction giant-robot rules, based on the Hero System. The rulebook covers robot construction and battle rules, robot-pilot (i.e., human) character creation, combat, and skills. The game includes guidelines for campaigns, how the technology works, sample robots and characters, and an introductory scenario. Publication history ''Robot Warriors'' was designed by Steve Perrin and George MacDonald, with illustrations by Jim Holloway, and was published in 1986 by Hero Games and Iron Crown Enterprises Iron Crown Enterprises (ICE) is a publishing company that has produced role playing, board, miniature, and collectible card games since 1980. Many of ICE's better-known products were related to J. R. R. Tolkien's world of Middle-earth, but the ''Ro ... as a 160-page book. ''Robot Warriors'', by Steve Perrin, was the sixth RPG by Hero Games. References {{refli ...
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Danger International
''Danger International'' is a role-playing game published by Hero Games in 1985. Description ''Danger International'' is a contemporary adventure system with rules for characters such as spies, detectives, investigative reporters, and paramilitary mercenaries. Basically an expansion and revision of ''Espionage!'', this game uses the Hero System of rules and thus is compatible with all Hero Games RPGs. Combat has both quick, basic rules and slower, more detailed advanced rules. The game includes rules for concealment, vehicle combat, modern equipment, and the modern political world, plus an introductory solo scenario and an espionage scenario for a group, "Night of the Ninja". Publication history ''Danger International'' was designed by L. Douglas Garrett, George MacDonald and Steve Peterson, with cover art by Denis Loubet, and was published in 1985 by Hero Games as a 176-page book. Reviews *''Different Worlds ''Different Worlds'' was an American role-playing games magazine p ...
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Genre
Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions. Some genres may have rigid, strictly adhered-to guidelines, while others may show great flexibility. Genre began as an absolute classification system for ancient Greek literature, a ...
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Teleportation
Teleportation is the hypothetical transfer of matter or energy from one point to another without traversing the physical space between them. It is a common subject in science fiction literature and in other popular culture. Teleportation is often paired with time travel, being that the travelling between the two points takes an unknown period of time, sometimes being immediate. An apport is a similar phenomenon featured in parapsychology and spiritualism. There is no known physical mechanism that would allow for teleportation. Frequently appearing scientific papers and media articles with the term ''teleportation'' typically report on so-called " quantum teleportation", a scheme for information transfer which, due to the no-communication theorem, still would not allow for faster-than-light communication. Etymology The use of the term ''teleport'' to describe the hypothetical movement of material objects between one place and another without physically traversing the distance ...
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Tunnel
A tunnel is an underground passageway, dug through surrounding soil, earth or rock, and enclosed except for the entrance and exit, commonly at each end. A pipeline is not a tunnel, though some recent tunnels have used immersed tube construction techniques rather than traditional tunnel boring methods. A tunnel may be for foot or vehicular road traffic, for rail traffic, or for a canal. The central portions of a rapid transit network are usually in the tunnel. Some tunnels are used as sewers or aqueducts to supply water for consumption or for hydroelectric stations. Utility tunnels are used for routing steam, chilled water, electrical power or telecommunication cables, as well as connecting buildings for convenient passage of people and equipment. Secret tunnels are built for military purposes, or by civilians for smuggling of weapons, contraband, or people. Special tunnels, such as wildlife crossings, are built to allow wildlife to cross human-made barriers safely. ...
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