This was a sourcebook for building
superteams that I pitched first as "The Ultimate Superteams" to Hero Plus,
and then to Gold Rush Games as "Together We Stand." Neither one went for
it. I had almost finished Chapter One, and had started a little bit on
Chapter Three and Six. There are links to all three chapters, as well as
the sample character, Humanus Rex, that I included with the proposal.
Concept: Together We Stand
- A guide to superhero teams is a 96-page sourcebook for Champions
which gives guidelines for building a balanced superteam, new rules for
equipment and bases, and campaign ideas for guiding a team made up of anything
from renegade vigilantes to sanctioned world-class heroes.
Summary: Together We Stand
focuses on that comic book stand-by, the superhero team. It begins with
the archetypes of a team and takes players and GMs up through the creation
of characters, equipment, tactics, adversaries, and adventures. Possible
adversaries and adventure seeds will be included in a sourcebook at the
end.
Contents:
Introduction
Chapter
One: Archetypes
Note: This chapter will focus on descriptions of common
archetypes of both teams and members of teams, to help spark players’ and
GMs’ imaginations.
Team Archetypes
All In The Family
Ex-Villains
Golden Agers
Government Operatives
Heroes With An Agenda
Rebels With A Cause
Secret Warriors
Sidekicks United
Strangers In A Strange Land
The Next Generation
World’s Greatest Heroes
Team Member Archetypes
Brash Rookie
Enigmatic Ally
Ex-Nemesis
Leader
Loner
Loving Couple
Naïve Kid
Prankster
Reluctant Member
Scientific Genius
Team Veteran
Traitor
Chapter Two: Bringing The Team Together
Note: This chapter is a brief look at how the first few
adventures should run, in order to make the group of characters work together
logically.
The Hook
Developing A Shared History
Building Trust
Defeating A Menace Together
Chapter
Three: Equipment
Note: This will focus on building a team base, vehicle
and other equipment.
Housing The Team
Where Do Bases Come From?
Common Base Archetypes
Transporting the Team
Building A Vehicle
Ground
Air
Space
Other
Other Forms of Transportation
Team Equipment
Communications
Defenses
Weaponry
Other Abilities
Chapter Four: Powers, Skills and Disadvantages
Note: This will include "package deals" for each archetype,
including common skills and disadvantages. It will also have new optional
rules for allowing several characters to share one disadvantage.
Team Disadvantages
All In The Family
Ex-Villains
Golden Agers
Government Operatives
Heroes With An Agenda
Rebels With A Cause
Secret Warriors
Sidekicks United
Strangers In A Strange Land
The Next Generation
World’s Greatest Heroes
Sharing Disadvantages and Perks
DNPCS
Contacts
Followers
Hunted
Reputation
Secret ID
Chapter Five: Growing as a Team
Note: Essentially a look at what makes a team campaign
work, this will be more GM-oriented. It will help them create new challenges
and possibilities and keep the campaign running smoothly.
A Team Charter
Adversaries
New Blood
Adventure Ideas
Bonding Experience
Powerless
Split Up and Investigate
Us Against The World
War
Return of the Arch-Enemy
Chapter Six: Sourcebook
Note: A possible villain or villain(s) for each possible
team archetype, with some equipment, vehicles and bases, as well as a short
bibliography listing some of the comic books which inspired this book.
Brothers In Arms (All In The Family)
The New Tools of Evil (Ex-Villains)
Fourth Reich (Golden Agers and Next Generation)
S.H.O.C.K. (Government Operatives)
Whisperer (Heroes With An Agenda)
Zealot (Rebels With A Cause)
The Coven (Secret Warriors)
Temptress (Sidekicks United)
Golden Centurion (Strangers In A Strange Land)
Humanus
Rex (World’s Greatest Heroes)
Bibliography