Hudson City Heroes

"I'm no hero, ma'am ... I just happened to be in the right place."

Hudson City, Present Day

As bullets ricocheted off the wall behind them, Sonny crouched and swung his arm, flinging a glowing blue "frisbee" toward the gunmen. It crashed against the man's chest, sparking and hissing, throwing the man against the wall behind him. As the man slumped to the ground, Sonny leapt into a standing backflip while Hank materialized a bright yellow shield between them and the uzis.

Evelyn's hands were glowing white, leaving trails in the air as she landed punch after punch into the chests and chins of the three men surrounding her. Others were coming in behind them, trying to get a clean shot on this lightning-fast woman. "Could use a little help here!" she shouted between strikes.

Shawn quickly glanced around the area, and found the remains of a lamp post leaning against the side of a building. Snapping it from its base and grasping it horizontally in his huge hands, he charged a line of six gunmen, yelling loudly. Those that didn't drop their guns and run soon found themselves pinned to a fence, gasping for breath.

"I think that's the last of them," Shawn said brushing a smudge of dirt off his jacket.

"Great," replied Hank, "'cause I'm on at the Moon Dog in less than fifteen minutes. Anybody need a ride?"


The Hudson City campaign was born as the result of the realization that any of our Atlanta heroes could pretty much take on the world and win. We were looking for a new way of adventuring, where a character didn't have an arsenal of powers at his disposal, but had to rely on teammates to cover his weaknesses.

We decided on a "one-trick-pony" campaign. The characters could have any single power, of any magnitude. But aside from that power, the person was essentially a normal. Picture Cyclops or Gambit from the X-Men, and you'll have an idea of what we were aiming for.

We chose the Hudson City setting because (1) it keeps things completely seperate from the other campaigns and (2) there is a good body of materials already generated for the city. One change from the literature though ... there are no supers in our Hudson City, aside from the small handful of mutants you'll see here.

* Townspeople
* Campaign Ground Rules

Townspeople

Paranormals ...

Others ...

Ground Rules

General Description

The Heroes are the first beings to show paranormal powers. The powers themselves are limited as the heroes learn how, why and when to use them. The city itself is trying to decide how to handle this handful of Supers.

Importance of the PC's

The PC's level of importance is related to the city itself. They have the ability to become very powerful in the campaign's limited scope but will have little effect on the world outside the city.

Campaign Tone

Physical World Descriptions

The City is as described in "Justice not Law" minus all time line entries dealing with known Paranormals and the Harbinger.

Character Guidelines

No changes for existing characters.

Campaign Rules

Combat Uses Hit Locations Chart No  (Unless Aimed)
Knockdown Rules Used No
Long Term Endurance Rules No
Limited Push Yes

House Rules

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Please address any comments, suggestions, or corrections regarding this Web page to
Mike Christodoulou: cypriot@concentric.net.