Welcome to the GATEWAYS “SIGNPOST” Main page. From here, you can access any other page in the wiki. For your convenience, the different links are divided up into categories, as listed below.
There is no more important element in a HERO game than your character. He/she represents your point of entry into the campaign. The more effort, imagination, and creativity you put into your character — both up front and over the course of the campaign — the more rewarding your overall experiences will prove.
Because character creation is so important, especially in the HERO System, here are some helpful resources to get you started and give you ideas, suggestions, and things to consider.
Character Building offers guidelines and house rules on creating your character. Because the HERO System is so flexible, adaptable, and open-ended, we have to take care to build characters that are powerful enough, but not TOO powerful. The HERO System gives you a lot of power, but in the words oft-quoted by Peter Parker, “With great power comes great responsibility.”
Character Limits are those limits that I have chosen to impose on how characters are built. This page lists a number of important elements with regards to character-building, including how many character points you start with and some general guidelines on offensive, defensive, and power limits.
Character Complications are the things that make your hero’s life difficult. This might include a sickly younger brother, a secret identity, someone who is after you, an arrest record, and so forth. This page offers suggestions and guidelines for dealing with your character’s complications.
GATEWAYS Overview provides a broad glimpse at how the GATEWAYS setting differs from our mundane world. Events in the past 40 years in the GATEWAYS setting have served to create a world with significant differences from our own. You might want to take note of these before you go out in costume to fight crime…
GATEWAY’s Big Ten Differences offers a quick encapsulation of the most important differences between GATEWAYS and “mundane” Earth.
Ten Things You Should Know represent the fundamental “touchstones” of a superhero-based campaign — the main conventions of the comic book genre. (“Convention” here does NOT refer to some big get-together of superheroes or comic book geeks.) If you’ve ever read a comic book or watched a comic book movie, you’ll recognize many of these “tropes,” including a colorful costume, a codename, a catchphrase, and so forth. This page lists the most important superhero conventions, what they mean, and how you can best deal with them in-game.
GATEWAYS Glossary lists some of the more frequently used terms and phrases to describe metahumans and the world as it stands. If you ever wanted to know what “MMD” stood for, or what being a “mundane” refers to, this is your page.
A Brief History offers an overview of events over the past century, and how these are relevant to modern times. Starting with the first appearance of true metahumans in 1918 and extending to the campaign start date of 2022, this quick history lesson will help get you up to speed on what has transpired in the GATEWAYS setting.
Places offers a brief description of several of the more unusual or interesting locations on Earth in the GATEWAYS setting. For the most part, our Earth and GATEWAYS Earth are geographically almost exactly alike, but these places are unique to GATEWAYS.
Corporations are large, multinational entities, many of which possess tremendous wealth, power, and influence in the world. The corporations described on this page have the greatest impact on metahuman affairs. Some of these corporations are famous (or infamous), while others remain relatively unknown.
Metahuman Groups abound throughout the world. Perhaps it is a natural tendency, but metahumans often band together to form teams or permanent groups. These teams are often formed to protect a specific geographic area (often a city). The most powerful and/or well known metahuman appear on this page, although the list is by no means complete. There are hundreds of existing supergroups, ranging from the insignificant to the global.
Organizations function outside the boundaries of governments, and are separate from multinational corporations (MNCs). Organizations focus on specific issues that may, or may not, represent the interests of different world governments or agencies. The organizations described on this page are the ones with the greatest influence over metahuman affairs, for good or for ill. This list is by no means complete; hundreds of organizations exist in the world, most of which are known by only a few people.
Villains is the term used to describe super-powered individuals with known or suspected criminal tendencies and records. This page describes some of the most well known villains in the world. Each entry provides brief information about the villain and his habits. This list is nowhere near complete, and it will continue to expand — there is no shortage of villains…
Mysteries abound in the world. With so many strange and unusual events taking place, Earth is filled with mysteries, conspiracies, hidden histories, and the like. The elements described on this page may or may not be real or accurate, but they have become the focus of many historians, sociologists, psychologists, and kooks.
The HERO System
As mentioned previously, the HERO System is unbeaten for flexibility and freedom of choice. You are not restricted by artificial class or level limits — you can build the character you want. Of course, this freedom comes with a measure of responsibility. On the surface, the game rules may seem daunting
HERO Terminology offers a list of the game terms and phrases most commonly used in HERO games. There’s no need to memorize any of it, but it wouldn’t hurt to become familiar with some of the words — you’ll hear them a lot.
House Rules offers the overarching rules of play that I observe in my campaigns. These are not adjustments to the HERO System rules — these are stylistic house rules, not mechanistic ones. These “rules” are designed to facilitate more enjoyable game play.
INSPIRATIONS drawn from the superhero/comic book genre can be found on this page. Sometimes, it helps to see elements from the superhero/comic book genre. These inspirational resources include a few superhero-related movie clips, as well as a brief “Appendix N”* list of recommended movies and television shows.
*If you’ve ever read the 1st edition AD&D DMG, you’ll probably get this reference!
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