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  • Anvilicious - Steven Long's preference for the dark age of comic books, and occasionally other personal politics, shine through in various supplements.
  • Complete Monster:
    • Doctor Destroyer was born Albert Zerstoiten. Working with the Nazis to develop superweapons, he later betrayed them to the French resistance. Deciding he had the right to rule the world after the war, he recreated himself as a supervillain who invokes grandiose schemes on the world at large, with plots that result in large amounts of death at the hands of his weapons or murderous robots. Possibly his most infamous deed took place during the Battle of Detroit: seeking to annihilate the US with asteroids, he ended up obliterating most of the city, killing over 60,000 with over a dozen heroes dying to stop him.
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    • Mechanon is an AI who has grown to despise organic life. Aiming to annihilate humankind, Mechanon made his first appearance massacring over a dozen White House officials to seek the nuclear codes and launch the US's arsenal. Returning with grandiose schemes to exterminate mankind, Mechanon also enslaves any AI under his own control, as little more than extensions of his own will.
  • Creator's Pet: Steven Long's "Harbinger of Justice", shows up a ton in any of the Dark Champions books with various villains mentioning how they fear another onslaught by the guy. In a setting where having an assault rifle with armour piercing bullets is a major superpower, the Harbinger can teleport weapons into his hands from an other-dimensional source and he's faster than most speedsters in regular Champions, more armoured than many powersuit guys and smarter than a science hero. Besides his massive pool of points, he also gets powers discounted by having them get drawbacks that are merely cosmetic (something the game system tells players not to do) - so he's actually more powerful than his point total shows.
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  • Dork Age - Champions New Millenium which featured a new system (that players hated) and updated the setting to a Darker and Edgier 1990s Image-style universe. That the artists from R. Talsorian Games felt like copying Rob Liefeld art for their illustrations probably didn't help.
  • Fashion-Victim Villain - Many bad, bad costumes have appeared over the years. Particularly noteworthy is Power Crusher - "As Power Crusher, he wears a jet-black hood. His tunic is orange above, dark blue below with a purple stripe charged with a red gauntlet. His actual gauntlets are also red and crackle with yellow power. He wears brown trunks and boots, and light brown pants with white side stripes". Yow.
  • Fridge Logic:
    • According to the rules of the universe from 5E onward, superpowers and the kind of tech that only exists in comic book universes is only feasible if the amount of ambient magic in the universe is high enough to bend the rules of physics. If some cosmic event causes that amount to go down, then reality will start behaving realistically. Superpowers won't be possible and implausible technology will indeed be implausible. But through all this, immortals will stay immortal.
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    • The Dr. Destroyer book posits an alternate world where Destroyer has succeeded, describing it as 1984 without the pretense of rivals such as Eurasia, Oceania, or Emmanuel Goldstein. The use of these enemies as false fronts is so key to the concept of that novel that removing them would dramatically change the setting.
  • Memetic Badass - Grond Smash Puny Internet Meme!
  • Serial Numbers Filed Off: The Great Super-Villain Contest was a module from early in the game's lifespan where villains compete for points by beating up heroes. The author of that module was one of the people who broke off from the developers of the game to continue the comic book series originally based on the game note , so the IP of that adventure went with him. But the fourth-edition version of Champions Universe still describes the events of the module happening in official continuity. Just under a different name and with a villain they still owned running the contest instead.
  • They Changed It, Now It Sucks!:
    • Sixth Edition has seen a lot of this.
      • In all editions prior to Sixth, characters had a set of "figured characteristics" whose base values were derived from the primary stats (Strength, Dexterity, Constitution, Intelligence, Body, Ego, and Presence). For example, the base value of your Endurance stat was 2x your Constitution. In 6th Edition, the formerly figured characteristics were made into primary stats in their own right, with base values dependent on nothing. This meant that a character with a high Constitution no longer automatically had more Endurance or more Stun-damage hit points. Worse, your Combat Value — which determines your chance to hit a target and your chance that an attacker will miss you, thereby making it the single most important stat in the game — used to be a figured characteristic based on Dexterity, so a more agile character automatically became both better at hitting things and harder to be hit. But no more. Now, your Offensive Combat Value and Defensive Combat Value have to be bought up separately, for a lot more points than you'd pay in previous editions just to raise your Dexterity by the same amount. Since you still need to be efficient in your point expenditure, this leads to super-accurate punching machines that can't dodge to save their lives, and lithe martial artists who can't hit the broad side of a barn.
      • The removal of the 1 inch = 2 meters game scale, so that the game is no longer geared toward the use of figures on a hexagonal map. (Ironically, the Hero Games logo still features a human silhouette inside a hexagon.)
      • The elimination of the Elemental Control power framework, which gave you a point-cost bonus for having a consistent "theme" for a set of powers.
      • A more flexible but also more complicated system for constructing Enhanced Senses.
      • The replacement of the Comeliness characteristic with a tiered set of Talents to represent good looks.
      • A sharp reduction in the number of points a character can gain from Disadvantages (now called Complications).
      • The introduction of Damage Negation, which reduces the number of dice an attacker rolls when determining damage against you. It also reduces the knockback inflicted, thereby making it more powerful point-for-point than straight defenses.
    • The previous change — from 4th Edition to 5th Edition — wasn't as extreme as the change from 5th to 6th Edition, but there are still 4th Edition purists out there who refuse to use the 5th Edition rules. Damage Shields, for example, became monstrously more expensive in 5th Edition, due to the need to buy the "Constant" advantage for nearly every power that the Damage Shield could use as a base.
    • This trope also applied pretty strongly to Champions: New Millennium, which used an entirely new system which combined elements of both Interlock (the system for Cyberpunk 2020 and Mekton Z) and the Hero System. Of course, C:NM did suck. C:NM sucked so badly that Fuzion, the name of the system used, is now very much a derogatory term in the Hero System fandom.
  • Unintentional Period Piece: Unavoidable to an extent for something that had such a long lifespan, but perhaps the most notable example is the module Road Kill, which is about a team of leather-clad, Mohawk-sporting, death-metal-playing supervillain rockers. When they make their play to broadcast their manifesto, they plan to do so by hijacking the feed for MTV, thinking that's the only TV channel that actually matters.
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