Hello readers – I’m really glad to talk to you today about a
book that is one of my favorites (it is on my top ten list) for superhero RPG
sourcebooks. The book’s name is Century Station and it is a standout setting
for superhero roleplaying; this is not your typical bland city that you see in
so many superhero RPGs… no, Century Station is a great location with a lot of
problems for player characters to solve!
Here’s where I give you, gentle reader, full disclosure: I’m
a big fan of author Bill Coffin’s work on Heroes Unlimited and Rifts, and
Century Station is no exception. Bill’s a very creative and talented writer,
and it is a pleasure to finally get some time to devote to this long-overdue
review.
The City of the Future
Century Station is a setting for the Heroes Unlimited RPG.
However, the majority of the book’s content works just fine regardless of
system – the ideas, characters, enemies, situations, and locations are all
fantastic for just about any superhero RPG on the market.
In the Beginning
The book starts out with a detailed look at the city’s
history. In a nutshell, Century Station started out as a high-tech utopia, led
by a particular scientist into various experimental fields like cold fusion. It
was granted the status as an autonomous district (similar to Washington, D.C.).
The city featured many cutting-edge technological advances, including
supercomputers, powered armor, robotics, cybernetics, flying cars, and so
forth. Many of these research facilities took shortcuts in a race to dominate
the market, creating all kinds of “origin stories” for superheroes and
supervillains alike.
However, it turned out that the scientist driving this
technological revolution was actually an alien fugitive from an advanced
civilization. An intergalactic police force arrived on the planet to take this
criminal into custody, and the revelation of the scientist’s true nature caused
a huge economic downturn in the city. All of a sudden, Century Station was a
city with tons of warehouses full of advanced tech and failing businesses
everywhere. Unemployment and crime shot into record numbers, and the
supervillains took advantage of this opportunity to build massive criminal
empires of their own.
The rise in supervillain activity led to a massive conflict
between the city’s authorities, its superheroes, and a criminal mastermind
named Iron Mike that ended tragically. In an event that came to be known as “Bloody
Monday,” Iron Mike was killed and his syndicate broken up… but at a heavy cost.
Most of the city’s superheroes were slain in the conflict, and casualties
amongst the regular authorities (the police and emergency services) were high.
In the aftermath of the devastation of Bloody Monday, the US
President issued an ultimatum to the city: restore order and dramatically
reduce crime in the next five years, or face serious Federal measures and
intervention, including the declaration of Martial Law.
With the threat of losing its special status as an autonomous
district – not to mention the idea of US tanks rolling down the streets of this
once-thriving metropolis – the government of Century Station made some radical
choices to try and achieve their goals. This includes sanctioning superheroes
as agents of the city’s law enforcement in a bid to leverage superheroic
adventurers for the benefit of the city.
A Compelling Reason to Adventure
For me, it is the President’s mandate that really drives the
entire setting. I love the fact that the setting really gives superhero teams a
reason to get out of the typical habit of “we sit on monitor duty at the Hall
of Justice waiting for a trouble alert.” Instead, superheroes in Century
Station have to be proactive… they have to get out there into the nasty parts
of the city and hunt trouble down before it gets out of hand, because if
another mastermind rises too high and too fast, Century Station could be
doomed.
The movers and shakers in the city are well aware of this,
and there are tons of cool adventure seeds and plot ideas revolving around the
power blocs in Century Station and how they want to address the issue of the
mandate.
There are even factions within the superhero community in
the city. One faction is led by CHIMERA, an over-arching law enforcement agency
put into place by the city’s government. CHIMERA uses sanctioned superheroes as
law enforcement agents and they have their own superteam, the Centurions, on
their side. Unfortunately, CHIMERA has its own issues with authority,
corruption, and a particular vision for the city that clash with many of the
other factions.
A second faction is the unsanctioned heroes – superheroes who
battle crime outside of CHIMERA’s restrictive rules and regulations. The
unsanctioned heroes are often far more concerned with protecting the citizens
of the city than with “cleaning up the streets,” (a popular mantra of CHIMERA),
and clashes between them and the sanctioned superheroes are common.
There are other groups as well – groups that are anti-alien
in nature (due to the revelation of the scientist’s true nature), groups that
want independence for Century Station, groups that serve the city’s more
wealthy and influential “Council of Industry,” and of course, a ton of
enterprising supervillains all scheming to take Iron Mike’s place as king of
the hill.
A City for All Heroes
Century Station offers a unique setting that appeals to
nearly every single style of superhero you can think of. Many other published
settings work well with the “classic” superheroes, but don’t have a lot of room
or support for characters who are aliens, mutants, or rely heavily on advanced
technology. Those that do don’t often showcase options for low-powered
street-level superhero adventures alongside the more epic “Justice League”
style. Century Station, however, has it all sewn up brilliantly.
Alien heroes can either be fugitives from the intergalactic
enforcement attempting to redeem themselves, or agents of that same
organization on Earth trying to atone for the unintended consequences of
removing the scientist from the city’s equation.
Technological heroes have their pick – tons of cyberware,
power armor, and robotics were built up during the city’s boom years. All the
short-cuts taken resulted in lots of accidents, and any of these could expose a
potential superhero to all kinds of energy, radiation, or serums. Ditto for
mutants!
Magical heroes could be drawn here to the growing conflict
between sanctioned and unsanctioned heroes, or see something noble in the city’s
attempt to rise from the ashes of Bloody Monday.
And this is all just the tip of the iceberg – the book has
plenty of guidance for involving heroes from nearly all origin types.
What’s Inside
After describing the city’s history and the major players in
Century Station, the book takes time to go through each borough of the city in
detail, from the richest and most advanced regions to the
near-cyberpunk-wasteland areas devastated by the economic crash.
Next, the book details the “Who’s Who” of the city, from its
struggling Mayor to the shadowy figures of the Council of Industry. The forces
of CHIMERA are also showcased here. Wayne Breaux turns in some of his best
artwork (although the Sector 10 Agent still has very screwy proportions), and
overall the artwork in the book is of a very high quality.
The police department, the media, and various political
groups of Century Station are all detailed here as well, providing tons of
great ideas for contacts, allies, or enemies of the player characters.
Next, the book goes over the Centurions (also featured on
the book’s cover), the city’s most lauded superhero team. This group is
interesting and has some good ideas, but I feel that Bill is more showing off
what player characters can become, although the team is still useful for a GM
to use as a guideline for how the city handles sanctioned heroes.
More of Century Station’s superheroes are presented in this
chapter as well, with a few standouts being the Iron Brigade (an all-power
armor team of unsanctioned vigilantes) and the Victorian, a Question-like
vigilante who fights with a swordcane, monocle, and bowler hat – very much a
masked adventurer version of John Steed.
The rest of the book is taken up with a ton of adversaries
and bad guys to use in your superhero campaign. The triad assassins and the
Shadow Margin – a criminal organization led by an ancient immortal Chinese
sorcerer – are the most interesting of this group.
Finally, the book closes with 101 adventure seeds to help
the GM come up with ideas for things to do in Century Station.
In Closing
Century Station is a really well-designed sourcebook to
present a GM with a ready-made city for any superhero RPG. It’s greatest
strength is the five-year countdown and the way that it encourages players to
be more pro-active about crimefighting. It’s greatest weakness is probably that
the included heroes and villains are largely lackluster. However, this last issue
is actually fixable with the book’s sequel – Gramercy Island. This book is a
followup to Century Station and focuses on a supervillain prison, and includes
a ton of bad guys. All in all, the reason to buy Century Station is for the
fantastic setup, the great incorporation of different superhero origins, and
the sweet, sweet situation of the city’s political and social scene. Absolutely
check out this book if you’re looking for a fresh take on a high-tech city for
your superheroes to patrol.
Funny as it may sound, first time i heard the name "Century Station" i thought of a SPACE STATION and mentioned it as such in a Rifts game of mine - and left me in doubt if the actual book would be of any use to me and was considering mining stuff from Skraypers instead...
ReplyDeleteThen i came across your review among others and it was most useful indeed and i'm now planning to using with some convenient tweaks - instead of a city on earth, Century Station is a derelict alien spaceship turned orbital city, SDF-1 style, by an international enterprise of joint government & private capital, keeping most of its "special district" & "city under ultimatum" themes while uping them to 11. I might also create a "special prison sector" vaguely inspired by Gramercy Island.
Anyways, real thanks for a most useful review on this book.