Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!mtuxo!mtunh!mtung!mtunf!ariel!vax135!cornell!uw-beaver!tektronix!hplabs!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!cc1 From: cc1@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Superhero RPGs Message-ID: <6203@ucla-cs.ARPA> Date: Sun, 30-Jun-85 02:43:41 EDT Article-I.D.: ucla-cs.6203 Posted: Sun Jun 30 02:43:41 1985 Date-Received: Thu, 4-Jul-85 05:34:46 EDT References: <3140@garfield.UUCP> <2038@genat.UUCP> Reply-To: vss7101%uclavm@wiscvm@ucla-cs.UUCP (Michael Gersten) Distribution: net Organization: Ucla Computer Club (disclaimer) Lines: 19 Summary: In article <2038@genat.UUCP> mike@genat.UUCP (Mike Stephenson) writes: >There is a new Champions book out, called "Golden Age of Champions" or >something similar. This game deals with superheros in the so called >"Golden Age"; specifically, WWII. One of the nice things about this >version of the game is that the superheros are kept "powered down" to >more respectable levels (eg. about 250 ap instead of ~500 ap in regular >Champions games). I know that this is not quite what you are looking for, >but it is quite a good game all the same. Wait a sec. Like the book says, anything above 275 points makes your character WEAKER, not stronger. This assumes that the GM is playing the disadvantager correctly. How often do those hunteds of yours try something like kidnapping your dependants? Do they ever play againts your psychological (sic) limitations? Is your GM allowing anything that can be described by the game rules, or is he requiring a sensible origin, and powers that make sense? (I have a friend that can make anything at +3. Usually we don't let him.) Michael Gersten