Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: Superhero RPGs Message-ID: <15570@watmath.UUCP> Date: Thu, 4-Jul-85 11:01:04 EDT Article-I.D.: watmath.15570 Posted: Thu Jul 4 11:01:04 1985 Date-Received: Fri, 5-Jul-85 03:14:14 EDT References: <3140@garfield.UUCP> <2038@genat.UUCP> <6203@ucla-cs.ARPA> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Distribution: net Organization: U of Waterloo, Ontario Lines: 45 In article <6203@ucla-cs.ARPA> vss7101%uclavm@wiscvm@ucla-cs.UUCP (Michael Gersten) writes: >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. Creating a hero at 275 points means you're going to get mulched by disadvantages, but building a character to a high number of points is a different thing. I have a 300 point character who started at 225 (we used the old Champions recommendations) and he's doing quite nicely, thank you. He's bought off a bunch of his disadvantages, upgraded his powers to the point where he can hold his own in a fair fight, and now he's picking up a few skills (it's tough being stealthy in a suit of metal armour, but he's trying...) On a different note, Hero Games have finally brought out their fantasy RPG, Fantasy Hero (introduced at Origins last week). It comes as a book of rules; no dice or other playing aids. The company seems to have decided that this is the way they'll be going from here on out. I have not had a chance to go through the book carefully, but a quick skim says it looks very good. Not only do they have the usual explanation of the hero system, they have added a lot of examples, new (medieval) combat maneuvers, stats for animals and selected monsters, campaign suggestions and all that kind of stuff...even conversion rules for Runequest-Fantasy Hero! I would strongly recommend this for anyone who is curious about the Hero Games system, as well as for those who play other Hero games. (Haven't you Champions people always wanted good stats for lions and other nasties superheroes might fight.) Other stuff retrieved from Origins by friends who went there: an RPG based on Jack Chalker's "Well of Souls" series; "Lands of Mystery", a guide to "Lost Valley" adventures for Justice Inc., Call of Cthulhu, and other pulpish games; and other good stuff. Of course, I'm waiting desperately to hear news from others who went to Origins... Jim Gardner, University of Waterloo