Kaleon Moonshae said:
about adventure being supers. It was part of the abberant story chain originally, can't speak for d20 but I heard they didn't change it that much. Adventure! was the 1920s version of abberant and Trinity was the future version of abberant (even though trinity came long before, I still have one of the copies that is called Aeon before Aeon Flux sued WW).
Actually, in the origonal they changed quite a bit - like alot of white wolf games, they used 3 semi-diffrent systems to take care of things.
The book itself is kinda interesting - I dislike how they basicly attempted to re-do d20 Modern in some ways just so that they could say you don't have to buy d20 modern. Might have been good business sense, but it made for lousy design sense. Luckily, the modular nature of the d20 rules system means that porting it over is pretty easy - the only problem I forsee is figureing Action Points Vs. Inspiration/Dramatic Editing - they both do the same thing, in essence, but Inspiration seems to do alot more, and can be recoverd, while action points are fairly quick and easy to use.
As for the supers charge... Well, it's close, I guess. If your looking at really low-powered super-heroes. These guys might tear up a bar, not a city block, after all...
Eh, I guess the only real bad thing is that there's something of a lack of balance-type considerations for porting rules in and out - Inspiration is lovely, but when a template hands out bonuses to stats and supernatural abilites for no LA, I begin to wonder how I'm going to use this with my other games, without requireing that everyone become Inspired...