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Four-Color to Fantasy: Superhero Toolkit
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<blockquote data-quote="Matt Black" data-source="post: 2009295" data-attributes="member: 5477"><p>I picked this up because the cover looked good. Certainly the best cover out ofthe superhero pdfs. Lucky for me, the content was pretty darn good too!</p><p></p><p>This is a very modular approach to superhero gaming. It's designed to be affixed to another d20 game, so you could end up with a fighter superhero, a soldier superhero or whatever depending on what game you're playing. I think that's a great approach because it makes this book very, very flexible. I can imagine attaching it to something like Darwin's World for a post apocalypse mutant game or to Spycraft for a modern superhero game. Dragonstar would go well with it too - superheroes in space. The idea of superheroes in D&D is pretty interesting. I'd never thought of that before and was a bit sceptical, but I'm warming to the idea - get rid of the spandex and superheroes fit right in!</p><p></p><p>I love the approach to powers. I know it;s been done before, but these powers are effect-based. This means that you decide how they work. The character I am creating has a batwing type airplane, and in these rules that means that it's a combination of Flight, Superspeed, Projectile Attack (for the guns) and maybe I'll add in some armor. Then you just apply the gadget restriction, which reduces the cost a bit, choose the size of the gadget (it will need to be pretty big to be a plane) and voila!</p><p></p><p>Superfeats are about how you use your superpowers. Really, they're like meta-feats for magic. They are tricks or enhancements to a power. One example is Earthquake Trip, where someone with enough super strength can stomp the ground and cause people nearby to fall over.</p><p></p><p>The background rules are from Spycraft. They were cool in Spycraft, and they suit supers games even more, I think. The reputation rules are cool too - they seem like the supers version of randomencounters, where the more famous you are, the more likely it is that you'll be attacked in some way each week. The cool thing is that these encounters are supposed to flesh out your character, so if the media doesn't like you then the attack might be bad press in the newspapers. </p><p></p><p>The power list has about 60 powers. They're all the basic ones, really, like Flight, Invulnerability, Superspeed, Superstrength etc. etc. According to the website, there will be another book soon full of superpowers, and this will completely remove this game's only weakness (as long as the book is good, of course!)</p><p></p><p>Art is great, comic book style. Pictures fit the text. The whole thing looks nice, and it isn't too hard on your printer either. </p><p></p><p>Defintely the best D20 Supers game out there. I hope it gets supported well - it would be a shame to leave it at just this book. A superpowers book, a couple of adventures and maybe a hall of heroes and villains type of book would be good.</p></blockquote><p></p>
[QUOTE="Matt Black, post: 2009295, member: 5477"] I picked this up because the cover looked good. Certainly the best cover out ofthe superhero pdfs. Lucky for me, the content was pretty darn good too! This is a very modular approach to superhero gaming. It's designed to be affixed to another d20 game, so you could end up with a fighter superhero, a soldier superhero or whatever depending on what game you're playing. I think that's a great approach because it makes this book very, very flexible. I can imagine attaching it to something like Darwin's World for a post apocalypse mutant game or to Spycraft for a modern superhero game. Dragonstar would go well with it too - superheroes in space. The idea of superheroes in D&D is pretty interesting. I'd never thought of that before and was a bit sceptical, but I'm warming to the idea - get rid of the spandex and superheroes fit right in! I love the approach to powers. I know it;s been done before, but these powers are effect-based. This means that you decide how they work. The character I am creating has a batwing type airplane, and in these rules that means that it's a combination of Flight, Superspeed, Projectile Attack (for the guns) and maybe I'll add in some armor. Then you just apply the gadget restriction, which reduces the cost a bit, choose the size of the gadget (it will need to be pretty big to be a plane) and voila! Superfeats are about how you use your superpowers. Really, they're like meta-feats for magic. They are tricks or enhancements to a power. One example is Earthquake Trip, where someone with enough super strength can stomp the ground and cause people nearby to fall over. The background rules are from Spycraft. They were cool in Spycraft, and they suit supers games even more, I think. The reputation rules are cool too - they seem like the supers version of randomencounters, where the more famous you are, the more likely it is that you'll be attacked in some way each week. The cool thing is that these encounters are supposed to flesh out your character, so if the media doesn't like you then the attack might be bad press in the newspapers. The power list has about 60 powers. They're all the basic ones, really, like Flight, Invulnerability, Superspeed, Superstrength etc. etc. According to the website, there will be another book soon full of superpowers, and this will completely remove this game's only weakness (as long as the book is good, of course!) Art is great, comic book style. Pictures fit the text. The whole thing looks nice, and it isn't too hard on your printer either. Defintely the best D20 Supers game out there. I hope it gets supported well - it would be a shame to leave it at just this book. A superpowers book, a couple of adventures and maybe a hall of heroes and villains type of book would be good. [/QUOTE]
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