"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, May 3, 2013
Companion to Superworld
Superworld is a game that I discovered after it had been out for only a short period of time and was very excited about. The problem back then was that there were very few game shops where games could be bought and Amazon was still maybe 30 years or so away. I remember eventually finding a place that sold games and buying a copy of it to play. Imagine my disappointment in being told by the group that I was playing with at the time that they wanted to continue playing Champions. This began a long history of missed opportunities with Superworld....that persist to this day.
The Companion to Superworld is an essential part of the game. It expands the powers and adds alternate rules. It also includes conversion rules for both Champions as well as Villains & Vigilantes. There is even information on Danger Rooms and the effects of weather. I really, really wish I could tell you how these rules played in the game but that is apparently never to be. The system is based on the Basic Role Playing system from Chaosium so I bet it works great.
From the back:
This Superworld Companion expands the world of super-powered roleplaying. It includes: changes for and variants of Superworld powers: new ways to use powers such as Absorption, Defense, Dimension Shift, Emotion Control, Fortune, Gimmick, Illusion Projection, Invisibility, Martial Arts, Mimic, MicroSIZ, Reduction, Resistance, Snare, and Teleport.
New Powers: Aura Enhancement, Aura Defense, Cancellation, Clairvoyance, Cosmic Consciousness, Hex, Immunity, Infection, Lightfoot, Mental Image, Microscopic Vision, Paralysis, Possession, Power Sense, Quake, Resurection, Shield, Siphon, Special Sense, Tongues, Transform, Ultraviolet Vision, Verification, Wall, and Weather Control.
Also included in the Superworld Companion are conversion systems to Champions and to Villains and Vigilantes, an in depth treatment of weather and weather-related powers in Superworld, and a fully described base with working danger rooms for heroes or villains (usable with Superworld and Champions).
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the web: "A Supplemental players guide for Werewolf: the Apocalypse, this book contains numerous new Merits and Flaws, New totems...
-
From the web: You step from the cool shade of the Long Branch Saloon into the midday heat of Promise City. Loosening your Colt in its bolst...
-
From the web: 'War of the Ring'. On a large map of Middle Earth, armies are mustering and heroes are readying to fi...
-
From the web: This boxed set campaign expansion for Forgotten Realms explores the eastern regions of Thay, Aglarond, and Rash...
-
From the web: A once civilized paradise, Athas, was based on awesome mental powers and the power of its wizard kings. Then the world beca...
-
From the back of the box: Developed from the original DRAGON Magazine series, Champions of Mystara is a major compilation of the Princess...
-
From the back cover: Here is the essential manual for the AD&D game Dungeon Master. All the information you need to create and run th...
-
From the back cover: "Dungeon masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables sprea...
-
From the web: Need a monster? Look inside, where more than 300 new pieces of full-color art show what the monsters really look like! This b...
-
From the back of the box: MYTH DRANNOR, city of glory. We shall not see its like again. Perhaps you've heard its shining story ... o...
No comments:
Post a Comment