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	<title>Superhero RPGs</title>
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	<link>http://www.superherorpgs.com</link>
	<description>Reviews, advice, and tips for players of superhero roleplaying games.</description>
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		<title>Golden Heroes</title>
		<link>http://www.superherorpgs.com/golden-heroes/</link>
		<comments>http://www.superherorpgs.com/golden-heroes/#comments</comments>
		<pubDate>Mon, 04 Mar 2013 14:00:43 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=363</guid>
		<description><![CDATA[Golden Heroes was originally created at about the same time as Champions &#8211; probably for the same reasons. The marriage of RPGs and superheroes was an obvious one but the first two entrants into the field, Superhero 2044 and Villains and Vigilantes hadn&#8217;t quite nailed it. Initially influenced by TSR&#8217;s Gamma World, the game soon developed a number of unique and seminal features. It was written by a couple of students in Birmingham, England and had an extremely limited amateur release before being hawked around the major publishing houses. Picked up by Games Workshop, its professional version finally hit the shelves a week after TSR&#8217;s first Marvel Superheroes. This and its British origins may have contributed to its lack of commercial success despite being well received critically &#8211; in its native UK at least. One of Golden Heroes&#8217; USPs was the RATINGS system. At the end of each game session each character was rated on their Public Status, Detective Skills and on something called Personal Status &#8211; sort of equivalent to their inner Karma. These ratings would then affect their success in future adventures. A bombastic hero would be more likely to be able to order civilians around, good detectives more [...]]]></description>
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		<title>Squadron UK</title>
		<link>http://www.superherorpgs.com/squadron-uk/</link>
		<comments>http://www.superherorpgs.com/squadron-uk/#comments</comments>
		<pubDate>Mon, 04 Mar 2013 13:57:14 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=358</guid>
		<description><![CDATA[In the 1980s, Games Workshop picked up an amateur set of superhero roleplaying rules and published a professional version&#8211;the critically well received but commercially unsuccessful Golden Heroes. Decades later, after the dawn of the Internet and self publishing, one of Golden Heroes&#8216; original authors &#8211; Simon Burley &#8211; discovered a groundswell of nostalgia for the game. After an abortive attempt to bring it back &#8211; rebranded as Squadron UK &#8211; he was asked to desist by Games Workshop who felt they owned the IP to the original game. As a consequence Simon went back to basics and has produced a new set of superhero roleplaying rules, also called Squadron UK. Many people seem to assume that this is just a new version of Golden Heroes, but it is, in fact, a new game which is more of a spiritual successor to his previous work than an actual one. Some concepts are shared between the games. For example, Squadron UK uses a mix of random rolling and design for character generation. However, whereas Golden Heroes used an eclectic mix of rules, Squadron UK uses a single game mechanic in almost all situations. The jury is currently out on which is the better [...]]]></description>
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		<title>City of Heroes</title>
		<link>http://www.superherorpgs.com/city-heroes/</link>
		<comments>http://www.superherorpgs.com/city-heroes/#comments</comments>
		<pubDate>Mon, 11 Jun 2012 00:41:51 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=307</guid>
		<description><![CDATA[by Chris Perrin City of Heroes is a superhero role playing game written by M. Alexander Jurkat with material from Jack Emmert and Sean Fish that is currently awaiting publication by Eden Studios. It is the direct pen and paper adaptation of the Cryptic Studio’s Massively Multiplayer Online Role Playing Game (MMORPG) also called City of Heroes (now owned by NCSoft). The rules and game engine were originally designed by former Palladium Books freelancer C. J. Carella and called the Universal Mission Simulation System, or Unisystem for short. The system has been licensed by Eden Studios from Myrmidon Press. City of Heroes Tabletop RPG Fans of the computer game can rest assured that City of Heroes, the tabletop version, will not deviate from City of Heroes, the electronic version. As a pen and paper port, the game uses the same setting as the computer version of the game. Players take on the role of superheroes battling their evil counterparts in Paragon City, which is the same city that computer gamers battle in when they log into the MMORPG version. That game further tries to recreate the online gaming experience by stating out many of the more popular bad guys from the [...]]]></description>
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		<title>Tri-Stat dx</title>
		<link>http://www.superherorpgs.com/tri-stat-dx/</link>
		<comments>http://www.superherorpgs.com/tri-stat-dx/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 20:09:10 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=292</guid>
		<description><![CDATA[Guardians of Order and Big Eyes, Small Mouth Tri-Stat dx is a role-playing game system developed by Guardians of Order in 2003 which was inspired by the original Tri-Stat System developed in 1999. The first Tristat game was the Big Eyes, Small Mouth, or &#8220;BESM&#8221; anime rpg. The first version of Tri-Stat included the use of only three attributes for a character, which was held over in the dx version. Tri-Stat dx uses dice escalation from d4 to d6 to d8 all the way up to supers game using 10-sided, 12-sided, or even 20-sides dice. Tri-Stat dx is used for games ranging from BESM to the superhero game Silver Age Sentinels, the cyberpunk game Ex Machina, and even a modified version in the throwback fantasy game Tekumel. Because Tri-Stat dx is a generic role-playing system, it can be adapted to virtually any setting. Since Tri-Stat dx derives from another system, I want to cover that system first. Tri-Stat and BESM Guardians of Order developed Tri-Stat for their Big Eyes, Small Mouth releases from 1997 onward. BESM tried to simulate the action found in anime films and the simple mechanics of the system did a pretty good job of it. Anime [...]]]></description>
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		<title>Truth &amp; Justice</title>
		<link>http://www.superherorpgs.com/truth-justice/</link>
		<comments>http://www.superherorpgs.com/truth-justice/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 20:02:18 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=286</guid>
		<description><![CDATA[Atomic Sock Monkey and Chad Underkoffler Truth &#38; Justice is a superhero role-playing game designed by Chad Underkoffler and released by Atomic Sock Monkey games. The Truth and Justice RPG uses a version of the &#8220;Prose Descriptive Qualities System&#8221; for action resolution. The Prose Descriptive Qualities System is often shortened to the &#8220;PDQ&#8221; system in most places. The Truth &#38; Justice Core Rulebook is laid out in 132 pages and is well-organized. The two page table of contents comes with sub-sections (complete with hyperlinks in the pdf version), so you should be able to find what page a concept, tip, character, or setting detail is found on. When you&#8217;re looking at the Table of Contents in the pdf version, simply click on the line you want to read about in greater detail and you go immediately there. Since the hyperlink appear invisible in my copy, you won&#8217;t know that unless you happen to click on the page in the right place by happenstance (I did). The Truth &#38; Justice Role-Playing Game won an Indie Award in 2005 for best support, while winning the 2006 ENnie Silver Award for Best Innovation and the 2006 ENnie Award for Best Electronic Book. The [...]]]></description>
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		<title>UNSanctioned: The Dream Corrupted</title>
		<link>http://www.superherorpgs.com/unsanctioned-dream-corrupted/</link>
		<comments>http://www.superherorpgs.com/unsanctioned-dream-corrupted/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 19:52:14 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=280</guid>
		<description><![CDATA[Nightshift Games UNSanctioned: The Dream Corrupted is an alternate world superhero role-playing game designed by Nightshift Games and released in 2000. The 164 page core rulebook was written by Paul Arden Lidberg. The counter-factual history includes standard history up until the end of World War II, except for a few unpowered masked heroes. The dropping of the Atom Bomb unleashed superpowers in certain people and led to an alternate world history than the one we know. Superhumans began to appear, but the power of the United Nations grew until the world was controlled by fascists governments led by the U.N. President Kennedy was never assassinated. U.N. Peacekeepers appears a jack-booted paramilitary thugs with high tech weapons and devices. A sanctioned team of United Nations &#8220;superheroes&#8221; exists, led by Peacemaker. Only a few brave men and women of power have rebelled against the system and fight against the corrupt new world order. UNSanctioned: The Dream Corrupted vs. A Brave New World If all of this sounds a lot like the 1999 superhero RPG Brave New World, then you&#8217;re not the first one to have noticed the similarities. This book was being talked about for some time before its release, so I [...]]]></description>
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		<item>
		<title>Villains and Vigilantes RPG Review</title>
		<link>http://www.superherorpgs.com/villains-vigilantes/</link>
		<comments>http://www.superherorpgs.com/villains-vigilantes/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 19:42:27 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=273</guid>
		<description><![CDATA[Fantasy Games Unlimited &#8211; Jack Herman &#38; Jeff Dee Villains and Vigilantes, originally published in 1979 by Fantasy Games Unlimited, holds the distinction of being the first superhero role-playing game to gain significant levels of popularity. Co-created by Jeff Dee and Jack Herman&#8211;with Dee providing the artwork&#8211;V&#38;V paved the way for later games like Superworld and Champions. Villains and Vigilantes released a second edition in 1982 with significant revisions to the rules, although the game‘s unique random power generation system stayed intact. V&#38;V went out of print in 1987, but it was revived in 2010 thanks to a publishing company formed by the co-creators of the game. Superpowers The process for creating powers in Villains and Vigilantes is much different than other superhero role-playing games. First off, the game suggests that players use themselves as the template for their hero’s secret identity. Take a long, hard look at yourself and determine what your ratings would be in the following five characteristics: Strength, Agility, Endurance, Intelligence and Charisma. You then roll 1D6+2 to determine the number of powers you’ll receive. Then determine the source of your powers, with choices ranging from magic to devices. Next, you roll randomly for a weakness [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Wild Talents RPG Review</title>
		<link>http://www.superherorpgs.com/wild-talents/</link>
		<comments>http://www.superherorpgs.com/wild-talents/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 19:31:31 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=268</guid>
		<description><![CDATA[Dennis Detwiller and Arc Dream Publishing Wild Talents is a role-playing game written by Dennis Detwiller with assistance by Greg Stolze, Shane Ivey, and Kenneth Hite. The game was released by Arc Dream Publishing in 2006. The game is a sequel to Godlike, a superhero RPG set during World War II. Both Godlike and Wild Talents use the One-Roll Engine or &#8220;ORE&#8221; system for action resolution. The One-Role Engine &#8211; ORE System The One-Role Engine was designed by Greg Stolze for the Godlike roleplaying game. ORE is intuitive and simple once you learn a few notation conventions, but might seem arcane to the beginner. The game requires a player to roll a dice pool of d10 dice, just like the Storyteller System used by White Wolf Games. That&#8217;s about where the similarities end. Since all dice rolled ar d10s, the number of dice rolled become the key figure and so notations place the number of dice first, so a 5d stands for 5 d10s rolled. When you roll the dice pool, you&#8217;re looking for matches. These matches indicate not only whether an action is a success (or how successful the action is), but also how fast the action occurs. These [...]]]></description>
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		<title>The Trinity Roleplaying Game</title>
		<link>http://www.superherorpgs.com/trinity/</link>
		<comments>http://www.superherorpgs.com/trinity/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 18:49:25 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=259</guid>
		<description><![CDATA[White Wolf Superpowered Modern Roleplaying Trinity is the third installment in White Wolf&#8217;s treatment of superpowered moderns  like what you&#8217;d find in comic books, pulp novels, and science fiction settings. Where Adventure! handled pulp stories in the 1920s and 1930s, and Aberrant created a world for superhumans in the year 2008, Trinity takes the action an additional century into the future&#8211;to the early 22nd century. Mankind has survived the challenge of the Teragen and much of the power seems to have gone out of the world. Led by the Aeon-Trinity Foundation and the Psi-Orders, humanity is beginning to explore near-space. A handful of alien races have been encountered, with varying results. Meanwhile, signs point to an old threat (the Teragen) living out there in the stars, perhaps on the point of returning to Earth. The Trinity RPG Setting The Trinity rpg setting is interesting, if a little sterile. The story is a continuation, so let&#8217;s give the background of the 21st century. After the Age of Emergence, when novas began erupting in the aftermath of a worldwide crisis in 1999, the world was changed. As time went by, novas became more powerful, more widespread, and more aggressive. The Teragen mounted [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Teenage Mutant Ninja Turtles &amp; Other Strangeness Review</title>
		<link>http://www.superherorpgs.com/teenage-mutant-ninja-turtles/</link>
		<comments>http://www.superherorpgs.com/teenage-mutant-ninja-turtles/#comments</comments>
		<pubDate>Sun, 10 Jun 2012 18:47:18 +0000</pubDate>
		<dc:creator>superherorpgs</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.superherorpgs.com/?p=254</guid>
		<description><![CDATA[Palladium Books Super Hero and Comic Book RPGs Teenage Mutant Ninja Turtles and Other Strangeness is a melding of martial arts and superhero role-playing games. Inspired by the popular comic book creations of Kevin Eastman and Pater Laird, the role-playing rules were first published in 1985 by Palladium Books and featured anthropomorphic turtles who used ninjutsu to battle criminals from their base in the sewers of New York City. A few years later, the TMNT would become a pop culture phenomenon thanks to the success of movies, animated television shows, and assorted other merchandising opportunities. Not bad for a group of comic book characters who made their world debut in 1984 at a Sheraton in Portsmouth, New Hampshire. Initial sales of the Teenage Mutant Ninja Turtles role-playing game were brisk, with more than 50,000 copies sold annually. This changed in 1987, when the increased exposure of the product resulted in numerous revisions to the storyline and setting. What had started as a gritty world filled with vigilantes and other strangeness was soon replaced by constant references to pizza and various catchphrases designed to sell toys. Within a few years, annual sales were down to 6,000 copies, and Palladium was forced [...]]]></description>
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