As part of my trip down the rabbit hole that is
Palladium games, I played the heck out of Heroes Unlimited. For the
uninitiated, this is a Palladium System-based
game where you play comic book-style super heroes. Buying super powers
was easier than Champions or DC Heroes, but the powers were very specific. They
didn’t have a bolt power, they have flame blast, energy blast, etc. The obvious
disadvantage of this is that there were loads of powers. The back cover brags
about having over 240 Powers and Magic Spells. The clear advantage was that
each power got its own treatment so that fire blast and ice blast had rules for
catching things on fire and/or freezing them. This was the first Palladium book
I bought that had rules for integrating them with other Palladium Games. I
latched onto this idea immediately, My crowning achievement was a villain that was a
Kung Fu Weasel with 15 attacks per turn! Again, this system suffered from
having the rules and subsystems spread around and hidden. Also, it rubbed me
the wrong way to have an experience level system for Super heroes. I mean, what does
a 1st level Superman™ look like in comparison to a 15th
level Superman™ (also a reason why I never tried Mutants and Masterminds)? It was
good fun though, but I eventually moved on to another game. Heroes Unlimited
showed me the value of a universal system and the value of a detail oriented
system.
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