135:#9 (Oct/Nov 1978), giving it an overall score of 6 out of 10, and concludes his review by stating, "The rules are well worked out and cover most eventualities with clear examples. On the other hand this is not a game for maths and table-shy GMs as everything is down to modified probabilities with the usual resultant working out to do. As with most such games setting up requires some time but at least here the world is already designed. Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future. It might even convert quite readily to a computer based programme in a similar way to '
175:." He further noted that "While the rules are quite detailed in many respects, they are not particularly clear or well organized. In fact, except for some marvelous illustrations, the whole thing is rather sloppily put together." Freeman gave this game an Overall Evaluation of "Fair", concluding, "It's unique, though, and comics fanatics who are already knowledgeable role-playing gamers could have fun with it."
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The game takes place in the year 2044 following a global holocaust, on the island of
Inguria off the west coast of the United States, which has become a significant center of civilization. The game includes maps of both the island and its city. Due to radiation exposure, some humans gained superhuman
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Play involves two parts: face-to-face scenarios between characters, and the activities of the rest of the week. The scenarios give scores for activities such as crime prevention, location, getting leads, convictions and successfully avoiding damage to people and property. In the other part of play,
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are designed using 140 points that get divided between seven characteristics: vigor, stamina, charisma, endurance, mentality, ego and dexterity. The player adjusts these scores based on character type and a personal bonus is added based on what the character is specialized in.
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powers. The three basic types of ability are the "ubermensch", with enhanced physical combat abilities; the "unique", with the extraordinary abilities due to a beneficial mutation; and the "toolmaster", who is an expert in technology.
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system set in 2044, with background material on the future world and rules for character creation, combat, movement and scenario design. The second edition of the game includes rules for solo play.
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each player fills out a weekly planning sheet listing when their character is spending time patrolling, resting, training or researching.
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is a role-playing game first published by its designer Donald Saxman in 1977 and republished by
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described the game as "Ground-breaking", although he called the rules "primitive".
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is the earliest example of a professionally produced superhero role-playing game.
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was disappointed in this game calling it "neither as plausible as
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Heroic Worlds: A History and Guide to Role-Playing Games
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Heroic Worlds: A History and Guide to Role-Playing Games
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Bloomfield, Eamon (October–November 1978). "Open Box".
314:. New York: Simon & Schuster. pp. 280–281.
101:as a ring-bound 50-page book, with a color cover.
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326:"The Playboy winner's guide to board games"
186:The Playboy Winner's Guide to Board Games
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16:Tabletop superhero role-playing game
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219:. Prometheus Books. p. 56.
89:was designed and published by
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312:The Complete Book of Wargames
156:The Complete Book of Wargames
357:Superhero role-playing games
282:Shannon Appelcline (2011).
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125:Eamon Bloomfield reviewed
286:. Mongoose Publishing.
284:Designers & Dragons
172:Dungeons & Dragons
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269:"SFE: Superhero 2044"
93:in 1977, with art by
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169:nor as exciting as
82:Publication history
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293:978-1-907702-58-7
153:In the 1980 book
142:In his 1991 book
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250:White Dwarf
161:Jon Freeman
132:White Dwarf
39:Description
341:Categories
193:References
111:published
99:Lou Zocchi
95:Mick Cagle
61:Characters
33:Lou Zocchi
166:En Garde!
121:Reception
48:superhero
310:(1980).
215:(1991).
73:Gameplay
328:. 1979.
179:Reviews
137:Starweb
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114:Hazard
257:: 18.
253:(9).
46:is a
288:ISBN
221:ISBN
139:'."
129:for
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