What is it?:
Heroes Unlimited is a Super Hero game
by Palladium Books, with several source books, and is compatible with
most of their other games (including Rifts).
The setting:
In the core book, there's not a whole
lot of world building. There's only a few pages dealing with being a
“legacy” hero and the history is something like “there's always
been people with powers, but there's a lot more of them after World
War Two.” That's it. However, in the expansions they've done, they
do add a lot more to the world and the various heroes and villains
that inhabit it.
The system:
As this is a Palladium game, it uses
their basic system. That means percentile dice for skills, D20s for
attacks and saves, and the weird wackiness of good ol' 2nd
edition D&D. But more complicated. There's also TONS of random
tables. You don't get to pick what kind of hero you make, you roll
for it. Then, you roll for the sub-type. Or budget. Or... You get the
point. You also get to roll for your character's education level.
This can lead to hilariously underpowered characters. Good luck with
that Grade School Dropout inventor! The charts, tables, and powers
take up the majority of the 352 page rule book.
The types of heroes include mutant
animals, wizards, psionics, bionics, robots, aliens, and a whole lot
more. Powers are broken down into Powers, Psionics, and Spells. In
addition it rolling how many powers you have, you can also roll to
see what powers you get. This, of course, can lead to hilarity. Not
only can you get contradictory powers, you can also end up with the
utterly worthless powers. You roll the dice, you take your chances...
Because the system is drawn from 2nd
edition D&D, each type of hero levels up on a different XP chart,
which has the exact same problem as 2nd edition had:
Characters that all started out at the same level grow further apart
as time goes on. Since you randomly roll what kind of character you
get, this can lead to frustration among your players. You might want
to give some characters a little extra XP to keep them on par with
the rest of party.
Is it worth it?:
This is a real tough one. So, I'm going
to go with a strong “maybe.”
Why? Because the tables are really
nifty. Even if it leads to terribly unbalanced characters. If you
don't use the book for the system, which is fair, you can use it for
inspiration. Need a random villain for another game? Roll away. Not
sure what your replacement character should be? Let the dice figure
it out for you.
One thing I will say about the design
of the game, is that it's quite clearly looking to create a more
Marvel power level than DC. The heroes in this game have only a few
powers and aren't going to be bench pressing planets any time soon.
Kevin Siembieda says that he wanted to make “thinking heroes”
ones that used their heads more than their fists. And I think most
people find those types of heroes more fun to play.
Since the system is compatible with the
whole of the Palladium series, it might be worth picking up if you
have some of their other games. The first two I can think of are
Teenage Mutant Ninja Turtles and Other Strangeness and Ninjas and
Superspies. You can include these characters in a Heroes game or do
the reverse and have Heroes turning up in those worlds. There's even
adventures in the G.M.'s Guide that crosses over with the Nightsbane
campaign setting. So, if you have any other Palladium games, I think
it makes Heroes something worth picking up.
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