The contents of Showdown! are basically as follows; a set of quick-start rules, new and revised rules, new and revised powers, additional scenarios, and new Four-Color universe characters with stats for two popular Superhero RPGs.
The quick-start rules are a nice introduction to the game’s mechanics. They are intended for someone to pick up the rules and play a game by themselves in a matter of minutes. They also work well as a guide for someone presenting the concepts of SuperSystem and demonstrating the rules. They really show how elegant the system is. The downside is this section isn’t very useful to veteran players who don’t demo the system. But heck, it is only one page.
The new and revised rules add 3 new rules and 3 revisions. I would look at it as 4 new rules and 2 revisions but I am just being difficult. Of these rules, I think two have the most impact. The first is the Cuff ‘em rule. Its impact is largely in league play that has a role-play component to it. Before Showdown if a good character wanted to take out a regenerating character they would have to perform a Coup de Grace - this lead to un-heroic results. Cuff ‘em solves this nicely. The second of these rules is the revised knockback rule. With the additional of knockback, what was once a sometimes-static battle now becomes a full blown, flying across the table affair. SuperSystem always did a great job of capturing the feel of battles in the comics. I didn’t think this feel could be added to. Well, I was wrong.
The new and revised powers are intended to be a comprehensive list of all the powers and abilities in the rules. There are some new powers that combine and replace older powers like ‘Extra Forms’ replaces ‘Duplication’ and ‘Summoning.’ There are some totally new powers like the ‘Boost’ or ‘Everyman.’ And there are the powers we know and love with some slight clarifications and additions. The only problem with this is that they may have missed more or two of the powers. (But don’t tell anyone. They did such a good job…)
The supplement also contains 4 additional scenarios. A Strong point of SuperSystem is the great scenarios and Showdown continues this. I’ve only played Hijack so far, but it was a blast. I’m looking forward to trying out the others. My only complaint here is that there aren’t more scenarios.
Lastly, Showdown contains 3 more super groups plus a bunch of independent characters - about 22 total new characters in all. Depending on whom you ask, some of these super characters are more interesting than others. Personally, I like the idea of genetically created werewolves working for the CIA. The nice thing about all these characters is there are stats for the venerable Hero System and the upstart Mutants and Masterminds. Truthfully, I actually use SuperSystem to do my superhero role-playing. My game master style is fast and loose and SuperSystem works well for what I do. Hopefully, though, others who do play either Hero System or M&M will find this useful.
In conclusion, Showdown is another excellent supplement for the SuperSystem game. Veterans of the game will appreciate its usefulness and additions. And hopefully, someone unfamiliar with SuperSystem will read the Quick-Start rules at their local shop and decide the game is for them.
‘Nuff Said,
Thomas Whitten

