From publisher blurb:
From the pages of our comic books and the screens of our televisions super heroes leap out into our collective consciousness. These men and women possess remarkable capabilities and dwell in amazing worlds where you never know if a radioactive meteor shall fall from the sky, mole men erupt from the ground, demons invade from other dimensions, or giant crabs stalk in from the sea. Over the decades these characters have met, fought, befriended and fought again, to form vast webs of frequently retconned stories spun over a fantastical but ever familiar world. Like many readers of these tales I have a passion to fashion my own tales of superheroes and villains, across such vistas of imagination. So Superlatives was born to facilitate such sagas. Among its superhero roleplaying peers Superlatives has several features that are, if not totally unique, distinctive and unusual.
The first is that characters are created through their adventures, with even a substantial portion of initial character creation being dedicated to creating your "prior publication history."
The second is that Superlatives uses a highly abstracted system geared towards descriptions of what and how your character is going to achieve the outcome they seek, rather than attempting to calculate the precise numbers involved. (When was the last time you saw a comic where the writer understood basic arithmetic anyway?)
The third feature (and unlike the prior features this is strictly optional) is that the game is designed for troupe roleplaying so that a single player shall not only play a hero, but also a supporting character and even a villain! As well as these easy to learn (and pretty easy to master) rules Superlatives offers a vast stable of characters (over three hundred and seventy characters with full stat blocks), adventures (five full adventures are included in the main book) and amazing settings...
As you are likely aware there is a standard superhero setting. On the eastern/western seaboard of the United States stands a city divided between shining spires of glass and steel and seedy alleyways, bearing a distinct resemblance to New York. Crime is held back only by the efforts of gaudily clothed men and women who trace their profession back to depression era mystery men and refuse to reveal their identities. Innumerable fine supplements, comics, cartoons, movies and video games already describe such a setting and I anticipate a plurality of Superlatives adventures shall continue this tradition. However heroes need not frequent cityscapes. The battlefields of the World Wars and Vietnam, dinosaur infested jungles, the depths of outer space, the English countryside, the New Mexican desert, the “wild west,” and perilous futures occupied by intelligent animals who have supplanted humanity have all hosted comic book heroes. As such the settings of Superlatives extend somewhat beyond a cityscape into secret military bases, volcanic islands, aristocratic estates, a school for super heroes, a dystopian dictatorship and magical worlds of myth.