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NE vs Supers companion

 
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canology
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Joined: 08 Apr 2008
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PostPosted: Tue Apr 24, 2012 2:33 am    Post subject: NE vs Supers companion Reply with quote

If I was going to run a non-NE supers game, but I only own the NE book, would I be missing out on anything important/different in the Supers Companion?
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Locke
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Joined: 19 Sep 2011
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Location: Springville, UT

PostPosted: Tue Apr 24, 2012 11:05 am    Post subject: Reply with quote

I've run into the NE vs. SPC question a bit in prepping for my NE game. There are a couple of different modifiers (Switchable comes to mind) and some different gear and benny options, but other than that, it seemed like most of the actual power text was lifted straight from NE for SPC.

I'm sure one of the more experienced Super Savages could give you more detail, though. Smile
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Snate56
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Location: Monroe, Washington

PostPosted: Wed Apr 25, 2012 1:46 pm    Post subject: Reply with quote

NE is a little more limited becausa it's for building characters for that campaign but it's certainly fine to use.
If eventually, you wish to expand your campaign, then you can get the SPC.

You could even run a campaign of NE after all the events of the plot point have happened, where the characters are rebuilding the world.



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canology
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PostPosted: Wed Apr 25, 2012 3:55 pm    Post subject: Reply with quote

My campaign idea (still in the germination stage), is to set the game in the Traveller universe, but with supers.
The game would revolve around a group of fairly tough law enforcement supers trying to track down and capture/kill a bunch of the toughest bad guys in the Imperium, who have escaped from their prison planet and scattered throughout space.

I may need to save up and buy the Supers companion...
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Zadmar
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Joined: 10 Nov 2010
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Location: Munich

PostPosted: Wed Apr 25, 2012 5:05 pm    Post subject: Reply with quote

Clint made a post about the differences here:

Clint wrote:
fanchergw wrote:
Are there any changes to the powers or power costs beyond the two items Ron mentioned on the previous page?


The two things previously mentioned were Headquarters and Switchable, right?

If so, yeah, there are some other things, but nothing huge in the base effects. The main one I recall off the top of my head is the stacking of attack penalties (or lack thereof).

Let's see, there is also...

A new Modifier for Darkvision
A slight change (limit) on Deflection
A new Modifier for Illusion
A new Modifier for Immunity
A new Modifier for Minions (but seen around here)
Some major changes to Paralysis and Modifiers

There are also some "clarifications" like certain touch powers that have to hit exposed skin or expanding existing Elemental Tricks for other "elements."

Hmm, that's all I can think of specifically regarding the powers themselves. Course, we also have little changes like changing some of the references from "villain" to "hero," though we do note at the very beginning that we use both terms interchangeably.

I believe many of the changes were also posted on the forums, plus there's that Shark Bytes article and some other unofficial stuff on Savagepedia, as well as Lord Lance's really handy power list. So in terms of actual powers I think you'd be fine with just NE (although SPC obviously has other stuff).
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Snate56
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PostPosted: Wed Apr 25, 2012 8:37 pm    Post subject: Reply with quote

Well, NE also doesn't have stuff for personal space travel for obvious reasons, you aren't supposed to fight the V'sori on their home turf, etc., but if said "supers" are ship bound then no problem. You may be called upon to use some common sense when adjudicating certain things, but other than that, you're fine.
Don't fret the changes, NE will certainly give you enough to work with.
This sounds kinda like a Legion of Super Heroes thing... Very Happy



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VonDan
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PostPosted: Wed Apr 25, 2012 10:41 pm    Post subject: Reply with quote

The super hero book you might be looking for is "Brave New World" I just picked it up new (for $2)

https://en.wikipedia.org/wiki/Brave_New_World_%28role-playing_game%29
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Zadmar
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PostPosted: Thu Apr 26, 2012 3:37 am    Post subject: Reply with quote

Snate56 wrote:
Well, NE also doesn't have stuff for personal space travel for obvious reasons, you aren't supposed to fight the V'sori on their home turf, etc., but if said "supers" are ship bound then no problem.

True, however there's a Space Flight modifier in Shark Bytes which describes how "Flying Pace acts as Acceleration in space", as well as a Life Support power on Savagepedia which is explicitly designed "for characters who want to fly in space". As long as you don't mind drawing on unofficial sources, you should be able to fill in the gaps.
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Snate56
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PostPosted: Thu Apr 26, 2012 4:23 pm    Post subject: Reply with quote

Not saying it wasn't possible, just not necessary. Very Happy



SteveN
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canology
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PostPosted: Thu Apr 26, 2012 7:18 pm    Post subject: Reply with quote

VonDan wrote:
The super hero book you might be looking for is "Brave New World" I just picked it up new (for $2)

https://en.wikipedia.org/wiki/Brave_New_World_%28role-playing_game%29


I am failing to see how that would help me run a supers game in the Traveller universe...
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