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[SPC] Supers Companions Pulp Campaign

 
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jonrog1
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Joined: 28 Nov 2009
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PostPosted: Tue Oct 25, 2011 11:10 am    Post subject: [SPC] Supers Companions Pulp Campaign Reply with quote

Hey all. The Supers Companion is one of those books I love, that can handle anything from magic to cybertech. But I hit a snag a little while ago, in that I WANTED to play a pulp game, and trying to muck out the balance gave me a headache. I wound up going with the (very very excellent) AGENTS OF OBLIVION setting for the game.

So I'd like to open up a thread for discussion of how people built their SPC campaigns. Specifically, how did you balance PC's without powers vs. those with? Did you go street level, and if you did, did you further modify the number of pp available at build? (Say 5pp at generation, 5pp per rank rather than 10), or some variation thereof? Did you use Total power? Could you in theory run an Urban Fantasy Harry Dresden campaign with this sort of thing? Just trying to get a sense of how people use this resource.
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jpk
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Joined: 03 Apr 2007
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Location: Tazewell, East Tennessee, USA

PostPosted: Tue Oct 25, 2011 11:36 am    Post subject: Reply with quote

I've played in a Harry Dresden-style game with the SPC, and it was fantastic.

For me, though, you shouldn't allow a game with the SPC rules to include PCs without the super powers. Period. They don't have to have big flashy capital-letter Super Powers, but they should have access to that system and represent themselves as exceptionally skilled, gifted, or lucky. If they only want to stock up on Super Edges and Super Skills, fine. Heck, totally normal abilities like a good fastball can be represented as a 2d6 Attack, Ranged with the trapping that you need something to throw.
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ValhallaGH
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PostPosted: Tue Oct 25, 2011 12:51 pm    Post subject: Reply with quote

The lucky 12 year old street acrobat with no combat skill? Deflection -3, Parry +6, and Armor +3, all with the Agility and Luck trappings.


The SPC can't balance Super and Non-Super characters. However, "normal" characters can still have "Super-Training" powers - skills, edges, attributes, and a few "stealth" powers (armor, deflection, etc. with skill or luck trappings).


If you use the SPC for everything then you need to use it for everything, including all the PCs.
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kronovan
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Joined: 01 Mar 2011
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PostPosted: Tue Oct 25, 2011 6:54 pm    Post subject: Re: [SPC] Supers Companions Pulp Campaign Reply with quote

I've actually found the SPC to be a decent system for pulp adventuring and I'm running a campaign in which the PC's are standard heroes that began with 15 pp. For the most part I just let extras be classical Pulp mooks that go down after 1 or 2 hits from the PCs. To balance things out I try to have enough villains, or a solo villain of a high enough rank, that their combat rating(s) aren't too far below the PC's. I also occassionally give some Extras special abilities or heavy weapons if they're supporting a solo villain. Once you get used to the combat rating formula as explained in SWD, the balancing gets quite easy. What I've found most important is to not go too action heavy in the adventures and have a good number of sessions more RP focused; i.e. social interactions, searching for key items/locations, puzzles, etc. Of course that only works if you're player enjoy that, and it's admittedly a fine balancing act for me when I create my adventures.

jonrog1 wrote:
Did you go street level, and if you did, did you further modify the number of pp available at build? (Say 5pp at generation, 5pp per rank rather than 10), or some variation thereof?

The Minor Leaguer variant in the SPC only gives 6pp at the start and then 3 pp wheneve the Power Points edge is taken. I've started intro'ing horror adventures for my campaign now, and if I was to start over I'd go with Street Heroes and the minor leaguer option, if only because it makes brining NPC's/beasts in from other settings easier.
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jonrog1
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PostPosted: Tue Oct 25, 2011 7:43 pm    Post subject: Reply with quote

ValhallaGH wrote:
The lucky 12 year old street acrobat with no combat skill? Deflection -3, Parry +6, and Armor +3, all with the Agility and Luck trappings.


The SPC can't balance Super and Non-Super characters. However, "normal" characters can still have "Super-Training" powers - skills, edges, attributes, and a few "stealth" powers (armor, deflection, etc. with skill or luck trappings).


If you use the SPC for everything then you need to use it for everything, including all the PCs.


Great example particularly since, weirdly, that EXACT CHARACTER is a PC in my campaign. Spooky.

Setting aside the "just don't do it" warning, I was thinking of trying the Unisystem way of giving ordinaries more Bennies-- which I suppose Is just effectively buying the Luck edge with power points, now that I think of it.

I remember Clint actually had a power point to edges conversion for handling this, but my forum-fu is not strong. Anyone remember that thread?

Also, what do you think of making Relics of Power items that can only be used - even if found earlier - by buying the New Power edge? Like, "sure, you FOUND Excalibur, but it takes an advance to represent training with it.
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SeventhZombie
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Joined: 10 Mar 2011
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PostPosted: Mon Nov 07, 2011 3:00 am    Post subject: Reply with quote

I ran (soon to be picking up again) a B.P.R.D game and I had the same concerns because half my group wanted to play paranormal beings and the other half just wanted to play soldiers. After a lot of consideration I decided that there wasn't really a good way to balance the characters. I could give the normal folks super skills and attributes but in the end I felt that would take away from the roleplaying aspect of the game. In B.P.R.D there are several characters without powers who fight right along side Hellboy and Liz. All I ended up ruling was that if someone wanted to play a paranormal being they had to purchase the Arcane Background (Super Powers) and would not receive the free Human starting edge. Also to slow the progression of the super powered PCs I limited the option of picking up the Power Point Edge to every other rank. It worked really well. In fact the human gun nut tends to hold her own better then the supers Smile
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Zadmar
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Joined: 10 Nov 2010
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Location: Munich

PostPosted: Mon Nov 07, 2011 11:18 am    Post subject: Reply with quote

jonrog1 wrote:
I remember Clint actually had a power point to edges conversion for handling this, but my forum-fu is not strong. Anyone remember that thread?

I don't remember Clint posting a conversion, but in my last post on this thread I observed that "quite a few of 77IM's Arcane Ability edges seem to be similar to 1 PP worth of NE powers", and Clint did give some feedback on one of the edges earlier in the thread, so I think it's fair to say that 77IM did a good job of balancing them against standard edges.

Similarly, raising a stat or 2 skills (or buying a new skill at d4) costs 1 advance, or 1 PP (Super Attribute/Skill).

On the other hand, buying an edge costs 1 advance, or 2 PP. Likewise, the ability to fly at your base pace is a +2 racial ability (the equivalent value of an edge), or 2 PP for Flight.

There are more extreme examples like Construct, which is a +2 racial ability (equivalent to 1 advance) or 5 PP. But if you tried to duplicate the abilities of Construct with regular edges it would probably be closer to the NE/SPC value anyway.

jonrog1 wrote:
Also, what do you think of making Relics of Power items that can only be used - even if found earlier - by buying the New Power edge? Like, "sure, you FOUND Excalibur, but it takes an advance to represent training with it.

That's what I ruled in NE when my players wanted to strip the power armour from one of their victims. Otherwise they'd have gone on a looting rampage!
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