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That doesn't mean you couldn't start to run into some issues even within that range, but they were generally manageable if you were cautious. The big issue was that there were simply character types from superheroes that were essentially undoable, usually because they were too powerful, too broad, or both. If you could live with that, the rest would mostly work, though people had to pay attention to their defenses and the like. As some said, though, the interaction of skills and powers was a little problematic, and the Super-Skill power as written didn't really do what it needed to. |
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Maybe "realistic" mortal heroes like Batman or his enemy joker work with DBRP. In this respect one could even use an additional hero points subsystem (finally! yeah!) to enable him his incredible bat stunts. Last edited by Enpeze; November 26th, 2007 at 19:11. |
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Realistic heroes do work better than 4 color heroes in BRP. A Captain America type, with good stats and great skills, and a high AP shield would be easy. Batman, a little more difficult, due to gadgets, and more powerful heroes more problematic. Still, SUPEROWLRD did handle the high power characters fairly well. My character concept for the "Wildcards" setting was a teenager whose family was killed by the swarm, and felt powerless for not being able to save them. When she got superpowers, I literally had her become the most powerful heroine she could image, Supergirl, and gave her most of the same powers, although toned down to fit within my point allowance, and she had to be a bit delusional to get enough extra points to do it. She may not have matched up to the DC character, but she could pick up a M1 tank. |
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Yeah, it all depended on your mindset at the onset. DC heroes are severely overpowered in my book. I find Marvel heroes more plausabily in my mind.
If you tried to re-create a comic book hero with Superworld, then you would run into issues. However, if you created a hero from scratch within the Superworld rules framework, then you can create some really cool heroes. |
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- a second scenario book called 'Trouble for H.A.V.O.C', which contained 3 scenarii, one of them clearly drawn from Cthulhu mythos. Plus Superworld companion (additional rules, conversion for champions, and some other things) Runequestement votre, Kloster |
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Runequestement votre, Kloster |
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Her biggest vulnerabilities were not so much to more powerful villains, but to villains with knowledge of the comics. She was worried about being exposed to Element #36 on the periodic table. We knew it would have no effect on her, but she figured it was lethal. ![]() But yeah, overall DC character are more powerful than Marvel ones (pre-crisis Superman can, and did bitchslap the Hulk), making them harder to work out in most RPGs. As will any 4-color "team" campaign, the GM needs to vary the challenges in order to ensure that all the heroes are useful. Sometimes this can be funny. "Yeah I can fly. Oh, fly a PLANE-no I can't do that! I could carry the plane there, though. If it doesn't break in half. But pilot one, no." Hey, can Clark Kent drive?
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By comparison, most of your Marvel heavies, such as the Hulk, the Thing, Iron Man, Thor and the Submariner would be around STR 13 in the old DC game. |
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