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Supers! Rules Clarifications


One of the things that many people had a hard time with was "getting" the way that Supers! worked. I admit I had the same problems, but I also had an advantage named DragonFly who is just aces at explaining things. So for example, want to know how guns work? Here's his explanation from another thread;

quote:

TGIDragonfly wrote:

Weapons, right now, are handled abstractly via the Shooting Aptitude. Personally, I think it should stay that way - certainly in the core book.

I would build the Punisher thusly:

Shooting 3D (Guns 4D, Area 1D, Armor Piercing 1D, Split Attack 1D).

This would give him access to armor piercing rounds, grenades, two-weapon combat, etc. SUPERS! isn't really the type of game that cares about whether or not he is using a handgun or an assault rifle. All that matters is that Frank Castle is good at guns and has lots of them. Frank Castle can find a way of doing the same amount of damage with both. The narrative elements define what happens on the panel (or in the round). I could, however, see a Judge ask Punisher's player to write down an equipment list on his character sheet - just so that it doesn't seem like Frank has a dimensional portal from which he could pull as many guns as desired. I wouldn't limit such a list, though, at least not beyond what makes narrative sense, nor make the player pay for any of his character's weapons.

How about rocket launchers, Bazookas, .50 calliber machine guns and the like? Those are weapons that should do more than the 3D cap on Aptitudes. I would buy those as Super Weaponry 4D (with Area, Armor Piercing Boosts), but I would place some sort of Accessibility and/or Ammunition Complications on the power.



Wow! Nice stuff!

Got any questions about the rules? Got any explanations of how to do things within the rules?

Let's explore!

Last edited by AndrewCollas, 9/1/2012, 2:39 pm


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"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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Re: Supers! Rules Clarifications


Howdy Andrew,

Thanks for the kind words! For what it's worth, I had all the same issues when I started playing the game a few years ago. CG7, Dustland, Simon and others helped me think through some of this stuff, and I'm still discovering new things as I go.

With that in mind, you mentioned (in the other thread) that you liked my explanation up through bazookas. What's your issue with the bazooka? I'm not being defensive at all, mind you. Im just curious. I haven't given artillery weapons as much thought as I have some other things in the system, so I'm genuinely interested in alternate approaches.

Dustland has some good thoughts on this stuff, methinks, so I hope he chimes in here.

All the best!

Aldo

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Re: Supers! Rules Clarifications


I have no issue at all with bazookas as you presented them, it just is sort of a thing where if I have a power, then I always have that power right? Unless there is an ingame reason I don't have that power...

So we are now setting Punisher up to ALWAYS have a bazooka, even with the device complication, he still ALWAYS has a Bazooka until someone takes it away.

That's a lot of fire power for a normal.

I am not proposing that I have a better way to do it, I am simply saying that there needs to be a better way to do it.

Hence discussion emoticon

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Re: Supers! Rules Clarifications


Hi Andrew,

Ah, I see. I too wouldn't want him running around with a bazooka willy-nilly. I hadn't fully worked it out yet, but I was envisioning something more than a Device Complication. I was thinking of some sort of Ammo or Accessibility Complication (as well as Device). Maybe even some sort of "Bulky" Complication to boot.

You could even do it with a modified version of the I Brought This Along Advantage, so he only has a single use of said item.

I can think of several other ways to get at this...

More later, though, as I've gotta get ready for my bimonthly game. :-)

All the best!

Dragonfly
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Re: Supers! Rules Clarifications


Wouldn't something as simple as a Limited Ammo complication take care of the unlimited use problem? Combine that with the Device complication and I think that would be all you really need. Of course it comes with the added natural complication of being pretty much not concealable in it's assembled form. You'd just have to work out how the Limited Ammo complication works.

Last edited by Toric, 9/2/2012, 2:25 am
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Re: Supers! Rules Clarifications


Yes but there is no ammo complication. Or an non-concealable one.

So absent those, how do you do it RAW without him having a Bazooka ALL the time?

That's my question.

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Re: Supers! Rules Clarifications


In my games, I have expanded the use of the competency dice. If someone says that they wanted to use their shooting skill to fire a bazooka, I would say that they have to use a compentency die and then grant them the area affect boost for the next attack.

(In my campaign, I allow anyone to use a competency dice to get a power boost for their next attack as long as they can justify it in their descriptive use of the power.)

By tying it to the competency pool, it limits them from using it all the time. If they wanted to use it all the time, then they should purchase the Super Weapon power with the Area Affect Boost. It also keeps thing simple so that a gun touting character any has to by a few dice with the skill and won't have to be concerned with buying all the right boosts up front. In my world, simple is good.

Last edited by Darkpaladin67, 9/2/2012, 3:32 am
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Re: Supers! Rules Clarifications


Yes but this is how to do things Rules As Written... what you propose is an optional rule right? So how do we do the limited Bazooka in RAW?

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Re: Supers! Rules Clarifications


As you can probably tell by now, I am rarely constrained by the RAW.However, if I must, I would rule that if he were to use it on a regular basis, I would have him buy it as Super Weapon.

quote:

AndrewCollas wrote:

Yes but this is how to do things Rules As Written... what you propose is an optional rule right? So how do we do the limited Bazooka in RAW?



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Re: Supers! Rules Clarifications


quote:

AndrewCollas wrote:

Yes but there is no ammo complication. Or an non-concealable one.

So absent those, how do you do it RAW without him having a Bazooka ALL the time?

That's my question.



Does it need a non-concealable complication? It's a bazooka so therefore it is what it is.

As for your second question, I don't believe it's possible to model a bazooka that has a limited number of shots using the RAW. There is simply nothing in the RAW that limits the number of shots fired by a weapon. There are no real weapon guidelines at all as you are well-aware. Sure you can have Super Weaponry but there is still no complication currently in the game that limits the number of uses of said weapon.

Short of using some form of I Brought This Along as Dragonfly mentioned, I don't see how it can be done without some tweaking of the rules or some outright creation of new complications or the creation of a full-on Weapons subsystem. Perhaps a creative use of the Limited Use complication would work? Rather than saying Limited Use (Attack only) for example, perhaps you could say:

Bazooka 3D, Complications: Limited Use (once per combat encounter), Device.

That is admittedly a stretch of the Limited Use complication but could work. And you could change it to twice per combat encounter or whatever you decide the limitation should be to be worth a 1D complication.

To me, that is the beauty of the rules. Simon included enough to cover MOST situations and what isn't covered is easily added or expanded upon using the existing RAW as guidelines.

Last edited by Toric, 9/2/2012, 6:33 am
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