I've had a lot of requests to discuss the differences between the classic Supergame rules and the new version in the works, so here goes. These are the basics.


Scale

Classic Supergame can be scaled to different levels by altering the amount of points allocated to characters.

Supergame 3E uses 6 different levels: local, regional, national, global, cosmic, and transcendental. This allows for a variety of supers types. Basic Classic characters typically fall in the local and regional ranges.


Abilities

Classic Supergame uses 8 prime statistics: strength, dexterity, intelligence, ego, psychic power, charisma, physical, and agony. These are generally rated between 0 and 100, although it can be greater.

Supergame 3E uses 4 prime abilities: fitness, insight, toughness, and willpower -- the latter two are actually derived from the first two. (These were physical prowess, mental prowess, physical defense, and mental defense -- but I just changed them to better simplify things -- too much wordage and duplication.)


Skills

Classic Supergame doesn't really use skills. Instead, different levels of trainings can be assigned, such as for martial arts or inventions. Knowledges are typically under the purview of intelligence.

Supergame 3E uses skills, but they are static (no ratings) and either permit the character to do something out of the ordinary or at least without penalty.


Knacks

Classic Supergame lumps special traits together with powers, but the new version allows for knacks that can aid a character in special situations outside of combat (combat knacks can be used as an option). Players are encouraged to create their own knacks, but a number of samples are provided. Faults are the opposite of knacks, and can be used as an option.


Powers

Powers are chosen individually in Classic Supergame, but are generally categorized as bodily attributes, training attributes, supernormal powers, and inventions/devices.

Supergame 3E groups powers into clusters. This means that a) points must be allocated to the cluster, which defines the potential of all associated powers; b) the powers themselves are cheaper to acquire within the cluster; and c) modifiers (such as area-effects) or drawbacks (like limited use) may be assigned to the cluster as a whole. In the end, this greatly simplifies choosing powers and modifying them. Individual powers can also be fine-tuned in this manner, should more detail be required.


Expressions and Magic

Classic Supergame has specific rules for magical effects and certain powers. For example, wings gives a character the ability to fly, but so can other powers, such as through magic.

Supergame 3E lumps all powers together. The effect is what's important, not how it is achieved. All powers can be assigned expressions, which describe how the power works and what it looks like when it works. For example, the fly power is not concerned with how a character can fly -- that's for the player to describe: it could be through wings, a power suit, or even control over gravity. It should also be noted that while expressions of powers are a freeform concept, they can still have mechanical effects. For example, a power derived from darkness may not function when surrounded by bright light or a blazing sun might hamper the effects of a cold ray.

Magic in Supergame 3E falls under the mystic power cluster -- unlike the other power clusters, no actual powers are associated with it; any individual powers can be used with this cluster (up to a certain number of points) and changed again at another time -- such is the dynamic quality of magic.


Task Resolution

Classic Supergame uses two methods for determining success, depending on the situation. The more common method used for close combat and direct competitions is the Universal Comparison Ratio. A calculator comes in handy, but the easier online calculator works best. The formula is the percentage of the attacker's total (modified dexterity or other attribute) to both the attacker's and defender's totals, or attacker/(attacker+defender)*100 = percentage to be rolled on D%.

The second method is used for ranged attacks. A D6 is rolled and modifiers are applied to it. A second D6 is rolled, which must be greater than the first modified roll.

Supergame 3E uses a single mechanic for all tasks: die roll + (fitness, insight, or power) must beat difficulty (fitness, insight, toughness, willpower, power, or arbitrary value). The die roll can be made with your choice: fudge/fate dice, D6 - D6, or 2D10 chart. The difference between actual roll and roll needed is called overkill and determines the level of success.


Damage

Classic Supergame applies agony and/or physical damage, depending on the circumstances. The amount of damage is generally determined by making a D% roll and multiplying the maximum potential damage by the roll/100 (apply a percentage of the potential).

Supergame 3E applies only wound damage, although a stress option is also provided. The number of wounds applied is equal to an attack's overkill.


Benchmarks

Classic Supergame has weight and speed guidelines for powers and prime statistics.

Supergame 3E uses a benchmarks system to determine mass, distance, area, time, and raw quantities/values. These benchmarks are generally linked to an ability, power cluster's rating, and/or overkill. They help define the scope of powers and inherent capabilities (like lifting weights and running).


Poseidonis

Classic Supergame introduced the island of Poseidonis as a locale for adventure, along with a super-team called the Knights of Poseidonis and a super-villain group called Vortex. They will also be present in the new version (as a separate book). |