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Power Level In Vibora Bay ?


Opale

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Aloha fellow Heroes, Villains and GMites !

 

A turnabout in my campaign made my players an myself pondering about playing in Vibora Bay for the unique mystic setting it offers.

 

Problem is my PCs are too powerful for the VB settings, from what I read of the book.

 

So, I am considering using a GM fiat devices/thingy to level down their might sliightly.

 

Question is : what is the average I should consider ?

 

Usually a 6th ED PC with 400 CP does something like 12d6 Damage for OCV 11 and has a defense between 16 (martial artists) and 30 (Brocks)

 

VB bricks seems to be much less strong (9d6 ?) but what about the other limits ?

 

If someone has a hint or a good house rule for that ?

 

In advance , mahalo nui loa for the help :)

 

Erzulie Mounted Opale

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Are the PCs existing ones that are being moved to VB, or are they new?

 

If the former, I'd boost the setting, rather than reduce the PCs' power levels. There's too much risk of alienating your players the other way.

 

I was thinking the same. It's better to buff up the foes than cut the PCs down imo. Less chance of resentment

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Champions Online pumped up the power level in Vibora Bay quite a bit to make it more of a challenge to superheroes, while retaining its supernatural flavor. In several cases this involved extrapolating from existing precedents in the setting. Take VB's street gangs: the Sovereign Sons command actual voodoo magic and have zombies in their ranks; the Dogz are infected with lycanthropy, and the New Shadows with vampirism; the Trey Kings dabble in Qliphothic magic.  I don't think the White Warlocks are in the game, but they practically write themselves. ;)  (CO's actual execution left something to be desired, but IMHO the concept is sound.)

 

Of course VIPER and DEMON both have a presence in Vibora Bay, so it's easy to introduce higher-profile elements from both organizations.

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