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Posts posted by cptpatriot

  1. Update:

    I found a link on the wayback machine to the table @ https://web.archive.org/web/20120117030409/http://www.mactyre.net/scm/articles/MSH-1.html

    I posted the chart below

    Conversion notes -- Marvel Super Heroes to Champions
    by Aaron Sullivan 



        Ty (6) Gd(10) Ex(20) Rm(30) In(40) Am(50) Mn(75) Un(100)   
    STR / STR   10-12 13-15 16-20 21-30 31-45 46-55 56-65 66-75  
    DEX /AGL   10-12 13-15 16-20 21-25 26-30 31-35 36-40 41-45  
    CON /END   10-12 13-15 16-20 21-25 26-30 31-35 36-40 41-45  
    INT /REA   10-12 13-15 16-20 21-25 26-30 31-35 36-40 41-45  
    EGO /PSYC*   10-12 13-15 16-20 21-25 26-30 31-35 36-40 41-45  
    PRE/ [(In + P)/2]   10-12 13-15 16-20 21-25 26-30 31-35 36-40 41-45  
    SPD /AGL**   2 3 4 5 6 7 8 9  
    DEF   2-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40  


    Every +CS above Unearthly gives an additional + 5 (i.e., CL1000 END would equal CON 65), except for SPD. For SPD, every +2 CS equals +1 SPD (i.e., CL1000 AGL would equal SPD 11).

    * Assuming the character is a Psi or Mage; otherwise, use [(Re + In + Ps)/3]

    ** If either FIGHTING or INTUITION is higher than AGILITY, increase SPD by 1



     Special Cases

     BODY: 8 + (Health/25)

    COM: GM's Discretion

     PD/ED:Assuming that no relevant defense powers are involved, give the character 2 x Figured (not resistant). In MSH, most defensive powers replace standard defenses. Therefore, if a relevant defense, such as Body Armor, is less than the 2 x Figured, buy Damage Resistance equal to its conversion (see chart above). If the defensive power is greater than the figured defense, buy its Champions' equivalent equal to the difference between the two, in addition to the damage resistance. The exceptions are Force Fields and Force Shields (Wall) -- simply convert those according to their active point equivalents  

    CV: If AGILITY is greater than FIGHTING, use DEX for base combat values. If FIGHTING is greater, buy combat levels sufficient to raise average CV to the value it would have if DEX were based on FIGHTING instead of AGILITY




    Most Powers have adequate enough descriptions to convert them without much difficulty. If the power in question is an attack power, assume the damage class to fall in the same range as if the power's rank were converted as STR. Assume active points in other powers to follow the same conversion, except for sensory powers, which convert at 1/5th that value.

    The GM has two options with movement powers: either convert by active points, or assume that game inches per phase equals the rank number (i.e., Rm Flight would equal 30" of Flight in Champions' terms).

    ****MSH doesn't really have a skill system per se, so fill in from their listed "talents" the best you can**** 

    ****As MSH doesn't make use of the disadvantage system, fill in disadvantages per knowledge of the character (i.e., appropriate Hunteds and Psychological limitations, etc.)****


  2. I don't usually chime in on Fantasy Hero, but here's my two cents.

    Hero has a mechanic for handling Surprise Attacks for the everyman. Using Deadly Blow for Sneak Attacks is about characters who are good at attacking under those conditions. Using Haymaker is supposed to the all out effort and I would not use it as a surprise attack, but I would use it to lay the smackdown on an enemy that they expect would be a challenge to defeat. A rogish character would use Haymaker combined with the Surprise Attack is situations where their superior Dexterity and Speed would allow them to act before the enemy's reprisal.



  3. Enermatrix was a character I had drawn by Storn.

    I had changed Enermatrix's origin story when I started playing her in pen and paper superhero games

    Natasha Cunoştinţescu-Kirlova
    Born from parents that emigrated from Russia, both scientists that found themselves without work when capitalism took over in USSR.

    They moved to Windsor, where they gained employment and taught at the University of Windsor. They were cut down by a supervillain attacking during a field trip in the city.  Natasha Kirlova became a ward of the state.

    At age 18, she attended the University of Windsor with a full scholarship, but before her graduation, she was abducted. Subjected to a mutagenic compound, she found herself generating electrical energy and placed into a crystalline cylinder to be used as a human battery by the evil villain.

    Having been freed, she seeks to use her newfound gift to help others while she tries to go on with her life.


    That's the very basics.


  4. 19 hours ago, Gnome BODY (important!) said:

    But a Trigger construct that works for this is a +1 Advantage, partially offset by a -3/4 Limitation. 

    Do you feel that "I may manually activate this defense.  If I do not, or cannot for reasons such as surprise, the defense does not activate." is worth more points than "This defense always functions."? 


    True. So, buy the Resistant Defense and say that it is only on when "Triggered", figure that's worth a -1/4 since you need to be able to use a 0 phase action to trigger it.

  5. 14 hours ago, PhilFleischmann said:

    It's similar to another problem that's been discussed here before:  A continuous defense that only costs END in proportion to the amount of damage it blocks.  IOW, it costs no END as long as no one is attacking.  But each attack takes a certain amount of END to block - small attacks cost a little, big attacks cost a lot.  And there could also be some base level END cost per phase regardless of attacks.  This kind of arrangement is sometimes desired for a space ship's defensive shields.  So you can say things like, "Shields at 68%, captain."


    That's in the APG, Damage Based Endurance Cost. You pay END initially to put it up and pay END based on the damage taken.

  6. I was trying to work on a new 5th edition character but the Add Modifier button is not doing anything. I tried with a 6th Edition character and the same happened.
    I have attempted to download a fresh version of HD and install the latest version of Java and there was no change.


    Build used: 20200102

  7. What do you guys think of the following?

    Force of Gravity: 
      Telekinesis (10 STR),
        Attack Versus Alternate Defense (STR vs STR not including STR derived from Growth, Density Increase, or Size; +1/2),
        Damage Over Time (3 damage increments, damage occurs every Segment, +3 1/2)
    <<<<The following Advantage is Partially Limited>>>>
        Area Of Effect (4m Radius; +1/4) for up to 15 Active Points of Force of Gravity,
          Instant (-1/2 or -0)

    The idea the Area of Effect only lasts for the 1st phase as the AoE is made not Constant by it.
    Since the rest of the power is still constant, those that were hit are still affected. The only thing that might need adjudication is how much END the owner needs to pay for continuing the power. Do you pay once or for each target currently affected?

  8. 14 hours ago, Gnome BODY (important!) said:

    What is the attack trying to do that requires it to continue to function against all targets in the initial area? 


    I want the TK to continue to apply pressure against the target. A target could be thrown from the AoE and it is my understanding that a power bought with Area of Effect will only work within that designated area, even if the attack of Continuous in nature. So, if a victim of the attack leaves the designated AoE, they are free of its influence. I want to keep the target affected by the 'gravity'.


    2 hours ago, Doc Democracy said:

    I am struggling just slightly to understand the power, as the characters see it.  Is it simply creating a heavy gravity bubble around everyone in a set area where the bubble follows them regardless of distance and as long as the END is paid? 




    It doesn't have to be just heavy gravity but the target does remain affected by the gravity field even after leaving the initial area.


    11 hours ago, Surrealone said:


    Take a gander at Damage Over Time...


    Actually, I forgot the Damage Over Time limitation since gravity acts every segment. Thanks.


    4 minutes ago, Hugh Neilson said:

    While TK is Constant, I have never seen anyone allow a "telekinetic punch" or "throw" to repeat that effect each subsequent phase with no new roll to hit.


    Hmmm...what if we made it "instant" in that it does not simply remain up in the entire area over time, then "constant" to avoid the need need to continue making attack rolls.  It could also be either Selective or Non-Selective (such that the initial attack needs to hit each target in the area independently.


    It might be easier to assess relevant builds if we knew the nature of the desired power (rather than the mechanics that it should target an area and then follow the targets afterwards).


    Sure, I can try to do that. I'll give a little backstory. I'm rebuilding a gravity controller character that was originally created in V&V 2.1. Gravity Control in that system is a single target attack. While she could only attack with the power within 60 feet in that game, the power would continue to function as long as the Power Points cost was paid. During my RP with her, she gained the ability to affect multiple targets with a single hit in a 25 foot diameter.

    How I plan to writeup the gravity is with a TK with an AVAD that compels the STR vs STR roll that people resisting a TK normally does to not include STR from Growth, Density Increase, or simulates being from a larger or heavier person since the STR you gain would be offset by the extra weight you'd be forced to move with the extra STR (I know technically it requires GM permission, but it's not that hard on the characters being targeted and it reflects the way it's handled in Star Hero.)

    What I'm trying to do is recreate the feel for the Gravity Control by allowing the character to attack a number of people and have each of them subjected to the TK attack.

    10 minutes ago, tombrown803 said:

    I believe usable as attack would work.


    I was looking into this

    Gravity:  Telekinesis (10 STR), Attack Versus Alternate Defense (STR vs STR Roll w/o STR from Growth or Density Increase; +1/2) (22 Active Points); Unified Power (Gravity; -1/4)
    Gravity Power Delivery(using Differing Modifiers): Area Of Effect (4m Radius; +1/4*), Usable As Attack (+1 1/4) (45 Active Points) for up to 18 Points of Gravity


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