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CptPatriot

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Posts posted by CptPatriot

  1. I believe I'm being misunderstood about what I mean by buying off the Complication as a power.

    Using my prior reference:

    12 hours ago, CptPatriot said:

    Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

     

    This Distinctive Feature is worth 5 points normally.

    So, instead of buying Invisibility to Mutant Detection, you allocate the same amount of points as the DF to buying the Complication off but limited as appropriate like Cost END(-½), or Inobvious Accessible Focus(-½).

    I always felt this was an elegant way to handle it.

  2. Excuse me but generally, isn't mutant detection equipment generally keyed to detect the 5-point Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)?
    If a person doesn't buy the DF, they aren't detected as a mutant. The presence of the powers by themselves isn't inherently detected as a mutant SFX. You don't need to buy Invisibility to Detect Mutant for that reason unless your Gamemaster is treating being detected as a mutant as part of the default treatment of the campaign. 

  3. None of the Limitations posted for Healing Trance are actually a hinderance as if you are asleep, you cannot actually Concentrate throughout your sleep.

    Leave the trance as taking the time to mentally preparing yourself with Concentration(0 DCV) before you actually lay down to sleep. If your GM is generous, perhaps using Extra Time to kickstart that meditative state before the Regeneration starts.

  4. 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

     


     

    Powers

    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.)****

     

  5. 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.

     

     

  6. 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.

    image.png.a87d42825708810c7c4684ee50568f0e.png

  7. 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.

  8. 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.

  9. 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

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