A Work in Progress
Last Update: 6-May-1999
Goal: Create a system for translating characters from the Marvel Super Heroes Adventure Game (Saga System) to Champions (Hero System) in such a way as to create character who's power levels are vaguely consistent with the Standard Superheroic power levels described in the Champions Sourcebook (Champions Deluxe, pg. 237).
What this means: Characters converted using htis system may or may not accurately reflect the character abilities as described in the various comics they appear in.
Bugs: The system I use to convert Saga Ability to Hero Characteristic breaks down slightly in the middle (upper end of normal human ability), mostly due to my own slightly anal-retentive need for a flat formula for conversion.
MSHAG Abilities have two values associated with them, a score (from 0-30) and a code (A, B, C, D, X). The score is the raw "power level" of the Ability, the code represents the characters skill at using the ability. For purposes of converting MSHAG to Hero we will map the Ability Score to a Hero Characteristic, and use skill levels to reflect what is represented by the Ability Code.
To determine the value for most of
the Hero characteristics (as well as the base cost for many Hero
powers) you can use the chart below to convert the Saga Ability Score
to an appropriate Hero value. (If you're really interested in how the
numbers were generated, the equation looks like this: (Ability / 2) ^
1.9 + 5 (Silly looking, but it gave me the number spread I was
looking for - oh yeah, I made up a value for 0).
Saga |
Hero |
|
Saga |
Hero |
0 |
3 |
|
16 |
57 |
1 |
5 |
|
17 |
63 |
2 |
6 |
|
18 |
70 |
3 |
7 |
|
19 |
77 |
4 |
9 |
|
20 |
84 |
5 |
11 |
|
21 |
92 |
6 |
13 |
|
22 |
100 |
7 |
16 |
|
23 |
109 |
8 |
19 |
|
24 |
117 |
9 |
22 |
|
25 |
126 |
10 |
26 |
|
26 |
136 |
11 |
31 |
|
27 |
145 |
12 |
35 |
|
28 |
156 |
13 |
40 |
|
29 |
166 |
14 |
45 |
|
30 |
177 |
15 |
51 |
|
|
|
Convert Saga Abilities to Hero Characteristics as follows:
Hero |
Conversion |
STR |
Convert from Saga Strength via chart |
DEX |
Convert from Saga Agility via chart |
CON |
Saga Strength * 2 |
BODY |
Saga Health / 3 + Saga Strength |
INT |
Convert from Saga Intellect via chart |
EGO |
These two get a little odd. Saga Willpower encompasses aspects of both of these Hero stats so there is going to be some "guess work" involved. First, run the Saga Willpower Ability Score through the chart, assign the result to whichever of these two stats seems to be of greater signifigance to the character (look at the Willpower-based skills the character has for assistance). Next, if the Saga Willpower was 10 or less, give the "other" stat the same value as the "Signifigant" stat; if the Saga Willpower was over 10, then assign the "other" stat a value of (10+"Signifigant Stat") / 2. |
PRE |
|
COM |
Guess |
Hero |
Conversion |
PD |
Add (Saga Strength / 2) to figured based on Primary Characteristics. |
ED |
Add (Saga Strength / 2) to figured based on Primary Characteristics. |
SPD |
Round up to nearest whole number from value as figured. |
REC |
Use value as figured based on Primary Characteristics. |
END |
Use value as figured based on Primary Characteristics. |
STUN |
Use value as figured based on Primary Characteristics. |
As mentioned above, Abilities in MSHAG have two values associated with them, a Score (which we dealt with above) and a Code, which we will translate into Hero Skill Levels. My base rule of thumb was to convert them code into 5 pt Skill Levels for "skills based on appropriate stat" per "Code Level" (In the case of Combat Skill Levels, you may wish to mix-and-match, trading in some 5 pt skill levels for a greater number of lower point levels or a smaller number of greater point level, do whatever you feel best reflects the character).
Intellect: Skill Levels with INT based skills.
Willpower: Skill Levels with PRE based skills. (Special: If the character is a mentallist, use the Willpower Code to determine a separate pool of ECV Based Combat Skill Levels.)
Strength: Hand to hand Combat Skill Levels.
Agility: Special. Use the Agility Code to determine two separate pools of Skill Levels. One pool is allocated to Skill Levels with DEX based skills; the other pool is allocated for Combat Skill Levels with Ranged Combat and/or Martial Arts (split between the two as appropriate).
Saga Ability Code |
Points in Hero Skill Levels |
A |
20 |
B |
15 |
C |
10 |
D |
5 |
X |
0 |
The Marvel Super Heroes Adventure Game has a fairly extensive list of skills, most of which have obvious Hero counterparts. Use the chart below to help map MSHAG skills to Hero skill. For the most part, you can stick with just base level skills as the Ability Codes have been translated into group skill levels which will increase those skills that are based on stats the character has honed. For those skills which don't have a definite cost listed, treat the value of the assocciated MSHAG Ability as Hero Points for buying skill.
Note 1: No attempt was made to make all skills cost the same, all I did was try to reflect the usability of the skill.
Note 2: There are some
differences between the Ability that a MSHAG Skill is based on and
the Characteristic a Hero System Skill is based on. This may lead to
characters having much lower skill rolls (with levels added in) for
some skills than they should have. Simply increase those skills that
seem to have "fallen through the cracks".
MSHAG Skills |
Hero Counterpart (use base level for most abilities) |
Cost |
Acrobatics |
Acrobatics & Breakfall |
6 |
Aerial Combat |
Combat Skill Levels: with all combat manuevers used in flight |
3 points per level |
Animal Handling |
Animal Handler |
3 |
*Archery |
Weapon Familiarity: Bows & Combat Skill Levels with bows |
1 & 2 points per level |
Art |
Professional Skill Artist |
3 |
*Artillery |
Weapon Familiarity: Heavy Weapons & Combat Skill Levels with Heavy Wepons |
2 & 3 points per level |
Assessment |
An odd bit of game mechanics with no obvious Hero System counterpart |
|
*Axes |
Weapon Familiarity: Axes & Combat Skill Levels with Axes |
1 & 2 points per level |
Boating |
Combat Piloting: Boats |
3 |
*Boomerang |
Weapon Familiarity: Boomerang & Combat Skill Levels with Boomerang |
1 & 2 points per level |
Boxing |
Martial Arts: Boxing (manuevers only) |
22 |
Brawling |
Martial Arts: Dirty Infighting (manuevers only) |
17 |
Climbing |
Climbing |
3 |
*Clubs |
Weapon Familiarity: Clubs & Combat Skill Levels with Clubs |
1 & 2 points per level |
Computers |
Computer Programming |
3 |
Construction |
No obvious counterpart |
|
Contingent Attack |
Represents a rules construct not supported by Hero System |
|
Criminology |
Criminology |
3 |
Cryptography |
Cryptography |
3 |
Demolitions |
Demolitions |
3 |
Disguise |
Disguise |
3 |
Driving |
Combat Driving |
3 |
Electronics |
Electronics |
3 |
Energy Control |
A game mechanic mostly closely represented in Hero System by the skill requirement of the "Requires A Skill Roll" Limitations. I would probably choose to ignore it in most cases. |
n/a |
Espionage |
No single Hero System counterpart. Rather a collection of skills such as Bugging, Concealment, Deduction, Security Systems, & Shadowing would encompass (and surpass) the abilities granted by the MSHAG Espionage skill. |
3 points per |
Equestrian |
Riding |
3 |
Escape Artist |
Contortionist |
3 |
Fast Exit |
Combat Skill Levels with Snap Shot (Optional Combat Manuever) |
2 points per level |
Finance |
Trading |
3 |
Flinging |
Combat Skill Levels with Throwing |
3 points per level |
Gadgetry |
Inventor (many character with Gadgetry are good candidate for a Gadget Variable Power Pool using Inventor as the skill roll) |
3 |
*Garrottes |
Weapon Familiarty: Garrottes & Combat Skill Levels with Garrottes |
1 & 2 points per level |
*Hammers |
Weapon Familiarty: Hammers & Combat Skill Levels with Hammers |
1 & 2 points per level |
Hyper-Breath |
Telekinesis, area effect cone, active cost equal to or less than STR, Only to push away or knock down(-1/2) |
Varies |
Intimidation |
Persuasion |
3 |
*Knives |
Weapon Familiarity: Knives & Combat Skill Levels with Knives (throw or stab) |
1 & 2 points per level |
Law Enforcement |
Profession Skill: Police + Perk: Local Police Powers + Perk: Concealed Weapons Permit |
7 |
Leadership |
Oratory |
3 |
Linguistics |
Linguist |
3 |
Manipulation |
Seduction |
3 |
*Marksmanship |
Weapon Familiarty: Rifles & Combat Skill Levels with Rifles |
1 & 2 points per level |
Martial Arts |
Martial Arts: Classic Comic Book (manuevers only) |
20 |
Martial Arts Weapons |
WF: Martial Arts Weapons (vague, but can include a large number of weapons) |
2 |
Mechanics |
Mechanics |
3 |
Medicine |
Paramedic |
3 |
Meditation |
No obvious counterpart, the rules on "Taking additional time" amount to much the same effect with no special skill required. |
n/a |
Mental Control |
A game mechanic mostly closely represented in Hero System by the skill requirement of the "Requires A Skill Roll" Limitations |
n/a |
Mesmerism |
Modified from Hero System Almanac 1. |
Approx 1 2/3 points per die (don't trust this number, calculate it based on active cost, modified by limitations and advantages) plus a 3 point skill "Hypnosis" |
Military |
Knowldge Skill Military + Tactics |
6 |
Natural Weapons |
Combat Skill Levels Natural Weapons (Claws, Teeth, Horns, etc.) |
3 points per level |
Observation |
Levels with Perception Roll and |
3 points per level for all senses, 2 points per level for 1 sense (ie. sight) |
Performing |
Acting or a Professional Skill in any performance art you choose. |
3 |
Photographic Memory |
Eidetic Memory |
10 |
Piloting |
Combat Piloting |
3 |
Politics |
Oratory & Professional Skill Politics |
6 |
Profession Skills [Architecture, Journalism, Law, Photography, Teaching, Writing] |
Pressional Skill of the same name. |
3 points each |
Repair |
Professional Skill: Repairman |
3 |
Ricochet |
A mechanic covered by the "Bouncing an Attack" rules. Perhaps Agility/3 levels specifically for "bouncing an attack" |
2 point per +1 |
Scientific Genius |
Scientist |
3 |
Science Skills [Aeronautics, Archeology, Astronomy, Biochemistry, Biology, Bionics, Chemistry, Dimensional Geograghy, Genetics, Geology, History, Lore (normal people would call this Anthropology), Oceanography, Physics, Psychiastry, Radiology, Robotics, Socialogy, Spacecrafts, Super-Pychology, Time Machinery, Weapon Systems] |
A Science Skill of the same name. |
3 points each. |
Shields |
A skill to satify the "Requires Skill Roll" for using said limitation on Armor bought as a shield. |
Varies |
Skating |
Knowledge Skill: Skating (Skates, Skateboards, Inlines, Iceskates, etc) |
3 (Dex based) |
Skiing |
Knowledge Skill: Skiing (Snow & Water) |
3 (Dex based) |
Sleight of Hand |
Sleight of Hand |
3 |
*Slings |
Weapon Familiarity: Slings & Combat Skill Levels with Slings |
1 & 2 points per level |
Sonic Slam |
Physical Energy Blast, Area Effect Radius, Hole in middle, No range, active cost equal to or less than STR * 1.5. |
varies |
*Spears |
Weapon Familiarity: Spears & Combat Skill Levels with Spears (throw or stab) |
1 & 2 points per level |
Study Skills [Mythology, Occult, Trivia] |
A Knowledge Skill of the same name |
3 points each |
Surfing |
Knowledge Skill: Surfing |
3 (Dex based) |
Survival |
Survival |
3 |
*Swords |
Weapon Familiarity: Swords & Combat Skill Levels with Swords |
1 & 2 points per level |
Taunting |
No obvious counterpart, but I like it. |
|
Thievery |
Stealth & Lockpicking |
6 |
Tracking |
Tracking |
3 |
Trance |
Simulate Death |
3 |
*Whips |
Weapon Familiarity: Whips & Combat Skill Levels with Whips |
1 & 2 points per level |
Wrestling |
Martial Arts: Wrestling (manuevers only) |
23 |
* Generally, in Champions (as opposed to non-Superhero games using
the Hero System) weapons are built using character points. As
such, the Weapon Familiarity skill is typically not required in
Champions, so the 1 or 2 points allocated for such in the table above
can probably by disregarded.
The Marvel Super Heroes Adventure Game has a large list of skills that follow a different design philosophy that the Hero System powers. The Marvel powers are "special effect" driven, while the Hero powers are more generic and "effect" driven.
In addition to the base effect of the powers, each Marvel power also details several "stunts". Each of these stunt would be modeled with yet another of the generic Hero powers.
The other component of the Marvel powers are "limits". Each limit is (in theory) supposed to halve the number of circumstances that the power can be used or halve it's effectiveness in all situations. In exchange for this limit, the intensity of the power is increased (by an amount that makes no sense within the framework of Hero System powers). My reading of the limits associated with each of the powers gives me the opinion that some of them can be modeled with Hero System Power Limitations, and other can be modeled using Hero System Character Disadvantages, but some are going to fall through the cracks due to their representing game mechanic concepts that simly don't apply to the Hero System.
Note 1: No attempt was made to make all powers cost the same, all I did was try to reflect the effectiveness of the power.
Note 2: This list is not yet complete - I'm still
building it..
In general, the same basic formula used for converting Abilities
should apply (Hero Real Cost = (Marvel Intensity / 2) ^ 1.9 + 5)
but there is some required "finagling" of the numbers; due
in part to the slightly random nature of the Marvel character
generation system; and (mostly) to the fact that the system was
designed around the premiss that the characters from the Marvel
Universe would be used in game play and thier power and ability
levels are not all the same (go ahead, try to convince me that the
Wasp and Thor should be built on the same number of points).
Ability Boost
Base Ability: Aid (choose a Characteristic).
Stunt: Dual Ability Boost: Simply buy twice as many dice of the Aid (as per Base Ability) and split between two different characterisitics.
Absorption
Base Ability: Force Field, with a -1/4 to -1 (varies depending on how common the type is) limitation only vs a specfic type of attack (ie. Fire damage, Cold damage, Kinetic damage).
Stunt: Absorption Boost: Absorption to Strength, linked to Force Field (-1/2), with a -1/4 to -1 (varies depending on how common the type is) limitation only vs a specfic type of attack (ie. Fire damage, Cold damage, Kinetic damage).
Stunt: Absorption Conversion: Absorption to {a ranged attack possessed by the character}, linked to Force Field (-1/2), with a -1/4 to -1 (varies depending on how common the type is) limitation only vs a specfic type of attack (ie. Fire damage, Cold damage, Kinetic damage).
Stunt: Absorption Healing: Absorption to Body, linked to Force Field (-1/2), with a -1/4 to -1 (varies depending on how common the type is) limitation only vs a specfic type of attack (ie. Fire damage, Cold damage, Kinetic damage).
Adaptation
Base Ability: Variable Power Pool. Use basic Marvel to Hero formula to convert Intensity to Pool Base. Apply "Change as 0 Phase Action" (+1), "No Skill Roll required" (+1), "Only to adapt to environment" (-½) to Control.
Stunt: Life Support: Life Support "Character doesn't need to eat, excrete, or sleep" - 5 pts.
Stunt: Situational Adaptation: Remove the "Only to adapt to environment" limitation from Control.
Body Armor
Base Ability: Armor. Unless the character has specific reason not too, buy equal amounts of rPD and rED). If armor is artificial (not actually part of the body) apply Obvious Inaccessible Focus (-1/2) or Inobvious Inaccessible Focus (-1/4) to the cost.
Stunt: Self-Repair. By default, Hero System Armor doesn't break. If you want your armor to break you can apply the Ablative limitation (-1) to the cost, but the "in game" ramifications of this are (as the value of the limitation would imply) extreme, much more so than would be indicated by the way in which the MSHAG uses Body Armor. I would, unless the concept demanded ablative armor, just skip the whole idea so far as game-mechanics go, and just role-play the concept.
Stunt: Unbreakable. See Self-Repair.
Energy Blast
Base Ability: Energy Blast .
Limit: Touch Only: "Power has no range" limitation (-1/2).
Stunt: Blast Reflection: Missile Reflection, limited to attacks of same special effect (-1/4 or more, depending on how common special effect is). Possibly in a Multi-Power with primary blast.
Stunt: Explosion: Another Energy Blast with the "Explosion" advantage (+1/2). Possibly in a Multi-Power with primary blast.
Stunt: Momentum: Telekinesis, Effects all of target (-1/4), only to push (-1/2). Possibly in a Multi-Power with primary blast.
Stunt: Resistance: Extra defense (Armour, PD, ED, or Force Field - as appropriate for special effect) only vs same special effect as blast (-1/4 or more depending on how common special effect is).
Stunt: Richocet: Levels used for bouncing an attack.
Stunt: Wide-Angle Beam: Another Energy Blast with the "Area Effect Cone" advantage (+1). Possibly in a Multi-Power with primary blast.
Energy Sheath
Base Ability: Energy Blast with Damage Shield advantage.
Limit: Constant: 0 Endurance, Persistant, Always On
Stunt: Energy Blast: Energy Blast, linked to Damage Shield (-½)
Stunt: Flight: Flight, linked to Damage Shield (-½)
Stunt: Life Support: Life Support, as appropriate to special effect, linked to Damage Shield (-½)
Stunt: Lightning Speed: See Lightning Speed, linked to Damage Shield (-½)
Stunt: Resistance: See Resistance, linked to Damage Shield (-½)
Stunt: Partial Sheath:
Flight
Base Ability: Flight
Limit:
Stunt:
Stunt:
Invulnerability
Base Ability: This is one of those concepts that really isn't supported in the Hero System - there simply is no "invulnerability" power. My recommenation is a sizable amount of defense, only vs a specific special effect of attack. Figure the value of the limitation, based on how common the special effect is (-1/4 or more), then choose (guess) the appropriate defense power to stop the special effect in question and buy enough of it so that, when all limitations are applied, the real cost if approximately 26 points.
Life Support
Base Ability: Life Support. Intensity 0-14 = "Character doesn't need to eat, excrete, or sleep" - 5 pts. Intensity 15+, add in "The character's breathing is self contained" - 10 pts.
Limit: Transformation-Linked: Apply limitation "On while in Hero ID" -1/4
Stunt: Adaptation: See Adaptation.
Stunt: Reformation:
Stunt: Suspended Animation: Simulate Death
Lightning Speed
Base Ability: Extra points of whatever the character's primary movement power is.
Limit: Burst Only: Apply limitation "Continuing Charges" as appropriate to special effect.
Limit: Inaccurate: Instead of buying extra movement, buy an appropriate number of Nun-Combat Multiples to achieve the same amount of movement.
Stunt: Invisibility: See Invisibility
Stunt: Mach Control: Ignore
Stunt: Passengers:
Stunt: Phasing: See Phasing
Stunt: Power Slam: Enough combat levels with Monve Through to offset all minus due to velocity.
Stunt: Resistance to Pressure: See Resistance.
Stunt: Run Up Walls: Clinging
Stunt: Spinning Drill: Tunneling
Stunt: Water Walking: Flight, only to simulate water walking (-1)
Stunt: Whirlwind: Telekinesis (no fine manipulation), Area Effect Radius (+1), Hole in Middle (+¼)
Resistance
Base Ability: Varies. Choose a defense as appropriate to special effect of the attacked the character is resistant to as you can. In some cases your best bet may be "Damage Reduction, only vs a specific special effect". In some cases, a compenent of Life Suuport may serve.
Additional Sensor(s)
Affliction
Air Control
Alchemy
Animal Control
Animal Form
Animation
Astral Projection
Blending
Blinding
Body Armor
Resistance