6th Edition Hero System To M&M

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TheNaga
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6th Edition Hero System To M&M

Post by TheNaga »

Is that is there anything I can look at that would help me with converting 6e Heroes System characters to M&M?
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catsi563
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

not a specific resource persay but the conversions between 4th and 5th ed for me at least not that dificult due to the basics of the building systems being roughly comparable

also the basic systemic power levels are roughly the same as well for example a 12 strength in M&M is 100 tons and +12 damage, the same thing in Champions aka HERO would be a 60 str which is a 100 ton lift and an average damage of 12 body 42 stun

so basic comparisons of each hero should translate fairly quickly using the each dice equals 5 ration so a 25 int in HERO is a solid +5 int in M&M give or take a bit

same with powers which translate for the most part on a 1 for 1 basis RKAs would mostly be penetrating attacks blasts and so on

skills and advantages are a bit trickier but for the most part should follow some basic common sense. 4-5 ranks for professionals 6-8 ranks for elites and 10-12 or higher for truly epic geniuses

Advantages aka feats run a long a similar line editic memory or lightning calculator are easily converted

lastly most disadvantages are converted to complications straight up

in general have a good idea what youre going for conversion wise then use common sense to change over
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

heres a sample i did a while back on the old ATT of Green Dragon

Green Dragon

PL: 11/185

Abilities(47pp)

Str 20 Dex 27 Con 18 Int 12 Wis 14 Cha 16

Skills (20pp)

Acrobatics 8 (+16 ), Climbing 7 (+12 ), Concentration 4 (+6 ), Drive 2 (+10 ), Escape Artist 6 (+14 ), Gambling 8 (+10 )*, Intimidate 7 (+10 ), KS History 3 (+4 ), KS Philosophy 3 (+4 ), KS Street 4 (+5 ), Notice 8 (+10 ), Pilot 2 (+10 ), Search 3 (+4 ), Stealth 8 (+16 ), Survival 4 (+6 ), Swim 3 (+8 )

Feats (45pp)

Acrobatic bluff, Assessment, Attack Focus [melee] 6, Blind fight, Cunning Fighter*, Elusive Target, Grappling Finesse, Improved Defence, Hardy*, Improved Initiative, Instant Up, Lion heart*, Monkey climbing*, Powerhouse*, Prone Fighting, Redirect, Swift*, Tough 2, Tiger leap*

Master of Kung-fu

Accurate Attack, Defencive Roll 2, Defencive Strike, Dodge Focus 4, Improved Block, Improved Disarm, Improved Escape, Improved Overrun, Improved Sunder, Improved Throw, Improved Trip, Martial Strike 2, Power Attack, Stunning Attack, Takedown Attack 1

Powers (35pp)

Iron Skin (Protection 1 (Extras: +6 impervious toughness (Flaw: Limited (Impervious only vrs Blunt attacks -2) 3pp

Hands fast as lightning (Deflect 5 (Extras: Automatic +1; Power feats: Precise) 21pp

Chi Sense (Super Senses 1 (Danger sense (Mental) Power feats: Uncanny Dodge (mental) 2pp

Marital Stances 1*
@Cat Stance (Super balance, Improved Initiative, Slow fall) 9pp
*Horse Stance (Immovable 5)
*Crane Stance (Improved Defence, +2 Dodge focus, +2 Reflex save)
*Phoenix Stance (Critical Strike, Improved Critical 2 (unarmed), Martial Strike 2)
*Tiger Strike (Attack Specilization (Grapple), Crushing Pin, Improved Grab, Improved Grapple, Chokehold)

Combat (28pp)

Attack: +7, +13 (melee)

Damage: +7 (unarmed), +9 (phoenix stance)

Defence: +7, +11 (Dodge Focus), +13 (Crane Stance)

Initiaitve: +12, +16 (Cat stance)

Tradeoffs

Att/Dam +2/-2
Def/Tough +2/-2

Saves (10pp)

Toughness: +7, +9 (Defencive roll)

Fortitude: 8

Reflex: +10, +12 (Crane Stance)

Will: +6

==================================================================
Abilities 47 + Skills 20 + Feats 45 + Powers 35 + Combat 28 + Save 10 = Total 185pp
==================================================================

Green Dragon a conversion from Champions to stretch my character building legs again.

:arrow: Dragons a top tier martial artist who shoul make a good rival or enemy for a PC martial artist, hes skilled enough to be a royal pain, but just close enough for a competent player to defeat with a hero point or three. he can manipulate his caps pretty good and using the martial stances ability he can further give himself some versatility being able to strike, grapple, or improve his defence.

:arrow: Dragon makes use of some of the rules from my newly aquired Mecha and Manga, and Warriors and warlocks ((GLEEEEE!!! :mrgreen: )) which ive marked with an *

as a note the build could probably use an update to thrid ed and an update in general but this is strictly to show that it can be done
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Re: 6th Edition Hero System To M&M

Post by TheNaga »

How would you convert this Champions character to M&M?

Val Char Cost Roll Notes
30 STR 20 15- Lift 1,600 kg; 6d6 HTH damage [3]
38 DEX 56 17-
20 CON 10 13-
15 INT 5 12- PER Roll 12-
20 EGO 10 13-
30 PRE 20 15- PRE Attack: 6d6
6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
12 PD 10 Total: 12 (12 rPD)
12 ED 10 Total: 12 (12 rED)
12 REC 8
60 END 10
20 BODY 10
50 STUN 15
Total Characteristics Cost: 242
Movement Meters Notes
RUNNING 32m/64m END [3]
SWIMMING 4m/8m END [1]
LEAPING 30m 30m forward, 15m upwards


Cost Powers
3 Crime Doesn't Sleep And Neither Do I: Life Support (Sleeping: Character does not sleep)
20 Sprinter: Running +20m (32m total)
13 Pounce: Leaping +26m (30m forward, 15m upward) 1
5 Can’t Hide In The Dark: Nightvision
27 Inhuman Physiology: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing)
14 Fearless: (Total: 40 Active Cost, 14 Real Cost) Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus +20 Mental Defense (20 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7)
30 Inhuman Resilience: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)
12 Inhuman Resilience: Resistant (+½) for 12 PD/12 ED
8 Malleable Form: Stretching 8m

15 Arm Weapons: Multipower, 15-point reserve
1f 1) Arms Into Blades: Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR) (15 Active Points) 1
1f 2) Arms Into Fists, Clubs, And Bludgeons: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-¼) 1

Immortal, all slots Unified Power (Regenerative Healing Factor; -¼)
17 1) Regenerative Healing Factor: Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Unified Power (Regenerative Healing Factor; -¼)
4 2) Immortal: Life Support (Longevity: Immortal) (5 Active Points); Unified Power (Regenerative Healing Factor; -¼)


Talents
3 Ambidexterity (no Off Hand penalty)
4 Double Jointed
2 Impeccable Balance: Environmental Movement (no penalties on narrow surfaces)


Skills
3 Acrobatics 17-
3 Acting 15-
3 Breakfall 17-
2 CK: Dallas 11-
3 Climbing 17-
3 Concealment 12-
3 Contortionist 17-
3 Deduction 12-
3 Interrogation 15-
3 Jack of All Trades
2 1) PS: Circus Performer 12-
2 2) PS: Clown 15-
2 3) PS: Perform Magic Tricks 15-
3 4) PS: Stage Magician 13-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Lockpicking 16-
3 Mimicry 12-
3 Oratory 15-
3 Persuasion 15-
3 Scholar
2 1) KS: History of Magic (3 Active Points) 12-
3 2) KS: Prestidigitation (3 Active Points) 12-
4 3) KS: Stage Magic (4 Active Points) 13-
2 4) KS: Stagecraft (3 Active Points) 12-
4 5) KS: The Performing World (4 Active Points) 13-
3 Shadowing 12-
3 Sleight Of Hand 17-
3 Stealth 17-
3 Streetwise 15-
7 Tactics 14-
3 Tracking 12-
3 Ventriloquism 12-
Total Powers & Skills Cost: 266
Total Character Cost: 508


Complications
20 Distinctive Features: Looks Like A Monstrous Clown (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
15 Psychological Complication: Hyperactive (Common; Strong)
20 Psychological Complication: Obsessed with Crime Fighting (Very Common; Strong)
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Re: 6th Edition Hero System To M&M

Post by Davies »

Like this (note that this is largely played by ear.)

NotObnoxio -- PL 10

Abilities:
STR 6 | STA 4 | AGL 8 | DEX 6 | FGT 6 | INT 2 | AWE 4 | PRE 6

Powers:
Can't Hide in the Dark: Senses 1 (low-light vision) - 1 point
Crime Doesn't Sleep and Neither Do I: Immunity 1 (need for sleep) - 1 point
Immortal: Immunity 1 (aging); Regeneration 20 - 21 points
Inhuman Physiology: Immunity 10 (life support) - 10 points
Inhuman Resilience: Impervious Protection 8 - 16 points
Malleable Form: Elongation 1; Strength-based Damage 3 - 4 points
Sprinter & Pouncer: Leaping 4 (120 feet); Speed 3 (16 MPH) - 7 points

Advantages:
Benefit (Ambidexterity), Fearless, Improved Initiative, Jack-of-al-Trades, Tracking.

Skills:
Acrobatics 3 (+11), Athletics 5 (+11), Close Combat: Unarmed 5 (+11), Deception 3 (+9), Expertise: Performance 4 (+10), Intimidation 3 (+9), Investigation 4 (+6), Perception 4 (+8), Persuasion 3 (+9), Sleight of Hand 5 (+11), Stealth 3 (+11), Technology 4 (+6).

Offense:
Initiative +12
Unarmed +11 (Close Damage 9/6)

Defense:
Dodge 8, Parry 8, Fortitude 7, Toughness 12, Will 5

Totals:
Abilities 84 + Powers 60 + Advantages 5 + Skills 23 + Defenses 6 = 178 points

Complications:
Justice--Motivation. Distinctive Features (monstrous clown.) Hyperactive. Obsessed with Crimefighting.

Edit: Realized that I missed his movement powers.
Last edited by Davies on Mon May 02, 2022 5:43 am, edited 1 time in total.
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Ken
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Re: 6th Edition Hero System To M&M

Post by Ken »

Man... just looking at a 6th edition character sheet reminds me why we stayed with 5e until DC Adventures/M&M 3e came out.
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

Davies wrote: Tue Apr 12, 2022 8:26 pm Like this (note that this is largely played by ear.)

NotObnoxio -- PL 10

Abilities:
STR 6 | STA 4 | AGL 8 | DEX 6 | FGT 6 | INT 2 | AWE 4 | PRE 6

Powers:
Can't Hide in the Dark: Senses 1 (low-light vision) - 1 point
Crime Doesn't Sleep and Neither Do I: Immunity 1 (need for sleep) - 1 point
Immortal: Immunity 1 (aging); Regeneration 20 - 21 points
Inhuman Physiology: Immunity 10 (life support) - 10 points
Inhuman Resilience: Impervious Protection 8 - 16 points
Malleable Form: Elongation 1; Strength-based Damage 3 - 4 points

Advantages:
Benefit (Ambidexterity), Fearless, Improved Initiative, Jack-of-al-Trades, Tracking.

Skills:
Acrobatics 3 (+11), Athletics 5 (+11), Close Combat: Unarmed 5 (+11), Deception 3 (+9), Expertise: Performance 4 (+10), Intimidation 3 (+9), Investigation 4 (+6), Perception 4 (+8), Persuasion 3 (+9), Sleight of Hand 5 (+11), Stealth 3 (+11), Technology 4 (+6).

Offense:
Initiative +12
Unarmed +11 (Close Damage 9/6)

Defense:
Dodge 8, Parry 8, Fortitude 7, Toughness 12, Will 5

Totals:
Abilities 84 + Powers 53 + Advantages 5 + Skills 23 + Defenses 6 = 171 points

Complications:
Justice--Motivation. Distinctive Features (monstrous clown.) Hyperactive. Obsessed with Crimefighting.
Fully agree with davies on this one thats about how id do it
Last edited by catsi563 on Sun May 01, 2022 2:21 am, edited 1 time in total.
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Re: 6th Edition Hero System To M&M

Post by Davies »

Ummmmm.
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

sorry brain fart had fuzzy on the brain :P
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Re: 6th Edition Hero System To M&M

Post by Davies »

catsi563 wrote: Sun May 01, 2022 2:22 am sorry brain fart had fuzzy on the brain :P
It's all right, it was just a little confusing. ;)
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Re: 6th Edition Hero System To M&M

Post by TheNaga »

Here is my last character to convert from 6th edition Champions to 3rd M&M in this topic. This character happens to be my character for Champions that my screen name is based off of. Also I would like to ask how would Mental Defense from 6th edition Champions would be convert to 3rd M&M.

Val Char Cost Roll Notes
30 STR 20 14- Lift 1600 kg; HTH Damage 5d6 END [2]
18 DEX 16 13-
25 CON 15 14-
20 INT 10 13- PER Roll 13
15 EGO 5 12-
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
3 OMCV 0
3 DMCV 0
4 SPD 20 Phase: 3, 6, 9, 12
10 PD 8 Total: 10 (10 rPD)
10 ED 8 Total: 10 (10 rED)
12 REC 8
60 END 8
20 BODY 10
50 STUN 15
Total Characteristics: 188
Movement Meters Notes
RUNNING 20m/40m END [2]
SWIMMING 10m/20m END [2]
LEAPING 0


Cost Powers
21 Reptilian Regeneration: Regeneration (2 BODY per Hour), Can Heal Limbs

Life Support
5 1) Poison Immunity: Life Support (Immunity: All terrestrial poisons)
3 2) Aquatic Adaptation: Life Support (Extended Breathing: 1 END per 5 Minutes)

10 Huge Fangs: Killing Attack - Hand-To-Hand ½d6 (2½d6 w/STR)
17 Venomous Bite: Killing Attack - Ranged 1d6, NND (defense is Life Support [appropriate Immunity; +1), Does BODY (+1), Damage Over Time, cannot be used again on same victim until all increments accrue (6 damage increments, one every 6 Segments for 36 seconds, +2) (75 Active Points); Extra Time (onset time begins 1 Turn after victim is bitten, -1¼), 4 Charges (-1), No Range (-½), RKA Must Do BODY (-½), Linked (Huge Fangs; -¼) [4]

8 Fast: Running +8m (20m total) (8 Active Points) 1
3 Swift Swimmer: Swimming +6m (10m total) (3 Active Points)

Senses
15 1) Heat-Sensitive Pits: Infrared Perception (Touch Group), Targeting
5 2) Hunts By Tasting The Air: Tracking with Normal Smell
10 3) Hunts By Tasting The Air: Targeting with Normal Smell
6 4) Serpent’s Tongue: +3 PER with Smell/Taste Group

Constrictor Body
6 Constrictor Body and Six Arms: Extra Limbs (5), Inherent (+¼) (6 Active Points)
17 Suffocates Its Prey: Change Environment (Suffocation), Reduced Endurance (0 END; +½) (30 Active Points); No Range (-½), Linked (Coils; -¼)
17 Coils: +20 STR, Reduced Endurance (½ END; +¼), Penetrating (+½) (35 Active Points); Only With Grab And Squeeze (-1)

8 Scaly Skin: Resistant (+½) for 10 PD/10 ED (10 Active Points); Perceivable (-¼)
6 Heavy: Knockback Resistance -6m
-2 Can't Leap: Leaping -4m (0m total)


Skills
8 +1 with HTH Combat
0 AK: Bhopal 8-
0 Acting 8-
3 Climbing 13-
0 Computer Programming 8-
3 Concealment 13-
0 Conversation 8-
3 Deduction 13-
3 KS: Hinduism 12-
3 Language: English (fluent conversation; literate)
0 Language: Hindi (completely fluent; literate) (4 Active Points)
3 PS: Herpetologist 13-
3 PS: Toxicologist 13-
0 Paramedics 8-
3 Science Skill: Biology 12-
3 Science Skill: Chemistry 13-
3 Science Skill: Herpetology 12-
3 Science Skill: Toxinology 12-
3 Stealth 13-
3 Tactics 13-
10 Two-Weapon Fighting
7 WF: Blades, Energy Blades, Flails, Handguns, Rifles, Two-Handed Weapons, Whips


Perks
1 Fringe Benefit: License to practice a profession


Talents
3 Ambidexterity (no Off Hand penalty)
Total Powers & Skills Cost: 218
Total Cost: 406


Complications
20 Distinctive Features: Upper body is that of powerfully built Hindu man with six arms while is lower body is that of a constrictor (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: VIPER Frequently (Mo Pow; Watching)
10 Physical Complication: Tail Instead Of Legs (Infrequently; Slightly Impairing)
15 Psychological Complication: Curious Person (Common; Strong)
10 Psychological Complication: He really loves freely speaking his mind (Common; Moderate)
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

Give me some time to work on it its a bit late tonight but yeah looks fairly straight forward
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Re: 6th Edition Hero System To M&M

Post by catsi563 »

Lizard man

Abilities 66pp

Str 6 Agi 4 Fight 6 Awe 3

Sta 6 Dex 1 Int 4 Pre 3

Skills 26pp

Athletics 8, Deception 4, Expertise (Hinduism) 4, Expertise (Reptiles sciences) 7, Expertise (sciences) 4, Expertise (tactics) 4, Investigation 4, Languages 1 (Hindi), Perception 4, Sleight of hand 4, Stealth 4, Technology 4

Advantages 5pp

Ambidexterity , Benefit (license), Close Combat 2, Tracking

Powers 83pp

Reptilian Regeneration: Regeneration 5 5pp

Life Support 4pp
1) Poison Immunity: Immunity 1 (All terrestrial poisons)
2) Aquatic Adaptation: Immunity 1 (Drowning)
3)Movement 1 (Environmental Adaptation- Underwater) 2pp

Huge Fangs: Str Based damage 2 2pp
Venomous Bite Hemotoxic Venom" Weaken Stamina 5 (Feats: Reach) (Extras: Progression +2) Linked to Affliction 5 (Fort; Fatigued/Stunned/Paralyzed) (Feats: Reach) (Extras: Progression +2) [32pp

Fast: Speed 2 and movement Slithering 4pp
Swift Swimmer: Swimming 3 3pp

Senses
1) Heat-Sensitive Pits: Infrared Perception Accurate Infravision 3pp
2) Hunts By Tasting The Air: Tracking (scent) 2 2pp
3) Hunts By Tasting The Air: Accurate Scent 2pp
4) Serpent’s Tongue: Enhanced Perception 4 (scent based) 2pp

Constrictor Body
6 Constrictor Body and Six Arms: Extra Limbs 5 [6 arms + tail](extras: feature inherant) 6pp
17 Suffocates Its Prey: Touch Ranged Affliction 10 (Constrictor Suffocation) Linked (Coils)-1 [Hindered, Defenseless, Incapacitated] 5pp
17 Coils: Enhanced Strength 4,(limited: Only With Grapples) and enhanced advantages: 4 (Chokehold, Fast Grab, Grab Finesse, Improved Hold,8pp

8 Scaly Skin: Protection 4 4pp
6 Heavy: Feature 1 (increased mass) 1pp

Combat 19 pp

Toughness: 10

Dodge: 10

Parry: 10

Fortitude: 10

Will: 10

Complications

Distinctive Features: Upper body is that of powerfully built Hindu man with six arms while is lower body is that of a constrictor (people tend to notice him)
Hunted: VIPER
Physical Complication: Large Heavy snake body (a tail instead of legs and being good sized means he may run into problems with areas meant for normal sized humans)
Psychological Complication: Curious Person (what killed the cat again?)
Psychological Complication: He really loves freely speaking his mind (this can get him into trouble )

========================================================
Abilities 66 + Skills 26 + Advantages 5 + Powers 83 + Combat 19 = Total 199pp
========================================================

Ok so here we go, So basic conversion from HERO as ive said isnt that difficult the difficult part is scaling to normal hero levels to insure point parity

So this build as laid out is a basic road map that can be used to give you a starting point for direction to the final character

So attributes
using the basic of every 5 points equals +1 you get some basic solid attributes I upped the stamina by 1 just for balance but thats really the only change

Skills again most skills transfer fairly simply its just a matter of giving a baseline of how skilled one is and what skills are important to the characters concept also HERO makes use of what are a lot of casual skills such as conversation etc these can be mostly ignored unless the PC has a real gift for gab which can be simulated in other ways

Advantages again like skills can be pretty quickly converted on a one for one

Powers here is where M&M and HERO share a number of similarities and at the same time some wide variations HERO uses END which MM doesnt

so the basic powers remain the same though its again a matter of pairing them down to match

I used Jabs builds for snakes as a basic blueprint then switched most of his powers to match

Complications do not give points but can earn hero points where the GM allows

so long and short the build hits all the sweet spots you then just need to decide where the PC needs to trim down to meet the games requirements
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Re: 6th Edition Hero System To M&M

Post by greycrusader »

Ken wrote: Tue Apr 19, 2022 12:52 pm Man... just looking at a 6th edition character sheet reminds me why we stayed with 5e until DC Adventures/M&M 3e came out.
Seconded.

My goodness, HERO System was math-heavy enough back in the day, with more than a few concepts requiring complex builds. How did they manage to make character sheets even busier and less easy to follow?

(Used to love me some old-school CHAMPIONS back in the day).

All my best.
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Re: 6th Edition Hero System To M&M

Post by Ken »

greycrusader wrote: Fri Jul 01, 2022 2:52 am
Ken wrote: Tue Apr 19, 2022 12:52 pm Man... just looking at a 6th edition character sheet reminds me why we stayed with 5e until DC Adventures/M&M 3e came out.
Seconded.

My goodness, HERO System was math-heavy enough back in the day, with more than a few concepts requiring complex builds. How did they manage to make character sheets even busier and less easy to follow?

(Used to love me some old-school CHAMPIONS back in the day).

All my best.
:) :) :)
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