Converting Marvel Super Hero Adventure Game Character to 4th Edition Hero System

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.

Example: Converting the Hulk's strength from MSHAG to Champions yeilds a STR of 84 (24 higher than the expected PC maximum) - is this an accurate portrayal of what we've seen in the comics? Maybe, maybe not (probably not in fact, as comic book characters' power levels tend to fluctuate from writer to writer), but it does give him a STR which is about the same as Grond (Classic Enemies, pg. 68), a villain designed to be able to single handedly take on a PC hero group (and a pretty blatant Hulk rip-off).

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.

Example: Converting Mr. Fantastic's intellect from MSHAG to Champions yields an INT of 35, which strike me as being about 5 points to high (the MSHAG rules describes an Ability of 11-12 to be "enhanced or peerless"), but nobody's perfect.
 

Converting Abilities to Hero

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:
 

Primary Characteristics

Hero 
Characteristic

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

Figured Characteristics

Hero 
Characteristic

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.

Skill Levels to Reflect Saga Ability Codes

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).

 

Saga Ability Code

Points in Hero Skill Levels

A

20

B

15

C

10

D

5

X

0

 

Converting Skills to Hero

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
Mind Control, Obvios Accessible Focus (-1), eye must make contact with victim (-1/2), Extra Time: 5 minutes (-2), Requires a Skill Roll {Hypnosis} (-1/2), Incantations throughout (-1/2), Invisible Power Effects (+1/2)

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 
a game mechanic mostly closely represented in Hero System by the skill requirement of the "Requires A Skill Roll" Limitations

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.
 

Converting Powers to Hero

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.

Example:  Marvel has the power "Fire Control" which implies several different fire related abilities, each of these abilities would be modeled by a different generic Hero power, but the base power is a fiery energy blast that in Hero Sytem would be the power "Energy Blast".  The Marvel power "Air Control" has as it's base effect the ability to use the air as a distance weapon; this would also be modeled in Hero Systemwith the power "Energy Blast".  In each case, the Hero power would have a different "special effect" even though the game mechanic used in identical.

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.

Example:  The Marvel power "Fire Control" has as a stunt "Blinding" which would be modeled in the Hero System with the generic power "Flash Attack" which would have as it's special effect "a bright, flame induced, light".

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..
 

Power Intensities

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).
 

The Powers

Ability Boost

Absorption

Adaptation


Body Armor

Energy Blast

Energy Sheath

Flight


Invulnerability

Life Support


Lightning Speed


Resistance

Additional Sensor(s)
 

Affliction
 

Air Control
 

Alchemy
 

Animal Control
 

Animal Form
 

Animation
 

Astral Projection
 

Blending
 

Blinding
 

Body Armor
 

Resistance
 
 
 
 
 
 

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