
Bill Kirsch |
Nice to see the thread chugging along.
Couple answers to some questions posed:
Power Ranks: Working on it. Check back Saturday. I'm aiming for balance among the characters. MSH tends towards some really crazy ranges if left to chance (Superman vs. Green Arrow type dichotomies), and I want everybody to have fun.
Point Build: House Rule. Arknight has the idea. You simply set your FASERIP at the levels you want within the 140 point allotment. You could conceivably be Excellent in everything and call it a day. But that'd be awfully boring.
Rules: MSH is fairly rules light. A lot is left up to the DM to decide. If you are a Rules Lawyer or a heavy min/maxer, you will probably not enjoy yourself. It plays a lot easier in the theater of the mind as it's not super tactical where you have to keep track of exactly where everybody it (the "area" which is the games primary distance component is fairly vague, for example). Plus you don't have money, you have a Resource rank that you roll against. It is a very different animal from Pathfinder or 3.X games.
Source of Powers: Ultimate Powers Book. It's simply the best source. Don't forget to check the addendums(sp?) as well for even more powers.
MUST HAVES: Access to the Universal Chart. You will be using that all the time to resolve just about everything. A color copy would be very handy, as GREEN, YELLOW, and RED determine important results.
Hope this helps.
The "official" recruitment will begin this weekend.

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Point Build: House Rule. Arknight has the idea. You simply set your FASERIP at the levels you want within the 140 point allotment. You could conceivably be Excellent in everything and call it a day. But that'd be awfully boring.
Not too much so. What you've got there is (overall a probably less powerful version of) Ozymandias from Watchmen! :')

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He was supposed to be the official Smartest Man in the World - given what's already been said about Reed Richards, doesn't that make Ozymandias's Reason Amazing or Monstrous? Or were you simply sticking within the parameters of a character we could create in your game?
Also, important question: Given that we're doing point-buy, is there any reason to put more than the minimum to achieve the rank we want (that is to say, if I want a stat to be Incredible, are 36 points just as good as 45, or would it be demonstrably "even more Incredible" if I spent 45)?
Also, I noticed that the description of the Endurance ability specifically mentions "poison, disease, and gas" - thing is, I feel like it should work differently for Robots. I like the D&D method where artificial beings simply don't have a stat like that, and are simply immune to effects that target it, at the expense of other things for balance (say, less benefit to everything else, like speed, total hit points, and healing ability - PC Robots are said to be able to heal normally, but it would make sense if, say, they healed more slowly, and couldn't benefit from some healing superpowers).

Lady Zaldane |

Okay gonna do my Oddball 2 though gonna add some stuff.
Thinking
Thrown Weapon Supremacy:IN
Weapons Tinkering:IN
Hyper-leaping:EX
and Equipment
Odd Ball ones balls{ty to ex damage)
Acrobatics, Martial Arts B, Thrown Weapons, Repair/Tinkering?
If the balls don't count then hyper-Invention:RM would be fun too

Bill Kirsch |
You can't go higher than Incredible(40).
In some cases, it would make a difference.
Somebody with Ex(22) strength would cause 2 points more damage than somebody with Ex(20), and somebody with Re(33) would recover 3 more health points than somebody with Re (30).
Typically, the lower numbers are reserveed for the "new kids on the block" while the simpler (20,30,40,50,etc.) numbers represent the "established" heroes.
Regarding Ozy, the Watchman world is more realistic, so the stats would be lower overall. Plus Talents can give bonuses. Ozy'd have the Finance talent, giving him Amazing Reason when dealing with corporation issues, for example.
Reed's got a base Amazing, but he was bombarded with cosmic rays which mutated ("stretched" if you will) his brain to a higher level than mere humans like Stark or Banner, who didn't get that augmentation.

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So, having failed to make the cut for the Pathfinder/Civilization mash-up, I know I'm actually serious about this game. You said something about hoping for antediluvian system veterans, though, and the most I can say is I've played one or two or three one-shots that may or may not have been the edition you're using. Do I have an clear shot, or is there any reason I'm at a disadvantage?

Bill Kirsch |
Official Recruitment thread with more detailed character generation rules will be up sometime tomorrow.
I live in Arizona, so I'm probably in a different timezone than most of you. Currently, AZ is 3 hours earlier than the East Coast.
Everybody's got a chance.
It all comes down to:
A) how interesting I find your character
B) how well the character fits on a potential team with other characters
C) familiarity with the MSH Advanced system.
If A and B are excellent, C won't matter all that much.

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I can definitely retool Orbius into something other than a mystical origin. I wasn't actually planning on using actual magic in the game - although I've played the game off and on for years, I still have no clue how magic actually works. I figure the orb is a mystic power focus, and he's only figured out how to do a few tricks with it so far. As a result, he doesn't have the flexibility of an actual caster like Doc Strange. It'd be more like Juggernaut or the Wrecking Crew. His origin might be mystic, but he doesn't really understand much about magic.
If you're still opposed to that, I can definitely reskin it to be some sort of item left over from the most recent Kree/Shi'ar/Skrull/Brood/Whatever Alien Just Got Finished Attacking Earth invasion.

Bill Kirsch |
I can definitely retool Orbius into something other than a mystical origin. I wasn't actually planning on using actual magic in the game - although I've played the game off and on for years, I still have no clue how magic actually works. I figure the orb is a mystic power focus, and he's only figured out how to do a few tricks with it so far. As a result, he doesn't have the flexibility of an actual caster like Doc Strange. It'd be more like Juggernaut or the Wrecking Crew. His origin might be mystic, but he doesn't really understand much about magic.
If you're still opposed to that, I can definitely reskin it to be some sort of item left over from the most recent Kree/Shi'ar/Skrull/Brood/Whatever Alien Just Got Finished Attacking Earth invasion.
That's fine. I just don't want to deal with the magic system. Something like Juggy works. Something like Baron Mordo wouldn't.

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I had an idea earlier today: Could we submit ideas for Villains for you to run? If you're not comfortable with some players knowing more than others about what the team will be up against, maybe you could make the honor of submitting a bad guy a consolation prize for applicants who almost made the cut, but couldn't - or maybe suggesting them in an open thread would be good enough to avoid that problem, especially if you souped them up somehow in ways we didn't specify, without straying from the original concept.

aeryk |

That sounds like a cool idea. The archnemesis would help define the character, like Batman and Joker, Supes and Luthor, FF and Doctor Doom. Even if they don't pop up in the main story, it would be cool off-camera story that could work its way into the plot.
I'm getting more excited about this. Are you thinking of this as a daily post game? Or maybe weekends off?

cjgrimm |

Everything alright? Haven't seen anyone (particularly not OP) put anything here for quite some time....
Because it moved to this thread. http://paizo.com/threads/rzs2poth?Old-School-Marvel-SuperHeroes