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RE: [BNW] New here



>Hi,

Welcome

>  I'm new to the list. I just picked up BNW on Wensday
>and already I love it. However the gamers in my group
>are into the classic Marvel Super-Heroes game and
>don't want to switch so I have been trying to do some
>conversion. Of course the background is simple enough,
>but how would you convert the power packages to Marvel
>Super-Heroes terms?

Well hopefully at some point they will want to at least try it out. It's
simplicity is really great. As to covert to Marvel terms this should not be
too hard to pick out the powers and make a grouping out of them (you might
have to slap on some Marvel limitations to emulate the powers here and
there) the real difficult part and it really is a matter of choice is to
come up with a power scale as to how powerful you want the powers to be. 

Ex. Flyer (a simple one) have flying at AM and body armor at GD (limitation
only while in flight).

Blaster would something like Body armor GD Energy projection (forget what
the MSH rules actually call this) at IN (limit: hands only, power stunt:
ignores all artificial and projected body armor (such as force field)
(perhaps add in the rules for automatic weapons, again forget how Marvel
does this. It's been about 10 years ago for my last MSH game.)

For the ones who get Str and Smarts boost just give column shifts added to
the rolled up stats (probably for normal humans if you stick to the BNW
power settings). So a tough would get say a +2 CS for Str and a Goliath
would have like a +3 or 4 CS.  

For the ones with a skill bonus they could get a CS when ever they use type
of skill such as the gunner (give a +3 CS when shooting)

For init. boost you could just add the bonus on init. this seams a little
high though so perhaps make it +2 (as you only roll d10 anyway).

The nice thing about all this is that both systems are simple and you can
make special rules to simulate powers (such as Bullseyes MN throwing "power"
or Longshots luck power where he rolls the 2d10 and chooses which order to
read them in for his % result).

Hope this gives you some ideas.

One way to see if your players would like BNW is to run them through a mock
battle using some of the sample PC's. I think they would like how your init.
roll determines how many actions you get and how the damage system works.
One thing odd in MSH is you fight at full efficiently then are KO (or worse)
all of a sudden. And it does have a Karma like effect, you can also define
your powers how ever you like. One player posted here how he had a "flyer"
but played it such that it worked like he could stick to any surface, much
like Spiderman does. No one knew he was a "flyer" they though he had a new
power. Another idea is perhaps you could adapt powers like their fav.
character has and then play them in BNW.

Marvel rule system is set up to allow any power combination with little
given setting (you need to read the comics to get that as little is in the
books other then history of characters you may or may not play or even have
in your MU).

BNW rule system is set up to explore a new setting never seen before (ok the
idea has been seen in places) and the powers and mechanics reflect this
setting they are all set up to work together, were as in Marvel no setting
mechanics as given really. (in MSH humans aren't 't even rolling on the same
chart for stats as most suppers are, where in BNW "normals" get the same
stuff just no powers, or "karma" Delta points and are limited to 5 actions
max regardless of your speed rolls (I have yet to see anyone roll a 20 for
init., for other stuff yes but not init. yet)