MSH - Thoughts, House Rules, and Best Practices

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You're nicer than I am. I'd ask them to explain to me how being agile is the same as having fast reflexes or being perspicacious. Then I'd laugh at their answers and apply Intuition as the modifier.
I've become soft in my old age. I actually decided that I'd take player-feedback in order to stop debating and get more playing in. So far the experiment is working. Once I decide it's run its course, I'll SHUT IT DOWN. heh.
 
Normally this is the rule for both heroes and villains. Highest initiative gets to act before lowest, and can "read" the battle better (hence they know Goon A is doing things they can see will end up shooting at them.) Which is why intuition has the impact it does. It also prevents agility (already used for missile combat, and dodging) from being the "best" stat, or in other words--a "god stat," where it's more important than other stats. Fighting and Agility already handle a lot of heavy duty work in play. I actually have it as a preference in the game for the initiative because it's saying that the person is a better tactician, and more adept at guessing reading a person's actions. It allows people like Cap, to actually act pretty quickly even to Spider-man (or other super agile foes.) Sure Spider-man also has Spider sense too, but it keeps Cap and those like him from making bad choices in how to act/react in a given situation.

Yep. I always have to reiterate this in my games. Using my current method - Cap is still really solid. The fact is, because Intuition doesn't sound sexy, my players tend to overlook it. Which means they often take an initiative hit. Aside from the general importance of Intuition in general. I too prefer Intuition as the primary Initiative bonus linked stat. But players... those goddamn pesky players.
 
What are the best published adventures for MSH, *especially* those that are not specifically tied to a particular team or presumed set of Marvel heroes? In other words, which are the easiest to re-skin for original PCs?
 
What are the best published adventures for MSH, *especially* those that are not specifically tied to a particular team or presumed set of Marvel heroes? In other words, which are the easiest to re-skin for original PCs?

I'm *horrible* at answering this... because I never cared for the MSH modules outside of Secret Wars (which is my favorite). The reason why I rarely used modules is because I own thousands of comics and I know most storylines and one-shots that go back into the late 60's. Since I do sandbox style games I preferred just doing my own thing.

Revenge of Kang was cool. So was Nightmares of Future Past series. Secret Wars was the best.

Things I consider REALLY useful: City Deluxe Campaign boxset. Weapons Locker (gear for low-to-mid-level baddies, and gadget/armor guys). Are you looking for one-shot adventures to run your PC's through? Or are you building your own campaign for long-term use and wanting to populate it with setpieces?
 
Thanks for those 2 supplement recommendations; I'll grab up those.

For adventures, I'm looking for something to occasionally lighten the load of planning for a session. I have an easier time prepping supers material, but sometimes I'd like to have something to fall back on. My concern (which seems to be valid) is that the published adventures were not just intended for specific Marvel heroes, but were pretty much unusable without them.
 
There's an adventure centered around Arcade's Murderworld that I've repurposed several times over the years, it's a great, easy premise for a session, essentially a dungeon crawl for Supers
 
Thanks for those 2 supplement recommendations; I'll grab up those.

For adventures, I'm looking for something to occasionally lighten the load of planning for a session. I have an easier time prepping supers material, but sometimes I'd like to have something to fall back on. My concern (which seems to be valid) is that the published adventures were not just intended for specific Marvel heroes, but were pretty much unusable without them.


In my opinion, and I apply this to general campaigning in any game system I run, is just build a sandbox. The adventures will almost emerge from the basic engagement of your players with your sandbox. I agree with your claim on the modules. Most of them were not really "PC" friendly for non-Marvel characters unless your PC's were in those respective teams (and I'm pretty sure this was by design due to licensing requirements).

This is why I mentioned the Deluxe City boxset - it's largely a playground of NYC for you to fill out as a sandbox. There is a HOST material you can repurpose from a variety of super-hero settings where you can scratch-and-file the names off and use them as you see fit.

Use a Plot Generator or THIS ONE
Mine Locations for repurposing and inspiration!! DC Universe Locations. Marvel Universe Locations, City of Heroes,

General rule of thumb - as long as you know your setting, you can almost always let your PC's run wild. Just drop a basic plot in there and something will emerge as you follow the chain of consequences both good and bad.
 
There was a nice Batman city encounter generator for DCH as well that I use I have a scan at home I'll post after work if no one beats me to it
 
The Night Moves series is good IIRC, meant for original heroes. Cat's Paw can be done too IIRC. Some are built for specific things though. Days of Future Past is best for mutants, and Mutating mutants is meant for teen mutant originals. So a lot depends.
 
That's the one

Easily adapted to the real-life or made up city of one's choice
 
I've never played MSH (although I have one of the boxed sets). I was always a Champions guy, and more recently I've played some Marvel Heroic. But this thread has me tempted... :grin:
 
OK you lot. In my endless search for the perfect Superhero RPG, you've got me interested in FASERIP. I've downloaded the Advanced Players Guide and have come up with my first question. What do you actually roll for initiative? I can't spot where it actually tells you what to roll! On p14 it tells you to roll after deciding actions and that the side with the higher roll wins. BUT WHAT DO YOU ACTUALLY ROLL PLEASE!
That's weird that the advanced book is so vague. The yellow box battle book, page ten, says that each side rolls "a die." Since the game only uses d10s (mostly as percentile), I always assumed that meant roll 1d10. There's an optional rule for adding 1 for the side with the highest initiative. The revised basic rule book is even clearer: "roll one ten-sided die."
 
I only played MSH one time and it didn't go well. With my Captain Britain getting ko'd in the first round by the first punch Hulk threw. Not sure the GM had the best grasp of scenario balance...

But now I'm getting kind of inspired to check it out again.
 
My foggy memories of it from back in the day was that it was fine, but not as cool as Champions. I had only played the Basic Box. By the time Advanced came out, I had moved on and I never had the spare cash to buy it just to read (it might have changed things).

But these past couple months, after continuing to see people say, "It's the only supers system I still play," I realized I had to take another look. So far, it seems to be giving me the faster-moving narrative flexibility I'd like in a rules set, while still giving some of the granularity that my players and I expect and appreciate.
 
I've never played MSH (although I have one of the boxed sets). I was always a Champions guy, and more recently I've played some Marvel Heroic. But this thread has me tempted... :grin:

The comparative less crunch may shock you at first. But don't let that stop you!
 
I only played MSH one time and it didn't go well. With my Captain Britain getting ko'd in the first round by the first punch Hulk threw. Not sure the GM had the best grasp of scenario balance...

But now I'm getting kind of inspired to check it out again.

Hulk>Nearly Anyone Else. The Hulk is a group-encounter. If you're playing a character that can actually take the Hulk on, you have about 3-rounds *tops* before his rage mechanics sail past you. Heh, he'll end up with Shift Z Fighting *AND* Strength if you don't drop him early. Captain Britain solo has a slim chance early on. But yeah you're gonna need backup.

I used the Hulk a few times, and one of my players was pretty much pound-for-pound the same as Captain Britain in stats, and he had the rest of the group backing him up. The PC got Grand Slammed through a building which did very little damage to him, but it slowed him down a round, by the time he made it back to engage... the tipping point was passed. Then it was Hulk SMAAAAAASH....

The second time they fought, they realized they had to coordinate early on. They did a couple of solid combined attack manuevers and took Hulky out in two rounds before his rage carried him past the point of no return.
 
Hulk>Nearly Anyone Else. The Hulk is a group-encounter. If you're playing a character that can actually take the Hulk on, you have about 3-rounds *tops* before his rage mechanics sail past you. Heh, he'll end up with Shift Z Fighting *AND* Strength if you don't drop him early. Captain Britain solo has a slim chance early on. But yeah you're gonna need backup.

I used the Hulk a few times, and one of my players was pretty much pound-for-pound the same as Captain Britain in stats, and he had the rest of the group backing him up. The PC got Grand Slammed through a building which did very little damage to him, but it slowed him down a round, by the time he made it back to engage... the tipping point was passed. Then it was Hulk SMAAAAAASH....

The second time they fought, they realized they had to coordinate early on. They did a couple of solid combined attack manuevers and took Hulky out in two rounds before his rage carried him past the point of no return.
It was a group encounter. Supposedly to show off the system, but actually a Hulk SMASH! With old Jade Jaws wiping out a group of Captain Britain, Nightcrawler and a few other substitutes for the members of Excalibur.

It was potentially fun, but Hulk is a force of nature.
 
It was a group encounter. Supposedly to show off the system, but actually a Hulk SMASH! With old Jade Jaws wiping out a group of Captain Britain, Nightcrawler and a few other substitutes for the members of Excalibur.

It was potentially fun, but Hulk is a force of nature.

Yeah - to be used very sparingly. By the numbers, there are *very* few non-cosmic characters in FASERIP that can stand and bang against the Hulk post-Rage mechanic. Thor is one of the very few, but he'd have to go full-tilt, wearing his Girdle and Armor. He could to it. Barely.

And you sure as hell wouldn't want to be fighting in a city or urban environment. Those blows are baby-nukes going off just minus the radiation.

As a thought experiment - it would be interesting against Excalibur to have Nightcrawler attempt to teleport the Hulk a mile up into the air... and have Captain Britain do a charging attack on him. He might not necessarily go full Rage-Machine just free-falling... but that charge could very well take him out. Probably knock Captain Britain out too... But it could work!
 
The comparative less crunch may shock you at first. But don't let that stop you!

Does MSH require use of the maps? I ask, as most of the ranges and speed ratings reference the areas.

Also, thought you might get a kick out of this, since you're a Marvel guy:
 

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Maps aren't required, I certainly don't use them often, but they can be used to great effect (especially with a collection of cheap Heroclix)
 
You don’t have to use maps. I ran MSH play-by-post a few times without visual aids. That’s the great thing about “areas” instead of exact measurements.
 
This thread is giving me an urge to try and run Secret Wars again. It’s been a good ten years or so. I don’t have a group, so I’d do it here. Oh, so tempting because I love that module.
 
Does MSH require use of the maps? I ask, as most of the ranges and speed ratings reference the areas.

Also, thought you might get a kick out of this, since you're a Marvel guy:

Yeah as Tristram says - maps aren't necessary, but there's plenty of maps between the core rules, City Box Set and the various modules. Even then they're not necessary.

Love that character design. Classic 80's style!
 
Any interest in the thread of throwing up statted characters that could be used with FASERIP friendly systems? Or maybe we could take requests for fun? (time permitting)
 
I think I used the map included in the box a few times when we first played, especially for Day of the Octopus, but I think after that it was almost entirely oral descriptions and shared imagination with an occasional diagram if someone needed clarification. So maps are entirely optional, but it's a good idea for the referee to make notes of how many areas a given location is, how many stories tall a building is, or distance in areas between one place and another before any fights break out.
 
Any interest in the thread of throwing up statted characters that could be used with FASERIP friendly systems? Or maybe we could take requests for fun? (time permitting)

Do you mean original characters or comic book characters? There are sources of thousands of those readily available.

Map question: I have the Mega Map from CMF. Does anyone know how to scale it for printing? It's really cool.
 
Do you mean original characters or comic book characters? There are sources of thousands of those readily available.

Either/or/all of the above. Stuff not seen. Stuff buried too deep to find.
 
Anything in particular of interest you want to tackle? I'm considering statting up the Hanna-Barbera heroes. Herculoids, Space Ghost, Blue Falcon, Birdman, Might-Tor etc.
 
I was thinking of doing random characters from TV, movies and comics.
 
Here's one I did for my game.

Grendel (Hunter Rose)
8217
F: In (40)
A: In (40)
S: Gd (10)
E: Rm (30)
R: Rm (30)
I: In (40)
P: In(40)

Health: 120
Karma: 110
Popularity: Grendel -20/ Hunter Rose 30
Resources: Incredible (40)

Talents: Weapon Specialist: Fork, Fencing, Acrobatics, Tumbling, Martial Arts A, B, C, E, Thrown Weapons, Psychology, Philosophy, Law, Police Procedure, Intimidation, Criminology, Business/Finance, Artist (Writing), Persuasion, Stealth, Leadership, Escape Artist, Sleight of Hand, Emergency Medicine, Interrogation, Disguise,


Powers: Enhanced Brain Capacity - In (40) Iron Will

Equipment: Devil Fork - Amazing (50) material spear that does Ex (20) dmg. The fork can be electrified for a separate IN(40) Electrical (Energy) damage on contact only.

Contacts: Underworld, High Society
 
Then I followed up with

Grendel Prime

8218
F: Am (50)
A: Rm (30)
S: In (40)
E: Am (50)
R: Rm (30)
I: In (40)
P: Am (50)

Health: 170
Karma: 120
Popularity: Warchild -70/Post-Warchild 40
Resources: Feeble

Talents: Biology, Electro-Chemistry, Organic Chemistry, Ballistics, Crimonology, Philosophy, Intimindate, Law (Grendel Clan), Law Enforcement, Military, Security, Stealth, Tracking, Computer Engineering, Computer Encryption, Programming, Metallurgy, Cybernetics/Bionics, Electrical Engineering, Repair/Tinkering, Weapons Engineering, Energy and Particle Physics, Quantum Physics, Emergency Medicine, Weapons Tinkering, Martial Arts: A, B, C, E, Wrestling, Tumbling, Acrobatics, Energy Weapons, Guns, Marksman, Heavy Weapons, Fencing, Weapon Master: Plasma Blade

Powers: Cyborg Body. Grendel Prime is a full cyborg that grants him the following "abilities":

Body Armor: Rm(30) vs. Physical and Energy

Energy Screen: He can produce an energy screen that allows him to parry ranged attacks as well as melee. The screen can absorb up to Am(50) damage in a single attack before overloading.

Protected Senses: Grendel Prime's senses are protected as long as he wears his Grendel helmet. It provides In(40) protections against his vision and hearing via light and sound. However - it does not protect him from being blinded physically.

Enhanced Senses: While his helmet is on, Grendel Prime possesses Infra-vision, and Thermal Vision at Rm(30) rank.

Energy Regeneration: Grendel Prime possesses universal adapters to draw energy from nearly any available source. While plugged in, he gains Regeneration up to Am(50) rate, limited only by the source.

Equipment: Plasma Blade: Grendel Prime's energy blade deals Am(50) points of Energy damage and ignores any material up to Rm(30). He can cut through Mn(75) material with a Red Result (but still only deals 50 damage).

Blaster Rifle: Grendel Prime wields a bullpup-configured blaster rifle that has a range of 20-areas, and does In(40) Energy Damage

Pistol: Grendel Prime carries a slug-thrower that uses high-density core rounds. The gun does Rm(30) or In(40) on a full burst. It has a range of 10 areas.
 
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