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<blockquote data-quote="Voneth" data-source="post: 846887" data-attributes="member: 1016"><p>Batman "Vanishing?" MnM style?</p><p></p><p>1. Teleport +2 (Flaw:shadows only) for 2 total points,if you want to settle for only 10 feet. However with GM approval, then it become a feat, hmmm titled "Mysterious Exit."</p><p></p><p>2. Incorpreal +1 (Weakness: light) [Extra:Invisible; Flaw: Limted (activated only while no one is looking);Power Source: Training; Cost 2 points], Another potential feat.</p><p></p><p>3. Super Speed +6 [Extra: Wall Climbing; Flaw: Limted (Only to somewhere you could normally get too), Limted (only while no one is looking); Power Source: Training. Cost 30 points]</p><p></p><p>4. Or the Teleport could be an extra of Batman's Super Dex.</p><p>Super Dex +10 [Extra: Teleport, Super Skill Blending; Power Source: Training; 60 points] for an extra point per level. </p><ul> <li data-xf-list-type="ul"> (by definiton, Teleport only allows you to go to places that you can see or know well, so it would be GM call if that was all that different than "Where he could reach when no one is looking," in this version. Either way, you don't even have to have Teleport or Blending bought up to +10 You can buy them to make the power cheaper.</li> </ul><p></p><p>5. Energy Control +6 (Darkness) [Extra: Teleport; Flaw: Range (Normal to Touch), Flaw: Limted (Only to somewhere you could normally get too); Power Source: Training; Cost 6 point] Now he can teleport where he could possibly go and he "take advantage of the shadows" by declaring that his Obscure (what you get with EC (Darkness) works by hiding in natural shadows.</p><p>--------</p><p>As for grim and gritty? </p><p></p><p>If you take the sidebars of optional rules such as "Impariment" and "Massive Damage" and have almost all damage considered Lethal, things get ugly fast. You can also reduce the number of Hero Points players get or omit them. </p><p></p><p>In fact, MnM's sidebars are great, you can make the game more like D&D (hit points), or even further a field (like turning BAB and Def into seperate skills.) They even give suggestion on how to reverse the rolls so that the attacker can roll for damage instead of the defender for his Damage Save. etc.</p><p></p><p>This all being said, I wouldn't waste my time trying to covert a Champs player. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There are reasons they are happy with their system, and for a lot of them the commonly listed "drawbacks" of the HERO are actually benefits.</p></blockquote><p></p>
[QUOTE="Voneth, post: 846887, member: 1016"] Batman "Vanishing?" MnM style? 1. Teleport +2 (Flaw:shadows only) for 2 total points,if you want to settle for only 10 feet. However with GM approval, then it become a feat, hmmm titled "Mysterious Exit." 2. Incorpreal +1 (Weakness: light) [Extra:Invisible; Flaw: Limted (activated only while no one is looking);Power Source: Training; Cost 2 points], Another potential feat. 3. Super Speed +6 [Extra: Wall Climbing; Flaw: Limted (Only to somewhere you could normally get too), Limted (only while no one is looking); Power Source: Training. Cost 30 points] 4. Or the Teleport could be an extra of Batman's Super Dex. Super Dex +10 [Extra: Teleport, Super Skill Blending; Power Source: Training; 60 points] for an extra point per level. [list] (by definiton, Teleport only allows you to go to places that you can see or know well, so it would be GM call if that was all that different than "Where he could reach when no one is looking," in this version. Either way, you don't even have to have Teleport or Blending bought up to +10 You can buy them to make the power cheaper.[/list] 5. Energy Control +6 (Darkness) [Extra: Teleport; Flaw: Range (Normal to Touch), Flaw: Limted (Only to somewhere you could normally get too); Power Source: Training; Cost 6 point] Now he can teleport where he could possibly go and he "take advantage of the shadows" by declaring that his Obscure (what you get with EC (Darkness) works by hiding in natural shadows. -------- As for grim and gritty? If you take the sidebars of optional rules such as "Impariment" and "Massive Damage" and have almost all damage considered Lethal, things get ugly fast. You can also reduce the number of Hero Points players get or omit them. In fact, MnM's sidebars are great, you can make the game more like D&D (hit points), or even further a field (like turning BAB and Def into seperate skills.) They even give suggestion on how to reverse the rolls so that the attacker can roll for damage instead of the defender for his Damage Save. etc. This all being said, I wouldn't waste my time trying to covert a Champs player. :) There are reasons they are happy with their system, and for a lot of them the commonly listed "drawbacks" of the HERO are actually benefits. [/QUOTE]
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