DC Heroes to Champions Conversion
by Aaron Sullivan


This is my attempt to present an equitable and logical set of conversion rules for transferring characters from DC HEROES (3rd Edition) to CHAMPIONS (4th Edition). Though I used these rules myself when I ran a CHAMPIONS campaign set in the DC universe, I really felt no need to disseminate them until recently, when I read a a website full of CHAMPIONS write-ups of comic book heroes (most of which I disagreed with mightily) and another website that presented its own set of conversion rules (important word of advice: actually reading the game you plan on converting from is generally a good idea).

An important operating assumption in these conversions is that CHAMPIONS characters as appearing in the published game materials are not wimps -- they present a reasonable spectrum of power that can be compared favorably with those in the DC Universe (yes, Superman is still a "god," but then, so is Dr. Destroyer). With that in mind, you’ll find that 90% of the characters from DC HEROES convert just fine -- its the other 10% (Kryptonians, New Gods, Incarnate Lords of Order) that will have GMs suffering palpitations.

The second operating assumption is that a reasonable spectrum of power would have PCs with Damage Classes in the 8-16 range and DEFs between 10 and 40. Anything below that is considered "Normal." Anything above that is outside the "Plays Well With Others" range -- forever relegated to the status of NPC.

Contents:


Attributes

 One of the trouble spots in the conversion process is that DC uses a broader defined range of attribute values than is generally considered playable in the HERO system(especially in regard to STR). To circumvent this difficulty, attribute conversion uses a break point above which the conversion curve balances off. A second trouble spot is that DC’s attribute system actually covers a range of values (a STR 5 ranges from just 1 ounce more than a STR 4 person can lift, to exactly twice what a STR 4 person can lift). This means that just because Aquaman and Terminator both have STR 8, they don’t necessarily bench the exact same amount: STR 8 translates into HERO system as anything between STR 36 to STR 40. That makes precision come down to a judgement call (me, I say Aquaman STR 40, Terminator STR 38 or so, but that’s a personal judgement).

 

 STR <=> STR

For DC values of 10 or less, simply multiply by 5; for values greater than 10, subtract 10 from the STR, multiply by 2.5 and add the result to 50. Sticklers for rounding will probably want to round off to the nearest unit of 5 (such as rounding Superman’s figured 88 up to a 90).

 

Example: Wonder Woman has STR 16 in DC Heroes. She would convert to a STR of 65 (50 + [2.5 x 6]) in CHAMPIONS.

 

DEX <=> DEX

For Values less than 10, add 5 to DC DEX x 2.5. For values greater than 10, subtract 10 from the DEX, and add the result to 30.

 

Example: Superman has DEX 15 in DC. He would convert to a DEX of 35 in CHAMPIONS.

 

CON <=> BODY

For Values of 6 or less, simply multiply by 3 and add 2. For Values greater than 6, subtract 6 from the BODY, multiply by two, and add to 21.

Example:Mammoth has BODY 13. He would convert to a CON of 35 in the HERO system.

 

BOD <=> BODY

 

INT <=> INT

For values of 12 or less, multiply INT by 1.5 (rounding down), and add 7. For values greater than 12, subtract 12 from INT, multiply by 2.5, and add to 25.

 

Example: Lex Luthor has INT 14 in DC. He would convert to INT 30 in the HERO system.

 

EGO <=> (Average of Will and Mind)

 

PRE <=> (Average of INFL, AURA, and SPIRIT)

 

COM

It doesn’t really have a conversion, though the advantage "Attractive" means that the value should be at least 16, probably higher.

 

PD/ED <=> BODY

For values of 6 or less, multiply BODY by 2. For Values of 7-12, subtract 6, multiply by 3, and add 12. For 13+, subtract 12, multiply by 1.5, add to 31. Further, assume that every point of BODY over 6 equals 3 DEF resisitant.

 

Example: Captain Marvel has BODY 14. He converts to HERO as PD/ED 36.

 

SPD is derived by dividing the DC Initiative value by 6 (rounding down) and then adding 1.

REC, END, and STUN are all as figured.

 


Powers

Luckily, most powers convert relatively easily. There are a couple of important considerations however. First, many single powers in DC HEROES represent multiple powers in HERO. No problem -- just use frameworks. Second, in DC, damage from any attack can be either normal or killing -- they make no distinction between the mechanics. This leaves GMs with two options -- they can either make every attack a multipower, or they can use common sense and distinguish between the two based on what they know about the power (example: Superman's Heat Vision is probably a RKA vs EDr, while Ice's "icebolts" are probably an Energy Blast vs PD). After that it's simply a question of quantifying.

This still leaves a couple of trouble spots. Omni-Power and Sorcery are probably best reperesented as Variable Power Pools. Sensory abilities, as they replace standard PER in DC instead of expanding it as in HERO, get their own little write-up below.

 

Attacks: APs x 5 = Active Points (prior to modifiers)

Defenses: Either

Senses: Either

Movement: Multiply APs by 2.5 to get game inches. Check the DC speed to determine the number of multiplyers for NCV


 

Skills

Skills also convert rather easily. In fact, most DC characters will look a little lean in the ole skill area in comparison with their Champion's counterparts. That's OK -- it's a different perspective at work. With the exception of Martial Arts and Weaponry, all skills convert to their nearest HERO equivalents (Medicine/First Aid = Paramedic, etc.) at a roll equal to 8 + the Skill's APs.

Martial Arts should have its APs multiplied by 5 to get a total pool of points to spend on maneuvers and skill levels. Enough levels should be bought to make sure that the Character's OCV and DCV base at least equal the APs of Martial Arts. Similarly, damage classes should be bought up to the AP level as well.

Weaponry should be converted into the appropriate WFs and enough skill levels to ensure that the user's base OCV at least equals the APs of Weaponry Skill.


Back to Champions @ Mactyre.net