MisterO wrote:Also will Mal have arms?![]()
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Divas Mal has arms??? WT*?????????
well at least I remembered the old joke. Of course, I was one of those proudly banned after the Players Guide revolt so I guess it's not surprising.
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MisterO wrote:Also will Mal have arms?![]()
![]()

Sidious wrote:MisterO wrote:Also will Mal have arms?![]()
![]()
Divas Mal has arms??? WT*?????????
well at least I remembered the old joke. Of course, I was one of those proudly banned after the Players Guide revolt so I guess it's not surprising.



catsi563 wrote:If you reallyw ant to egt technical in M&M node should basically be luck imho. It gives you the abilitiy to access greater power IE spend a hero point.

JoshuaDunlow wrote:Using Aberrant in Mutants & Masterminds.
I used to love this game (well still do), and I thought it was one of the best super hero games at the time. I have seen many conversions for using it, but I am not going to do a conversion system here. I want to make a “creation” system for use with M&M, not attempt to break it. But I will reference as many sections as possible, so that creating a conversion will be possible if you desire.
Power Level:
I have decided that the power level of the setting starts at 8. Why? Because the setting is based in a world where powers meet realism. This seems the best place to start. And it gives the players something to work at. Now in the Aberrant system where the system is more “open ended” they used a Quantum Trait, to decide how flexible and how powerful players could become. For my own reference when I try and convert from Aberrant to M&M, I add 7 onto the Quantum Rank to determine the characters approximate PL.
Nova Traits & Powers:
· Attunement: Novas have the ability to charge organic or inorganic objects with their quantum energy, making them immune to the effects of the Nova's powers. Without this ability a Nova would shred their normal clothes with powers like growth or energy aura. Every rank you take in this power increases the Mass you can affect on the progression table, starting at 5 lbs. This power costs 1 pp/rank. The GM is welcome to limit this trait, to 4 or 5 ranks.
· Dormancy: Novas with this ability can power down their quantum energies, making it that much harder to detect them. When activated a Dormant Nova is essentially normal, save for a few based physical traits that the GM considers innate. Such as longevity, or super strength. Dormancy will also remove any physically manifested aberrations so they can pass for normal. IN the long run though this power is simply a feature plus the Obscure (Detect Quantum Energies) (ranged personal (-2)) with a powerless (-1 drawback) powers. This power costs 1pp for 3 ranks of this. Which is more than enough to handle what its meant to do.
· Node: All Novas posses a NR-Node which allows them to channel Quantum Energies, and thus grants them the ability to have powers. Now not every Nova has this trait and most can get by with-out it, but those who take this can use more energy and has the ability to detect quantum energy. Treat this as Super Senses 1 (Quantum Awareness). Each Rank in node, grants the use of the Increased Power aspect of Extra Effort without penalty. So GM's should only allow so many ranks in this power. The cost of this power is 1 per rank +1. Though the Senses version of this power can be beefed up for more potent Aberrants.
· Eufiber: Eufiber is a wonder, this organic polymer-esque substance is used in many industries. It can be used as OpNet Cable, but true living Eufiber is a wonder for Novas. A colony of Eufiber is typically woven into a garment and shaped in this fashion it can be worn by baselines, but its true potential is only revealed when worn by a Nova. The colony can store quantum energy, which in turn can be used in a defensive manner. Stiffening up to protect the Nova from damage. And of course remain intact when using the Nova's powers. A Eufiber outfit can adapt its shape at the Novas whim, allowing it to change its shape, color, and other parameters. A note about Eufiber however if the Nova already has defensive capabilities, Eufiber should be Equipment. But if the Nova uses it for his only defense, then treat it as a device. Eufiber typically has ranks of Quick Change 2, and Protection 2 (which may have subtle or not), plus Immunity (hero's powers).
Taint.
Novas can sometimes develop strange mutations, because the human body was not designed to handle the vast quantum abilities that they control. Taint can be as minor as an “Obvious” power, to extreme physical or mental mutations. Though certain aberrations might translate into their own variation of Complications without granting hero points . And should only be used on a case by case basis.















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