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JD's 2E Heroes! Ready to Play: Rogue (PL 10)

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Re: JD's 2E Heroes! Aberrant: Pursuer, Ruby

Postby Sidious » Tue Aug 02, 2011 9:46 pm

MisterO wrote:Also will Mal have arms? :P :lol:



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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Re: JD's 2E Heroes! Aberrant: Pursuer, Ruby

Postby JoshuaDunlow » Tue Aug 02, 2011 9:48 pm

Sidious wrote:
MisterO wrote:Also will Mal have arms? :P :lol:



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.


hehehe
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Re: JD's 2E Heroes! Aberrant: Ruby, Caestus Pax, Lotus Infinite

Postby catsi563 » Tue Aug 02, 2011 11:55 pm

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.
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Re: JD's 2E Heroes! Aberrant: Ruby, Caestus Pax, Lotus Infinite

Postby JoshuaDunlow » Wed Aug 03, 2011 8:04 am

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.

Node did ALOT of things in the Aberrant system. But I like the idea a limited "luck" aspect.
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Re: Aberrant Setting Material

Postby JoshuaDunlow » Wed Aug 03, 2011 8:47 am

Updated thoughts.
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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Post 0062: A quick guide to mega attribute translations

Postby JoshuaDunlow » Wed Aug 03, 2011 10:30 am

Mega Attributes
Welcome to my quick guide to translating mega-attributes in Aberrant to Mutants & Masterminds. This is a rough draft right now. And will receive generous alterations in the future. For the most part however mega attributes to me might be better handled by a “Enhanced Ability” power. 2 M&M Ranks for every dot in a Mega Attribute in Aberrant. And do very little otherwise, if this. I'll be concentrating more on the Enhancement aspects of Mega Attributes. The circumstance bonuses that some Enhancements provide, are not limited to power level (based on skill rank limitations), but instead based on ability score (caps). If a bonus provides a +2 skill bonus, add +4 to the appropriate attribute to see if it meets its power level cap to see if it applies.

Mega-Strength.
Perhaps one of the harder attributes for a straight conversion. But because of the more limited lifting caps of the setting. Perhaps 1 rank of super strength for every dot in Mega strength is a lot more realistic.
· Crush. Simply add the Lethal drawback added onto your raw unarmed combat damage.
· Shockwave. Is simply the ground strike power feat for super strength.
· Lifter. Those with lifter simply have a greater super strength limit. Give a hero 1 extra rank in super strength.
· Quantum Leap. This is simply the leaping power, as an alternate power.
· Thunder Clap. Is the same as it is in M&M. A power feat of super strength.

Mega Dexterity.
· Accuracy. Treat this as the Improved Aim feat.
· Enhanced Movement. Treat this as speed with the tiring flaw attached.
· Fast Tasks: Quickness (Limited: Physical tasks only)
· Cat footed: Super Movement 2 (sure footed + trackless)
· Rapid Strike: Add the autofire extra onto the players unarmed combat damage.
· Physical Prodigy: Adds a +2 bonus to Athletic based Skills Checks (if using athletics, or +2 to climb, jump, and swim checks), otherwise drop it.

Mega Stamina.
This mega attribute is the hardest to come to terms with. For the most part however, players should drop its use. Because of the limits to the M&M system. Though a generous GM , might consider raw dots in mega strength as a recovery bonus use from the regeneration power. However if a player has 3 or more ranks in Mega Stamina you can give them the Longevity feature.
· Adaptability. For the most part this is Immunity 11 (life support, disease, poisons)
· Durability. Is essentially ranks of impervious toughness.
· Hard body. This can work like Durability, or even provide ranks of protection. But its meant to allow the use of the Persistent power feat from regeneration.
· Regeneration. Treat this just like you see it!
· Resiliency. Treat this as ranks of protection.

Mega Perception.
I will often tag a Enhanced Wisdom or Intelligence (limited to a search or notice check) onto a power, depending on how heightened the nova's mega perception might be. This is how I would deal with the dots conversion to M&M.

· Analytical taste/touch. Speaks for its self I think.
· Blind Fighting. This is the Blind fighting feat.
· Blood hound. Super Senses 2 [Scent, Tracking 2]
· Electro Magnetic Vision. Is any of the following super senses. Ultravision, Infravision, or Lowlight vision.
· High End EMG Scan. Is super senses (Penetrates visual concealment, + x ray vision)
· Hyper Enhanced Hearing. Is either Ultra Hearing, Radio, or Radar.
· Quantum Attunement. Quantum Energy Awareness (radius, and may or may not have accurate and accute)
· Ultra peripheral perception. Super Senses (radius vision)

Mega Intelligence
· Analyze Weakness. This is the Detect Weakness super sense (with the analytical enhancement)
· Eidetic Memory. Is the feat of the same name
· Enhanced Memory. Treat this as a feature, to recall a single fact that he might have studied in the past day.
· Mathematical Savant. Quickness (limited to mathematical equations)
· Linguistic Genius. Comprehend Langauges (understand)
· Mental Prodigy. Treat this as a Ultimate Skill Feat use.
· Speed Reading. Quickness (limited to reading)
· Taint Resistance. Drop this power.

Mega Wits.
· Artistic Genius. Treat as the Ultimate Skill Feat use for a creative skill type. Or a +4 bonus to a particular artistic skill type.
· Enhanced Initiative. Well I think we know what this is.
· Lie Detector. This is the Lie Detection super senses.
· Multi Tasking. This is the Quickness power, as is. Treat it to no more than 1 or 2 ranks.
· Natural Empath. This is the Emotion Awareness Super sense.
· Quickness. This is Improved Initiative + Mental Quickness .
· Synergy. This is the teamwork feat enhanced trait.

Mega Appearance.
Give the player the Attractive feat, even if you don't think they would have it. This part is entirely up to the GM in question however. This mega attribute just confirms that the player has at least 1 rank in Attractive, but more than likely 2. I would highly recommend at this point, to use my version of the Attractive feat. Instead of the one in the book.

· Appearance Alteration. This is Morph 2 (1pts per rank, with the requires a sense motive skill check to perform,)
· Awe Inspiring. In the long run I decided this should be a Enhanced Charisma, or a Fascinate feat . This is entirely up to the GM on a case by case basis. Or optionally my Emotion Control (awe power, with the perception area (visual) extra)
· Copy Cat. This is Morph (2pts rank -humanoid)
· Face of Terror. Treat this like Emotion Control (Fear only flaw, & perception area (visual) extra)
· First Impression. Gain a +2 bonus on any social interactions where the hero is meeting someone for the first time.
· Mr. Nobody. Morph 1 (1pt variation)
· Seductive Looks. Treat this as another rank of Attractive (so the character will end up having 2 or 3 ranks of attractive with this added on)

Mega Manipulation.
· Hypnotic Gaze. This is the hypnosis power from UP with the Action (full action) flaw.
· Persuader. +2 bonus to Bluff or Gather Information checks.
· Trickster: Ultimate Skill Feat (bluff)
· The Voice. Is mind control with the sense dependent (hearing flaw)

Mega Charisma
· Commanding Presence. Mind Control (with the Perception Area (hearing) extra)
· Dreadful Mien. Mind Control (with the perception area (visual) extra, Single Command (flaw “do not attack me”), and Skill Roll required Flaw (Intimidation))
· Natural Agitator. Mental Transformation (2pt/rank variation; Perception area (hearing), Sense Dependant (hearing)) or the Improved Challenge: Extended Lie. (or both for that matter)
· Seductive. Players gets a +2 bonus to diplomacy/bluff checks with those who find the character sexually appealing.
· Soothe. Emotion Control (calm only, perception area (visual))
Last edited by JoshuaDunlow on Fri Aug 05, 2011 12:12 pm, edited 1 time in total.
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Re: JD's 2E Heroes! Aberrant Updates and Mega Attributes !

Postby JoshuaDunlow » Wed Aug 03, 2011 10:36 pm

It's my birthday once more!! Woot!! 42.
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby catsi563 » Thu Aug 04, 2011 2:41 am

=^_^= HAPPY BIRFDAY!!
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby cbwjm » Thu Aug 04, 2011 3:18 am

Happy Birthday FROM THE FUTURE! (i.e. New Zealand)
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby Woodclaw » Thu Aug 04, 2011 8:15 am

Happy Birthday, hombre.
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby The Ilethryl Knight » Thu Aug 04, 2011 9:03 am

Happy Birthday! (In just 3 days, I'll be the same age as you.)
Last edited by The Ilethryl Knight on Thu Aug 04, 2011 9:04 am, edited 1 time in total.
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby kenseido » Thu Aug 04, 2011 9:04 am

Happy B-Day!
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby Darzoni » Thu Aug 04, 2011 10:21 am

I actually still have my notes from when I did run a 2e Aberrant campaign, JD. Actually, they're little more than just notes. Linkage.
Elf: He has issues with things like letters and numbers.
Dwarf: I can count to ten, how dumb is that?
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby Sidious » Thu Aug 04, 2011 10:34 am

Happy Birthday!
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Re: JD's 2E Heroes! Aberrant Updates and BDAY wishes

Postby JoshuaDunlow » Thu Aug 04, 2011 12:24 pm

Thank you all for the Birthday wishes. Perhaps I'll do something spectacular for a build today.
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