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Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Postby JoshuaDunlow » Wed Aug 13, 2008 9:24 pm

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"Nay Villain, thy time is up. Now you shall face the wrath, of the son of Odin!"

Classic Thor, Donald Blake Version (PL 13/207pp)

Abilities [52pp]: Strength +10 (30), Dexterity +2 (15), Constitution +8 (26), Intelligence +2 (15), Wisdom +4 (18), Charisma +1 (12)

Saves [19pp]: Toughness +9 (+14), Fortitude 5 (+13), Reflexes 5 (+7), Willpower 9 (+13)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +18/+26), Defense Bonus: +8 (Flat-footed: +4), Knockback: -10/-13, Initiative: +2

Attacks: Hammer Throw +10 (DC 31), Lightning Bolt +10 (DC 30), Mjolnir Strike +10 (DC 31), Thunder & Lightning +10 (DC 20 dazzle), Unarmed Attack +8 (DC 25)
* Miscellaneous Modifiers: Power Attack with Mjolnir Strike +5 (DC 36), All out Attack with Power Attack +10 (DC 36, Defense is +3)

Skills [13pp]: Climb 5 (+13), Concentration 6 (+10), Diplomacy 4 (+5), Knowledge (arcane Lore) 4 (+6), Knowledge (history) 6 (+8), Knowledge (life sciences) 4 (+6), Medicine 4 (+8), Notice 6 (+10), Search 8 (+10), Swim 5 (+13)

Feats [12pp]: Accurate Attack, All-Out Attack, Attack Specialization (Mjolnir (Device 10)), Attractive, Defensive Attack, Endurance, Improved Block, Improved Critical (Hammer Throw (Blast 6)) 2, Improved Disarm, Power Attack, Startle, Takedown Attack, Taunt

Powers [84pp]:
Asgardian Physiology (37)
- Density 2 (+4 STR, +1 Toughness; Permanent; Innate)
- Super-Strength 7 (+35 STR carry capacity, heavy load: 204.8 tons; +7 STR to some checks) +
- Penetrating Strength Bonus 10
- Asgardian Resilience (Immunity 6) (Heat, Cold, Aging, Poison, Disease, Radiation)

Asgardian Armor (Device 3) (Hard to lose)
- Belt of Strength (Super-Strength 1) (+5 STR carry capacity, heavy load: 204.8 tons; +1 STR to some checks)
- Gauntlets (Immovable 3) (Resist Movement: +12, Resist Knockback: -3)
- Asgardian Armor (Protection 5) (+5 Toughness; Impervious)

Mjolnir (Device 10) (Easy to lose, Only you can use; Indestructible, Summonable)
- Flight 6 (Speed: 500 mph, 4400 ft./rnd)
--- Alt: Super-Movement 2 (Alternate; dimensional: Asgardian Dimensions 2 (group))
- Hammer Throw (Blast 6) (DC 31, Feats: Improved Critical (Hammer Throw (Blast 6)) 2; Penetrating; Mighty 10 (+10 to hit))
--- Alt: Deflect 10 (Alternate; deflects: all ranged attacks)
--- Alt: Lightning Bolt (Blast 15) (Alternate; DC 30)
--- Alt: Mjolnir Strike (Damage 6) (Alternate; DC 31; Penetrating; Mighty (+10 to hit))
--- Alt: Telekinesis 15 (Alternate; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons)
--- Alt: Thunder & Lightning (Dazzle 10) (Alternate; affects: three sense types - visual & hearing, DC 20)
--- Alt: Weather Control 12 (Alternate; Radius: 25000 ft., DC 22)

Drawbacks [-5]: Normal Identity, very common, Cannot become Thor without Mjolnir

Builder’s Notes:
I did have a classic Thor build at PL 15, but I wanted to rebuild him again considering I had done a PL 12 Juggernaut with some success. On a average playing field, THOR has a chance of taking on the Juggernaut but only if he is willing to use All out Attack and Power Attack. This gives Thor a total damage bonus of +21 (dc 36) when using Mjolnir. Even still makes the fight against Juggernaut only slightly in Thor’s favor.
Last edited by JoshuaDunlow on Wed Mar 24, 2010 8:32 pm, edited 3 times in total.
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Postby MorningKnight » Wed Aug 13, 2008 9:40 pm

Sweet Thor.

If only one thing I miss from the early Thor issues, and that's his use of Mjolnir as a form of telekinesis.

Maybe power stunted off of the Thrown Blast.
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Postby Thorpacolypse » Thu Aug 14, 2008 5:22 am

MorningKnight wrote:Sweet Thor.

If only one thing I miss from the early Thor issues, and that's his use of Mjolnir as a form of telekinesis.

Maybe power stunted off of the Thrown Blast.


I had forgotten all about that. I'll have to dig out some of my 70' comics again.

Nice Thor, JD.
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Postby JoshuaDunlow » Thu Aug 14, 2008 10:26 am

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Converting FASERIP to 2nd Edition
This conversion is by no means perfect, their will be issues with strength and weapon damage, as well as Con and Protection/Forcefield. So choose your Power Level wisely. The only thing you need to worry about is Charisma and Saving Throws. Charisma if you wish can be based on Intuition if you wish, or the player/GM can just assign an arbitrary rank to this.

Notice the diminishing returns in super strength? Well this is just a hard ball estimate while keeping it close to the lifting capacities set in the Marvel Universe. Players are welcome to adjust super strength and their strength score appropriate to simulate different levels.

Someone with Amazing strength has a Strength of 30 and 5 ranks of super strength. Though a player could decided to lower his strength to 25, so he can gain another rank of super strength instead. Remember , each rank of super strength is net +/- 5 points to the base strength score.


The Only questionable conversion is Endurance and Body Armor/Forcefield when converting into MNM. My own conversion guidelines, is convert Endurance into your new MnM Con Score. Now once you find your defensive powers rank, reduce your Con score by 2 points for every MnM Rank you have in Protection of forcefield to find your new Con Score. That is, unless your PL is high enough to let these stack.

Example: My Hero has Amazing 50 Endurance, which translates into a 55 Constitution Score. But has Excellent Body armor in marvel which converts into 5 ranks of protection. For every rank in protection or forcefield, subtract 2 points from the corresponding ability. So now my hero has 45 Constitution, and 5 ranks of protection.



As far as saving throws go, there is no sure fire way to figure this out. But please check out my Saving Throw Benchmarks topic, which should help scale this to suit the character.


TALENTS INTO SKILLS

Professional, Scientific, Mystic, & Others: In most cases if a character has a talent, this equates into 8 - 10 ranks in an appropriate skill. While those talents which you can put a second talent slot into, increases the skill rank from 13-16.

Weapons Skills are an appropriate Attack Specialization or Focus, the players choice. Remember this will usually mean the character will have to lower his base attack usually, to account for this difference. Though in most cases this almost never gets higher than a +2 bonus in MNM for a weapon skill group.

Martial Artist Talents convert into a Fighting Package from the Masterminds manual.
Martial Arts A = Aikido, Karate, Judo
Martial Arts B = Boxing Syle, Krav Maga, Tae Kwan Do
Martial Arts C = Capoeira, Jujutsu, Aikido
Martial Arts D = Jung Fu, Ninjutsi, Muay Thai
Martial Arts E = Escrima, Muay thai, Tae Kawn Do
Wrestling = Wrestling, or Sumo


A FEW NOTES ABOUT POWERS:
Damage in MSHRPG: In marvel protection is less effective against energy attacks, so use a limitation (2 ranks less vs. energy) flaw, this is not always the case but it usually is. While magical attacks, require their own protection rank to defend against them (normal protection, will not defend against magical attacks what so ever). Use a Magic Shield power, which is simular to Mind Shield. It just works against magical powers. But without the effects of Impervious in it. Though it still costs only 1pp/2 ranks. It provides a bonus to Will or toughness saves, against magical attacks. You can pick up the other as an extra.

Telepathy: Telepathy is a 3pp/rank power. Cause its base effect includes Telelocation, and 1 rank of Comprehend (Languages), adding 2 more power points to the cost.

Magic in Marvel: Magic is split up into three different schools of thought, Personal (which mimics most phyiscal spell applications), Universal (which mimics most mental spell applications), and Dimensional (powers you can draw upon from other entities). Just like in M&M, magic cannot be cast if your gagged and bound (2pt power loss drawback).

Astral Projection: Astral Projection, usually has a Dimensional Power feat. Which allows the character, to slip into the Astral Realm. Taking a physical form in the Astral Dimension, is quite different. See my Professor X build for more information on that.

Telekinesis/Magnetic Mastery: In the Marvel universe, these powers can reach levels in the game that could make them viable Variable powers. A telekinetic, can take a dimensional power feat as well. Allowing one to enter the Ethereal Realm.

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Last edited by JoshuaDunlow on Fri Feb 13, 2009 12:44 pm, edited 13 times in total.
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Postby MorningKnight » Thu Aug 14, 2008 11:16 am

Thorpacolypse wrote:
MorningKnight wrote:Sweet Thor.

If only one thing I miss from the early Thor issues, and that's his use of Mjolnir as a form of telekinesis.

Maybe power stunted off of the Thrown Blast.


I had forgotten all about that. I'll have to dig out some of my 70' comics again.

Nice Thor, JD.


That was more Thor's superb 60's stunts, back before the silly Class 100 stuff.

Josh - I LOVE the conversion chart!
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Postby JoshuaDunlow » Thu Aug 14, 2008 11:17 am

MorningKnight wrote:Sweet Thor.

If only one thing I miss from the early Thor issues, and that's his use of Mjolnir as a form of telekinesis.

Maybe power stunted off of the Thrown Blast.


Thorpacolypse wrote:I had forgotten all about that. I'll have to dig out some of my 70' comics again.

Nice Thor, JD.


Thanks guys, the Telekinesis was added. I just dropped his flight rank down 1 to pay for the AP. It was amazing that the character transfered over rather well, and at PL costs. Though i really had to stretch him out to bring him up to 300 points. Thus why i used the Gauntlets the way i did.

Thanks about the Chart, i hope that helps all you MSHRPG fans, like myself.
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Postby Brutorz Bill » Thu Aug 14, 2008 1:35 pm

Great conversion chart!
Thanks!!!!
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Postby JoshuaDunlow » Thu Aug 14, 2008 1:49 pm

Brutorz Bill wrote:Great conversion chart!
Thanks!!!!


Your more than welcome, let me know how it works for you.
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Postby Thunderstrike » Thu Aug 14, 2008 1:49 pm

I must agree with the previous posters. The chart is awesome! I always tried to picture the link between the two games and you have bridged that gap!
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Postby JoshuaDunlow » Thu Aug 14, 2008 2:20 pm

Thunderstrike wrote:I must agree with the previous posters. The chart is awesome! I always tried to picture the link between the two games and you have bridged that gap!


Well then , enjoy 8)
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Rose Tyler

Postby Jagget » Thu Aug 14, 2008 4:17 pm

Rose is back!!!! Check out the latest Doctor Who! Donna and Rose teamed up.
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Postby madquest8 » Thu Aug 14, 2008 7:57 pm

LOL!!

Used to run Marvel all the time, and the system was so easy I have several heroes stats memorized !... fully agree with the conversion table.. although you'd be hard pressed to find a Capatin america build around here where he's doing +6 damage with his shield, that's the level I calculated it at (Remarkable = +6) good to see someone else has gauged things the same as me..

I often find myself thinking of MSH stats when converting heroes into any new system..
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Postby JoshuaDunlow » Thu Aug 14, 2008 8:39 pm

madquest8 wrote:LOL!!

Used to run Marvel all the time, and the system was so easy I have several heroes stats memorized !... fully agree with the conversion table.. although you'd be hard pressed to find a Capatin america build around here where he's doing +6 damage with his shield, that's the level I calculated it at (Remarkable = +6) good to see someone else has gauged things the same as me..

I often find myself thinking of MSH stats when converting heroes into any new system..


I grew up with Marvel Super Heroes.. I was playing it since 84!. Ah my high school days. I think my favorite version besides Advanced +Ultimate Powers, was the Revised basic system. Blue books. With me simple, was always better. But yeah, even with these conversions. Tweaking is still required.
8)
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Postby JoshuaDunlow » Fri Aug 15, 2008 4:59 pm

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“Steam Punk Superman”

Superior (PL 10/150pp)
Real Name: Karl Kenteroff, Identity: Public, Nationality: Russian, Date of Birth: Unknown. Residence: London, England, Family: Josef Kenteroff (father), Margarita Kenteroff (Mother). Age: 22, Height: 6'2", Weight: 229 lbs, Eyes: Blue, Hair: Brown

Abilities [30pp]: Strength 15/30 (+10), Dexterity 15 (+2), Constitution 15/30 (+10), Intelligence 15 (+2), Wisdom 15 (+2), Charisma 15 (+2)
Saves [15pp]: Toughness +10, Fortitude 8 (+10), Reflexes 2 (+4), Willpower 5 (+7)
Combat [20pp]: Base Combat 5 (+10 Melee), Base Defense 5 (+2 flat), Initiative +2, Grapple +26, Knock Back -5/-15 with Immovability, Hero Points 2
Attack (dc): Unarmed +10, Heat Beam +5 (dc 20 heat damage), Cold Breath +3 (dc 13 Fatigue)
Skills [11pp]: Craft: Artistic 2 (+4), Diplomacy 5 (+7/+11 when attractive), Intimidation 5 (+7), Knowledge: Popular Culture 4 (+6), Knowledge: Physical Sciences 8 (+10), Languages 1 [Russian; English], Notice 9 (+11), Profession: Scientist 10 (+12)
Feats [8pp]: Attractive, Attack Focus (melee) 5, Luck 1, Move by Action, Power Attack
Powers [75pp]:
Enhanced Strength +15 [Extra: Penetrating Strength Bonus 8; Flaws: Limited (2 ranks less in darkness)]
Enhanced Constitution +15 [Extra: Impervious Toughness 8; Flaws: Limited (2 ranks less in darkness)]
Flight 5 [Power Feats: Dynamic, 1 Dynamic Power]
- DAP: Immovability 10
Super Senses 7 [Extended Vision 2, Extended Hearing, X-Ray Vision (Lead)]
Super Strength 6 [Power Feats: 3 Alternate Powers; Flaws: Limited (2 ranks less in darkness)]
- AP: Regeneration 10 [Power Feats: Die Hard, Persistent; Bruised 2, Injured 2, Staggered 2, Disabled 2, Unconscious 2 ]
- AP: Heat Beam 5 [Blast (Heat; Power Feats: Precise]
- AP: Cold Breath 4 [Fatigue (Ranged, Cone)]
Drawbacks [9pp]: Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp, Power Loss [Kryptonite, Power loss while in contact or 10‘ range] 1pp, Weakness [Kryptonite, -1 to Strength scores, every action] 6pp
Complications: Fame, Moral Responsibility to Serve

Notes:
Karl Kenteroff, was found by Russian Nationalist Baron Josef Kenteroff and Baroness Margarita Kenteroff in 1856. Minor nobility in the region of Moskva, near the border of Belerus. It was the abolition of Serfdom, that forced his family to move to London, England to start a new life in 1861.
Last edited by JoshuaDunlow on Fri Aug 15, 2008 9:43 pm, edited 1 time in total.
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Postby MorningKnight » Fri Aug 15, 2008 5:32 pm

Teh awesome!
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