Libra wrote:Boggles? Curses! I was hoping to induce a few mental metldowns. . .
You do that Anyways
The official Mutants & Masterminds boards
Libra wrote: A clone of Jennifer Garner mixed with Jessica Biel?
Libra wrote:Deadpool with power cosmic. . .
Shadowbourne wrote:That would be Assassin Bug....he is DC(?)...and JUST as wacky. Teleporter with seemingly NO ATTACK value whatsoever....and he breaks the Fourth Wall.
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.
Land & Air Speed