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

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

Postby dwellerofthedeep » Thu Aug 04, 2011 12:27 pm

Hope you will! Happy birthday JD!
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Build 0063: Marvel Retcon: Betsy Braddock

Postby JoshuaDunlow » Fri Aug 05, 2011 11:47 am

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“Purple never looked so good”

Psylocke (PL 10/150 pp) 
Real Identity: Elizabeth "Betsy" Bradock, Identity: Secret, Occupation: Adventurer, Ex Government Agent, Ex Model, Citizenship: United Kingdom, Place of Birth: Braddock Manor, England, Known Relatives: James Braddock Sr. (Father, deceased), Elizabeth Braddock (mother, deceased), James "Jamie" Hr. (brother), Brian Braddock (Captain Britain, brother), Group Affiliations: X-Men, Height: 5'10", Weight: 155 lbs, Eyes:Blue, Hair: Blonde, died purple 

Abilities [37pp]: Strength 14 (+2), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 14 (+2), Wisdom 22 (+6), Charisma 14 (+2) 

Saves [12pp]: Toughness +5/+8, Fortitude 4 (+7), Reflexes 4 (+7), Willpower 4 (+10) 

Combat [30pp]: Base Attack +8 (+10 with Telepathic Array), Base Defense +10 (+4 flatfooted), Initiative +7, Grapple +7, Knock Back -3 

Attack (dc): Unarmed +8 (dc 17), Psi Bolt +10 (dc 25), Psycho Blast +10 (dc 25), Illusion (dc 20), Mind Control (dc19), Stun +10 (dc20)

Skills [14pp]: Acrobatics 4 (+6), Bluff 5 (+8), Computers 2 (+4), Diplomacy 3 (+5/+9 with Diplomacy), Drive 3 (+4), Gather Information 5 (+8), Investigation 6 (+8), Knowledge: Arcane 2 (+4), Knowledge: Behavior Science 3 (+5), Knowledge: Civics 2 (+4), Knowledge: Current Events 2 (+4), Knowledge: History 2 (+4), Knowledge: Streetwise 2 (+4), Notice 6 (+12), Pilot 4 (+5), Profession: Model 5 (+8), Search 8 (+10) 

Feats [16pp]: Attack Specialist (Telepathic Array) 2, Attractive 2, Contacts, Defensive Roll 3, Dodge Focus 2, Elusive Target, Improved Initiative, Improved Pin, Improved Trip, Redirect, Stunning Attack, Teamwork 1

Powers [38pp]: 
Mutant Physiology: Regeneration 2 (recovery bonus 2; Innate)
Telepathy 10 [Array] 
As is this is Marvel, Telepathy includes one other effect. Telepathic Projection, so they can see a surrounding area. 
· Base: Communication + Mind Reading + ESP (visual; drawback: Noticeable “Butterfly mask”)
· Alt: Psi Bolts 10 [Blast (Psychic; Extra: Penetrating)]
· Alt: Psycho Blast 10 [Blast (Psychic; Alternate Save: Will)]
· Alt: Illusion 10 [All Senses; PF: Progression 2, Selective; Flaws: Limited (1 Subject), Phantasm]
· Alt: Mind Control 9 [PF: Subtle; Extra: Conscious]
· Alt: Stun 10 [Extra: Range]

Devices [4pp]: 
X-Men Outfit 1 [Hard to Remove] 
· Contains: Protection 2 + Immunity 2 [Cold and Heat Temperatures (½ save)] + Comlink + Quick Change

Complications: Secret Identity, Prejudice-Mutant, Worthy to take the mantle as Captain Britain 

Builder’s Notes:
Once again, I did a new version of the Betsy Bradock to go inline with some of the other x-men builds I have done earlier on this thread. To go with my new way of thinking. This version is without any of the siege perilous stuff, no bionic eyes either. This is the raw unfettered original verison. So i beefed her combat abilities up, to keep her on par with the rest of the x-men. And was able to maximize her telepathic abilities.
Last edited by JoshuaDunlow on Sat Dec 17, 2011 2:31 am, edited 1 time in total.
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Paragons: Dharma

Postby JoshuaDunlow » Mon Aug 22, 2011 7:24 pm

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"Please let's talk about this, before you do something you will regret. "

DHARMA (PL 13/274pp)
Real Name: Unknown, Profession: Self Proclaimed God, Marital Status: Single, Family: Unrevealed, Citizenship: Indonesia, Place of Birth: Unrevealed, Team Affiliations: Pantheon, Age: 26, Height: 6'3", Weight: 210 lbs, Eyes: Blue, Hair: Shaven, but Black. Allegiances: The Pantheon, Himself , Motivations: Power, Goals: To show others the way of the Pantheon.

STR: +1 (12), DEX: +3 (16), CON: +3 (16), INT: +4 (18), WIS: +8 (26), CHA: +6 (22)

Tough: +3/+16, Fort: +4, Ref: +8, Will: +16

Skills: Bluff 10 (+16), Concentration 16 (+24), Diplomacy 10 (+16), Gather Information 10 (+16), Intimidate 6 (+12), Knowledge (physical sciences) 4 (+8), Knowledge (theology & philosophy) 8 (+12), Notice 8 (+16), Sense Motive 8 (+16)

Feats: Accurate Attack, All-Out Attack, Benefit 3 (Wealth), Defensive Attack, Fighting Style: Jujutsu, Fighting Style: Muay Thai, Improved Block, Improved Critical (Unarmed Attack), Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Inspire 3 (+3), Mind over Matter 2, Power Attack, Stunning Attack, Takedown Attack

Powers:
Comprehension (Comprehend 3) (languages - speak all, languages - understand all, languages - you're understood)
Force Field 13 (+13 Toughness; Shapeable Area (4 cubes of 125 cu. ft. (5x5x5) - General) [4 ranks only], Impervious)
Kinetic Platform (Flight 4) (Speed: 100 mph, 880 ft./rnd; Platform)
Telekinetic Mastery (Telekinesis 20) (Strength: 100, Carry: 4.4k tons / 8.7k tons / 13.1k tons / 26.2k tons; Perception; Precise)
. Alt: Telekinetic Force (Blast 15; Penetrating)
Telepathy 13 (DC 23, Adds: Communication 13, Mind Reading 13)
. . Communication 13 (sense type: mental)
. . Mind Reading 13 (DC 23)
. . Telelocation 13 (Alternate; DC 23; Duration (sustained))
. . Transform (Mental) 8 (Alternate; affects: memories, DC 18; Duration (continuous))

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +11)

Attacks: Mind Reading 13 (DC Will 23), Telepathy 13 (DC Will 23), Transform (Mental) 8, +10 (DC Will 18), Unarmed Attack, +10 (DC 16), Telekinetic Force, +10 (DC 30)

Defense: +10 (Flat-footed: +5), Knockback: -14

Initiative: +3

Languages: Native Language

Totals: Abilities 50 + Skills 20 (80 ranks) + Feats 20 + Powers 130 + Combat 40 + Saves 14 + Drawbacks 0 = 274

Complications:
- Secret. His Real Identity.
- Responsibility. To Gaia and the Pantheon.
- Prejudice. Believes he is a God, and looks down upon Normals. But more as a parent to a child.


Background:
The enigma that is Dharma is hard to determine, no one knows what his real name is or what and if his family was before his own rebirth as a "god" as far as he see's it. That life is inconsequential, what is known is that he is Indic in origin. And its quite obvious, that he might have had a pampered life even before that. To many he is an attractive man in his middle twenties, and his indonesian heritage shows in his complexion. He has the most startling pair of eyes, that are the color blue. He prefers to dress in flowing and loose clothing, as he likes to be able to move with little restriction.

Dharma is a wealthy individual, and that could be because of his ability to alter the minds of those around him. However his greatest ability is his Telekinetic power, able to lift a cruiser with his mind alone. Even though he is one of the founding members of the Pantheon, he is perhaps one of the nicest people you will meet. Though do not let first impressions get the best of you of course, he is totally convinced in his own god hood desipte his congeniality. He is not necessarily an evil man. However what is morality to a being of great power? Still he would not kill anyone, unless someone meant him or his own harm. He prefers to seek perfection of the body and the mind, and inspires others to do the same.

Dharma seeks the enlightenment of the universe, thus his interest in Astronomy. If he seeks someone, there is with out a doubt that Dharma will find this individual thanks to his Telelocation abilities. He is quite close with the goddess known as Gaia, and it was she who found him first and opened his eyes to the fact he was a god. It was only a natural step up, considering he was practically worshiped as one in his own culture. He was destined a special child as a boy, and lived the life as one of the chosen in the palace. But with his eight year reign coming to an end, he didn't want to give up the life style he had. The anxiety of being taken away fromt he palace and back to his real parents, forced his break out to occur. His telekinetic abilities lashed out. He broke away from the men who threatened to replace him with some one new.

He killed one man with a thought, two others he held up aloft in the air. While they struggled in awe at his powers, and then he spoke the truth. He would not be removed from power, that they would convince everyone it was not his time. And he made sure this happened, as he found he was able to change the minds , thoughts, and personalities of those around him. Blood trickled from his nose and his eyes, because of the pain from his breakout. But in time he did adjust, and his reign over his city lasted 2 years before Gaia convinced him to join the Pantheon. So he moved to the Island of Hearthstone, taking his most trusted worshippers with him. Like the Dharma of Myth, he has taken to choose ten wives for himself. Though as of now, he has only found three other super powered women who has met to his own standards.

Dharma is the social master behind the Pantheon, and he is often the one others see when they first meet them on the island. He helps keep the Pantheon, in a "good light" despite the bad press they get with most countries.

Builders Notes:
Dharma is a character I wrote up for Paragons. However because my interests are currently centered on more realistic settings, such as Paragons, and Aberrant, and of course my own M1 Setting. I thought I would spruce him up. And showcase him again. As you can see he is my version or Orzaiz.
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Something to look forward to

Postby JoshuaDunlow » Sat Dec 10, 2011 3:23 pm

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Yes I did do this picture, image manipulating it.
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Re: JD's 2E Heroes! Dharma

Postby MisterO » Sat Dec 10, 2011 3:27 pm

Nice. Any preview as to what her deal is gonna be?
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Re: JD's 2E Heroes! Dharma

Postby JoshuaDunlow » Sat Dec 10, 2011 3:47 pm

MisterO wrote:Nice. Any preview as to what her deal is gonna be?


It's all in the flames 8)
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Firestorm

Postby JoshuaDunlow » Mon Dec 12, 2011 1:27 pm

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"I'm hot, can you handle me?"

Firestorm (PL 10, 150pp)
Real Name: Jesenia, Origin: Mutation, Profession: Bar Owner, Marital Status: Single

STR: +1 (12), DEX: +2 (15), CON: +4 (18), INT: +1 (13), WIS: +1 (13), CHA: +2 (15)

Tough: +4/+12, Fort: +9, Ref: +7, Will: +6

Skills: Bluff 4 (+6), Drive 2 (+4), Intimidate 6 (+8), Knowledge (business) 4 (+5), Search 4 (+5)

Feats: Attack Focus (ranged) 3, Attractive (+4), Defensive Attack, Dodge Focus 3

Powers:
Control the Flame (Fire Control 10)
. . Burst of Fire (Damage 10) (Alternate; DC 25; Explosion Area (100 ft. explosion - General))
. . Fire Forms (Create Object 10) (Alternate; Max Size: 10x 5' cubes, DC 20)
Fiery Resolve (Regeneration 12) (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute); Source (Flames); Diehard)
Flight 6 (Speed: 500 mph, 4400 ft./rnd)
Child of the Flame (Immunity 7) (damage type: Fire, environmental condition: Heat, environmental condition: Cold)
Heat Field (Linked)
. . Force Field 8 (Linked; +8 Toughness; Impervious; Limited - Broad Type (Impervious only to physical) [4 ranks only])
. . Heart of the Inferno (Damage 4) (Linked; DC 19; Aura, Duration 2 (sustained))

Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +8)

Attacks: Burst of Fire (Damage 10) (DC Staged/Tou ), Heart of the Inferno (Damage 4), +7 (DC Staged/Tou ), Unarmed Attack, +7 (DC 16)

Defense: +8 (Flat-footed: +3), Knockback: -10

Initiative: +2

Drawbacks: Vulnerable ( common, minor, Cold), Weakness (uncommon, moderate, Extreme Cold (-1 drain on all powers))

Languages: Native Language

Totals: Abilities 26 + Skills 5 (20 ranks) + Feats 8 + Powers 76 + Combat 24 + Saves 15 - Drawbacks 4 = 150

Builders Notes:
Not sure what I am going to do with her yet, but I was finally able to grind out some ideas for the character. She could be a hero or villain , or maybe even a vigilante. The character itself, Jes, is a very tough and confidant personality. Agressive almost, she's wild and passionate. With a fierce heart.

Jesenia can control sources of fire, allowing her to use them for attack at a range. Make sources of fire explode, and create fiery forms. She can draw upon the flames around her, and use that to fuel an enhanced form of regeneration. Jesenia can fly by projecting an trail of flame and heat behind her. Jesenia is a child of the fire, and gives off a constant heat field. Making her immune to fire, heat, and cold conditions. Though in cold environments she gives off a visible steam. Jesenia's body creates a heat field around itself, as can be seen by her immunities. She can increase the intensity of this heat, for defensive purposes.
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Re: JD's 2E Heroes! Firestorm

Postby Thorpacolypse » Mon Dec 12, 2011 8:35 pm

Ooooo, I like her. She's a spicy meatball-a! 8)
Shop J-Mart!

Service with a smilie! :)
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Re: JD's 2E Heroes! Firestorm

Postby Woodclaw » Tue Dec 13, 2011 2:30 am

Nice comeback JD, this is a really great character. I only have a little note, pehapos you should change the text format when writing the falvour text of the powers, just to make them easier to tell apart.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: JD's 2E Heroes! Firestorm

Postby JoshuaDunlow » Tue Dec 13, 2011 3:11 pm

Woodclaw wrote:Nice comeback JD, this is a really great character. I only have a little note, pehapos you should change the text format when writing the falvour text of the powers, just to make them easier to tell apart.


Thanks Woodclaw, and yeah, I'll fix that formating a bit. It's nice to ahve some fresh ideas.
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MSHRPG to 2E Conversions

Postby JoshuaDunlow » Fri Dec 16, 2011 9:11 pm

Marvel Conversions to 2nd Edition Mutants & Masterminds
As some of you may know, I have always loved Marvel Super Heroes. And I had done several conversion drafts. Now recently I had been working on updating my old MSHRPG Conversions (thanks to legends excellent work), finally got around to stream lining it. So here's my latest draft of MSHRPG to 2E! I might also do a 3E variation as well.

Image
(take the odd numbers and round them down.. so 23 is 22, and 27 is 26)


Ability Conversions
Let's start with ability scores. A certain level of uniformity, needed to be taken despite the MSHRPG caps. Especially when it came to strength, so I took the Ranks from Marvel and converted it closely with the Ability Benchmarks in M&M. When it came down to it, I decided to throw the higher level lifting caps out the window. Please use Column 1, to find your appropriate scores in M&M.

Strength to Strength
Agility to Dexterity
Endurance to Constitution
Reason to Intelligence
Intuition to Wisdom


What about Super Strength? Well considered I threw old benchmarks out the window. Plenty of others in the M&M Community, will agree these are just that. Suggestions, If anything. Once you start at Incredible Rank, hero's should at least have 2 ranks of super strength (at the very least). Each rank you could add 2 more ranks of super strength. So at Unearthly Strength you could have 10 ranks of super strength.

What about Charisma? Well I'd leave this up to the GM and player. This should be assigned as necessary depending on the character concept and how persuasive or charismatic the player has been represented.

What about Psyche? This was dropped from the conversion system, however for those who want more complexity. You can convert it along with Intuition, add them up, then divide the total by two if you want to make a different Wisdom Score.



What about Saving Throws?
As far as saving throws go, there is no sure fire way to figure this out. But I created a Saving throw benchmark, which may help players scale saving throws to their characters. In 2nd Edition M&M, saves are limited to a their PL +5. You can determine the raw ranks in your saves, to determine a specific level of familiarity in their saving throws in the character seen below.
1 = Basic Training and Familiarity, Above Average.
2 = Professional Level of training, Gifted.
3 = Expert Level of Training, Best in the Nation.
4 = Best in the World.
5 = Peak Human.
6 = Low Super Human
7 = Moderate Super Human
8 = High Super Human
9 = Very High Super Human
10 = Cosmic



Converting Combat Attributes to M&M
Fighting turns into a base attack bonus equal to the rank on Column 2, minus 1. Where as Agility turns into a base defense bonus equal to the rank on Column 2, minus 1. This of course is just a rough estimate, since Talents can have an effect on this. So a person with FB fighting as a BAB of +0, while someone with EX Agility would have a BDB of +4. However its my opinion that humans can achieve a +12 bonus through the use of Feats in M&M.


Converting Powers/Devices
Use Column 2 to convert most powers, however some will require something else. This is mostly because the movement powers in the old MSHRPG, are harder to find comparisons to. That will be shown in the table below. If powers have multiple effects and power stunts, should turn the power into an Array.

What about Armor & Weapons?
This has to be approached from a different angle, since most weapons or armor only stack up to the marvel attribute (Strength or Endurance) of the character in the MSHRPG. However use Table 2, as a way of seeing stackable effects in M&M. Or take the difference in “Strength” damage ranks, to determine the damage bonus in M&M.


A FEW NOTES ABOUT POWERS:
Damage in MSHRPG: In the MSHRPG system 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.

Telepathy:Telepathy has several power feats available to it when used in M&M. The Telelocation and Comprehend 1 (languages) powers.

Magic in Marvel: Magic is split up into three different schools of thought, Personal (which mimics most physical 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). Magical Attacks that do damage, require a Will save to resist because normal armor does not protect against its effects. This will make damage powers more expensive, since the player will have to purchase the Alternate save (will) Extra.

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.

Speed Discrepancies. Now if I converted the speed ranks like they were in Marvel, the players would be receiving very low ranks, even at the higher marvel ranks. The length of space, was very generic in the MSHRPG, for the sake of keeping movement tracking down to a minimum. So my solution, since we are using M&M, is to let the power ranks work as they normally would in the new system. To me it only makes sense, then to make a literal translation and limit the player.



Talents into Skills & Feats
Professional, Scientific, Mystic, & Others:In most cases if a character has a talent, this equates into 5 ranks in an appropriate skill. If the player had 2 talent slots in a talent, that works into 10 ranks in the appropriate skill. Law Enforcement , gives your the Benefit (law enforcement) feat. The Trance talent, gives you the trance feat. Mesmerism & Hypnosis, is 1 rank of the hypnosis power with the duration flaw (concentration) used as a feat. The Resist Domination Talent is a 1 rank Mind Shield power as a feat. The Mystic Background Talent allows the hero to develop magical powers in the first place. This talent has no equal in M&M. The Occult Lore Talent grants not only Knowledge (arcane), but the ritualist feat. Heir to fortune, is like having 1 extra rank of the wealth (benefit) feat.

Weapons Skills: Weapon skills are an appropriate Attack Specialization. Remember this will stack with the players converted Base Attack Bonus, to find out their effect combat Power level. In most cases A weapon Skill provides only 1 Attack Specialization to the players Base Attack Bonus. Those who have the Weapon Specialist talent, gain the Attack Specialist, plus the following feats: Improved Critical, and one other feat that fits the weapon.

Martial Artist Talents: Martial Arts Talents convert into an appropriate Fighting Package from the Masterminds manual. For those who don't have the Manual, I have included the typical combat feats that would go with that particular martial arts.

Martial Arts A = Karate, Judo. (Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Stunning Attack)
Martial Arts B = Boxing Style, Krav Maga, Tae Kwan Do. (All out attack, defensive attack, elusive target, improved block, power attack , take down attack)
Martial Arts C = Capoeira, Jujutsu, Aikido. (Defensive Attack, Dodge Focus, Evasion, Grappling Finesse, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Uncanny Dodge)
Martial Arts D = Jung Fu, Ninjutsi (Defensive Attack, Improved Block, Improved Critical, Improved Sunder, Improved Trip, Instant Up, Power Attack, Startle)
Martial Arts E = Escrima, Muay Thai, Tae Kwan Do. (All out attack, Defensive Roll, Improved Block, Power Attack, Stunning Attack, Take down Attack)
Wrestling = Wrestling, or Sumo. (Chokehold, improved grapple, improved grab, improved pin, power attack)

Acrobatics : The acrobatics Talent becomes Improved Defense or Evasion.


What about the Wealth Benefit? Well if you use this in the system, you can convert your old MSHRPG Resource Rank into a certain amount of ranks in Wealth in the M&M System, using Column 3. As you can see on that column there is a negative rank, being poor can be worth points as a drawback if you are using the wealth system.
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Sample Conversion: Angel

Postby JoshuaDunlow » Sat Dec 17, 2011 2:02 am

So even though I don't have any of my old MSHRPG stuff, cause it got left behind in Tucson, on my way to spokane Washington. I'm gonna take a character from the MSH Advanced Judges book and convert it, just to show you how it works.

So lets take Angel (the first character in the book) , of X-men fame.

F – EX, A- RM, S- GD, E- RM, R-GD, I- TY, P- GD, Resources- RM
Powers: Flight – TY speed.
Talents: Aerial Combat, Martial Arts B


So Lets convert!

Abilities: Str 18 (+4), Dex 22 (+6), Con 22 (+6), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
I extrapolated his wisdom, by converting both his Intuition and Psyche Attributes. Adding them together and dividing by 2. And then assigned him a charisma which I thought suited him . At this point angel is worth 44 pp's.

Saves: Toughness +8/6, Fortitude +8, Reflexes +12, Willpower +4
Well with what we know about Angel, he has trained to fight inside close quarters. So I think he can be considered to have low super human Reflexes (+12). Then gave him a +2 save to fort, for being a mutant, then I remembered all X-Men are trained in combating mind control and such. So I gave him a +3 bonus to will saves. So angel is now worth 55 pp's.

Combat: Base Attack Bonus +3 (+5 in air) , and a Base Defense Bonus of +5 (+7 in air)
Angel has a fighting of Excellent and a Agility of Remarkable. Remembering, I subtract one from each to get his base stats. Cost – 16 pp's . angel is worth 71 pp's now

Powers
Flight (rank 3; Subtle; Power loss [wings, -1]) – Cost 6pp's
Now Angel is said to have typical flight, and he can carry up to his strength in weight. And that his flight is silent. So I'm giving him the subtle feat, and the wings drawback. Angel is now worth 77 pp's.

Skills:
Well it doesn't say he has any skills, but we know a little bit about him. I'm gonna give him a few skills at Rank 4 just to be fair. I want him to be agile, charming in a conniving sorta way, business savvy just not that good (cause he relies on others), and the ability to search for things (thinking birds).
Acrobatics 4, Bluff 4, Knowledge (Business) 4, and Search 4. Angel is now worth 81pp's.

Feats:
Angel is said to have Aerial Combat, and Martial Arts B talents. Well the Aerial combat, becomes Favored Environment (Air) 2. Raising his defense and attack by 2 while in the air. His Martial Arts B gives him All out attack, defensive attack, elusive target, improved block, power attack , take down attack as Feats. Then I'm gonna give him a few more: Attractive (definetly), Acrobatic Bluff (cause this makes sense to me), and I was thinking Defensive Roll 2. And since his Resources are remarkable in MSH, He gets a Wealth Benefit at 2. Add this all up to 14 points , and making his final cost at 95pps.

Now we can figure out his power level. His base Combat is +5 in the air, and his strength is 18. So his effective combat PL is 4.5 . His base defense is +7 in the Air, and his toughness is +8. This makes his defensive PL 7.5 . So his final Power level is 8, since he has no other power to offset this.

So he ends up looking like this..

Angel (PL 8/95pp)
Abilities: Str 18 (+4), Dex 22 (+6), Con 22 (+6), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
Saves: Toughness +8/6, Fortitude +8, Reflexes +12, Willpower +4
Combat: Base Attack Bonus +3 (+5 in air) , and a Base Defense Bonus of +5 (+7 in air), Initiative +6, Grapple +9/+11 (in air), Knock Back -4/-3
Powers
Flight (rank 3; Subtle; Power loss [wings, -1])
Skills: Acrobatics 4 (+10), Bluff 4 (+7), Knowledge (Business) 4 (+6), and Search 4 (+6)
Feats: Acrobatic Bluff, All out attack, Attractive, Benefit (wealth) 2, Defensive Attack, Defensive Roll 2, Elusive Target, Favored Environment 2 (air), Improved Block, Power Attack
Last edited by JoshuaDunlow on Sat Dec 17, 2011 12:08 pm, edited 1 time in total.
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JoshuaDunlow
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Re: JD's 2E Heroes! MSHRGP to 2E Conversions, Sample Conversion

Postby JoshuaDunlow » Sat Dec 17, 2011 2:50 am

Getting opinions. On a new avatar. I've got two choices, the one right now, which is Calvin. I think it fits me (considering my current title on the ATT is "harbringer of doom" :lol: ).. and this one, for my work and love for the LOTR.

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or

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Children of the Atom Conversions

Postby JoshuaDunlow » Sat Dec 17, 2011 12:30 pm

More Conversions of MSHRPG into 2E

Children of the Atom (Conversions)

Mutant Origin Modifiers:
· Enhanced Endurance. Mutants are said to be more sturdy than other folk. But I like to add a Regeneration (+2 Recovery Bonus, innate), instead of doing the +4 Constitution Modifier (which would be the effect from the +1 CS to Endurance in the old MSHRPG)
· Powers: A Mutant must have at the very least 2 powers. And in most cases one of these powers, must have a physical manifestation for it. No matter how inconsequential it might be. This can lead to having powers with specific flaws, or drawbacks tied to them as a way of simulating them.

X-Men Training (9pp)
All X-Men have learning the following Feats: Resist Domination, Martial Arts D (Defensive Attack, Improved Block, Improved Critical, Improved Sunder, Improved Trip, Instant Up, Power Attack, Startle )

Equipment:
X-Men Costumes (3 ep):
· Features: Insulation (Moderate protection from cold and heat environments)
· Features: Radio Com-link (range 1 mile)
· Features: Unstable Molecules (immune to the hero's powers, the substance toughness is 6)

· Complications (Prejudice). Mutants suffer persecution from normal humans.

Total cost: 13 pp's
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Re: JD's 2E Heroes! MSHRGP to 2E Conversions, Sample Conversion

Postby Aerlwyn » Sat Dec 17, 2011 12:38 pm

Very cool i want to be an X-man.
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