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