Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

JD's 3E: Moose from Step Up 2,3,4

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.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

LOTR: Elrond

Postby JoshuaDunlow » Fri Mar 09, 2012 12:18 pm

Image
"If I understand aright all that I have heard,' he said 'I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will. This is the hour of the shire-folk, when they arise from their quiet fields to shake the towers and counsels of the Great. "

Elrond Half-Elven - PL 9

Abilities
Strength 2, Stamina 4, Agility 5, Dexterity 7, Fighting 5, Intellect 8/6, Awareness 9, Presence 5

Advantages
Animal Empathy, Attractive, Benefit 3: Lord of Imladris, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Eidetic Memory, Equipment 5, Extraordinary Effort, Improved Critical: Spear, Improved Defense, Improved Initiative, Inspire, Inspire, Languages 2, Leadership, Luck, Luck, Seize Initiative, The Art

Skills
Athletics 5 (+7), Close Combat: Spear 2 (+7), Expertise (AWE): Artistic 8 (+17), Expertise (AWE): Survival 7 (+16), Expertise (PRE): Harp 6 (+11), Expertise (PRE): Oratory 8 (+13), Expertise: Arcane 8 (+16), Expertise: Civics 8 (+16), Perception 8 (+17), Persuasion 10 (+15), Treatment 6 (+14)

Powers
Beleriand Armor: Protection 4 (Removable, +4 Toughness; Impervious [2 extra ranks])
Elven Magic
Animal Communication: Communication: Mental Area Communication 1 (Linked; Area; Limited: Animals) + Comprehend: Comprehend 2 (Linked; Animals - Speak To, Animals - Understand)
Animate Water: Create 7 (Volume: 125 cft., DC 17)
Element Control: Shapeable Area Element Control 7 (Element: Water, 3 tons; Shapeable Area: 30 feet, cubic)
Elvish healing: Healing 4 (Action: move, Energizing, Restorative, Stabilize)
Foresight: Senses 4 (Precognition; Custom: +5 bonus to Precognitive checks)
Illusions *: Illusion 7 (Affects: Three Sense Types - Visual & Hearing, Area: 125 cft., DC 17)
Mending: Transform 5 (Affects: 1 Thing > 1 Thing - Broken to Unbroken, Transforms: 25 lbs., DC 15; Affects Objects Only)
Sway Emotions: Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception)
Telepathy: * Communication: Mental Communication 3 + Mind Reading: Mind Reading 5 (Linked; DC 15)
Sanctum: Rivendelll: Variable 5 (Check Required 5: DC 15 - Expertise: Magic, Limited: to the confines of Rivendell; Quirk: DC is 20 if your trying to duplicate damaging effects)
Sindarin Elf
Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep)
Elven Senses: Senses 3 (Awareness: Magic (mental), Awareness: Evil Creatures (mental), Extended: Vision 1: x10)
Light Footed: Movement 2 (Sure-footed 1, Trackless: Vision 1)
Vilya, Ring of Air (Removable)
Boost: Broad Simultaneous Weaken 4 (Affects: Magic, Resisted by: Will, DC 14; Broad: Air Magics, Simultaneous)
Second WInd: Immunity 5 (Fatigue Effects; Limited - Half Effect)
Thoughtful Inspiration: Enhanced Trait 6 (Traits: Intellect +2 (+8), Advantages: Inspire, Luck)

Equipment
Spear, The last homely House

Offense
Initiative +9
Boost: Broad Simultaneous Weaken 4, +5 (DC Will 14)
Grab, +5 (DC Spec 12)
Mending: Transform 5, +5 (DC Dog 15)
Mind Reading: Mind Reading 5 (DC Will 15)
Spear, +7 (DC 20)
Sway Emotions: Affliction 7 (DC Will 17)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)

Complications
Fame: Elrond is counted among the very wisest of men upon Middle Earth.
Relationship: Elrond bore two twin sons (Elladan and Elrohir); and a daughter (Arwen).

Languages
Adunic, Elvish, Westron

Defense
Dodge 7, Parry 5, Fortitude 7, Toughness 8, Will 11

Power Points
Abilities 86 + Powers 81 + Advantages 28 + Skills 26 (76 ranks) + Defenses 7 = 238

Builders Notes:
Sanctum: Rivendell. This ability allows a person who has tuned themselves in, with a particular place. Has the ability to subtly manipulate the area around them with the Magic of Middle earth. Though a difficult process at best, save for the most strong. This power can manipulate "Environmental/Nature" effects with a Magic Descriptor. Attempting to use it to damage others, can never be "Direct" and is much more difficult to pull off. Examples include:
• Raise/Disperse a fog.
• Control/Strengthen/Diminish Wind.
• Make undergrowth inhibit movement.
• Raise/lower water.
• Cause Flood.
• Improve/Worsen Weather.

Powers marked with a * are Air Magic.
Last edited by JoshuaDunlow on Tue Aug 28, 2012 9:14 am, edited 9 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

LOTR: Eowyn

Postby JoshuaDunlow » Wed Mar 14, 2012 12:29 pm

Image
"But no living man am I! You look upon a woman. Éowyn I am, Éomund’s daughter. You stand between me and my lord and king. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him."

Eowyn - PL 5
Éowyn is described to be very beautiful; she was tall, slim, pale, and graceful, with long golden hair and grey eyes

Eowyn - PL 5

Strength 1, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 2, Awareness 2, Presence 0

Advantages
Attractive, Benefit, Status 2: Heir to Rohan, Close Attack 2, Defensive Roll, Equipment 3, Horse Empathy, Horse Master, Improved Critical: Sword, Improved Disarm, Languages 1, Minion 2, Taunt

Skills
Athletics 5 (+6), Deception 3 (+3), Expertise (AWE): Survival 4 (+6), Expertise: Civics 4 (+6), Expertise: Nobility 3 (+5), Expertise: Rohan 2 (+4), Insight 2 (+4), Intimidation 4 (+4), Perception 3 (+5), Persuasion 4 (+4)

Equipment
Chain-mail, Medium Wooden Shield, Sword

Offense
Initiative +3
Grab, +5 (DC Spec 11)
Sword, +5 (DC 19)
Throw, +3 (DC 16)
Unarmed, +5 (DC 16)

Languages
Elven, Westron

Defense
Dodge 5, Parry 5, Fortitude 2, Toughness 5/1, Will 4

Power Points
Abilities 30 + Powers 0 + Advantages 17 + Skills 12 (34 ranks) + Defenses 3 = 62
Last edited by JoshuaDunlow on Mon Aug 27, 2012 2:11 pm, edited 3 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Gimli Update

Postby JoshuaDunlow » Wed Mar 14, 2012 3:31 pm

empty page
Last edited by JoshuaDunlow on Thu Jul 19, 2012 12:13 am, edited 3 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Boromir Update

Postby JoshuaDunlow » Wed Mar 14, 2012 4:00 pm

JoshuaDunlow wrote:Image
"True-hearted Men, they will not be corrupted. We of Minas Tirith have been staunch through long years of trial. We do not desire the power of wizard-lords, only strength to defend ourselves, strength in a just cause. And behold! In our need chance brings to light the Ring of Power. It is a gift, I say; a gift to the foes of Mordor. It is mad not to use it, to use the power of the Enemy against him. The fearless, the ruthless, these alone will achieve victory. What could not a warrior do in this hour, a great leader? What could not Aragorn do? Or if he refuses, why not Boromir? The Ring would give me power of Command. How I would drive the hosts of Mordor, and all men would flock to my banner!"
— The Fellowship of the Ring, "The Breaking of the Fellowship"



Boromir Captain of Gondor 3e - PL 9

Abilities
Strength 4, Stamina 4, Agility 1, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Benefit, Status 2: Captain of Gondor, Benefit, Status: The Line of Stewards, Benefit, Wealth 3 (millionare), Close Attack 2, Courage 2, Equipment 3, Favored Foe: Orcs, Fearless, Improved Critical: Sword, Improved Smash, Inspire, Interpose, Leadership, Power Attack, Startle, Takedown, Weapon Break

Skills
Athletics 5 (+9), Deception 3 (+5), Expertise: Gondorian Lore 3 (+5), Expertise: Oratory 4 (+6), Expertise: Tactics 5 (+7), Insight 3 (+5), Intimidation 6 (+8), Perception 4 (+6), Persuasion 4 (+6)

Powers
Sword Mastery: Feature 2 (Improved Critical 2 with swords)
The Horn of Gondor (Easily Removable)
. . Bolster Courage: Enhanced Trait 2 (Traits: Courage 2 +1 (+2), Advantages: Inspire)
. . Fearsome Call : Perception Area Affliction 6 (1st degree: Impaired, 2nd degree: Compelled, Resisted by: Will, DC 16; Perception Area, Selective; Limited Degree)
. . The Horn can be Heard regardless of distance: Feature 1
The Strength of Men: Power-lifting 1 (+1 STR for lifting)

Equipment
Chain-mail, Medium Wooden Shield, Sword

Offense
Initiative +1
Fearsome Call : Perception Area Affliction 6 (DC Will 16)
Grab, +8 (DC Spec 14)
Sword, +8 (DC 22)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)

Languages
Westron

Defense
Dodge 9, Parry 10, Fortitude 8, Toughness 7, Will 6

Power Points
Abilities 50 + Powers 12 + Advantages 22 + Skills 13 (37 ranks) + Defenses 16 = 113


Complications:
* Responsibility to Gondor: Boromir's loyalty lies first with Gondor. Perhaps near the end of the fellowship , we find him finally seeing that there is more to this , than just what his father wants. And it costs him his life.
* Family Responsibilities: Boromor is Denethor's first born son, and has much to live up to in his eyes. He has always tried to do his father's will. And has succeeded in every endeavor.

Builders Notes:
Boromor gets quite the boost. However please remember I am using my own Revised 3E mass chartfor these conversions for more realism.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Legolas Update

Postby JoshuaDunlow » Wed Mar 14, 2012 4:36 pm

JoshuaDunlow wrote:Image

Legolas 3e - PL 7

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 6, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Animal Empathy, Attractive, Benefit, Status 2: Prince of Mirkwood, Benefit, Wealth 4 (multimillionare), Defensive Roll 2, Eidetic Memory, Equipment 2, Favored Foe: Orcs, Improved Initiative, Languages 2, Luck, The Art, Tracking

Skills
Acrobatics 3 (+6), Athletics 7 (+9), Expertise: Mirkwood Forest 8 (+9), Expertise: Music 3 (+4), Expertise: Survival 6 (+7), Insight 4 (+6), Perception 8 (+10), Persuasion 6 (+8), Stealth 7 (+10)

Powers
Bow of the Galadrim (Easily Removable)
. . Bow of the Galadrim: Strength-based Damage 4 (DC 21, Advantages: Improved Critical; Increased Range: ranged)
Elf Physiology
. . Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep)
. . Elven Senses: Senses 3 (Detect: Magic 1, Detect: Evil 1, Extended: Vision 1: x10)
. . Light Footedness: Movement 2 (Sure-footed 1, Trackless: Choose Sense 1)
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Master Archer (Advantages: Improved Critical 2, Quick Draw, Ranged Attack 2)

Equipment
Bow, Knife, Leather Armor

Offense
Initiative +7
Bow, +8 (DC 20)
Bow of the Galadrim: Strength-based Damage 4, +8 (DC 21)
Grab, +6 (DC Spec 12)
Knife, +6 (DC 18)
Throw, +8 (DC 17)
Unarmed, +6 (DC 17)

Complications
Fame: Legolas is the Prince of Mirkwood.
Motivation: Doing Good
Quirk: Like many , elves have a natural hatred for Orcs from long years of struggle.
Rivalry: Legolas develops a friendly rivalry with Gimli, a game to prove who is the better warrior.

Languages
Elven, Ent, Westron

Defense
Dodge 9, Parry 8, Fortitude 6, Toughness 5/2, Will 8

Power Points
Abilities 48 + Powers 24 + Advantages 20 + Skills 18 (52 ranks) + Defenses 18 = 128
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

DC: Armada

Postby JoshuaDunlow » Sat Mar 17, 2012 12:35 am

Image
"I looked up in disbelieve with wide blue eyes, and my breath caught in my chest. Lightning illuminated the darkness and silhouetted the forms now locked in combat, Batman and Joker danced their last dance. Somehow that crazy loon got the better of Batman, the rain had made the rooftop too slippery perhaps. And the joker had taken advantage of it all. I’m not sure what happened then, I had been distracted by the body of my dead husband lying in a pool of blood before me. His face horribly contorted into a death grin, but when I looked back up Batman was falling. He tried to get his grappling gun out, but hit his head on the side of the building and fell to his death on the dirty alley way floor. All I could hear was that insane laughter, giggling in the distance. And I suppose that’s why the Joker let me live, he had got the Batman. But that would be his biggest mistake, the Batman had given his life for me. The least I could do was try and return the favor. It’s time to kick some ass in Gotham, and if I can take the Joker down in the process even better. Because of that I became the Fist of the Justice, and with my hand I will deliver it swiftly!"

ARMADA - PL 10
Real Name: Amanda Ballock, Identity: Secret, Profession: Engineer at Wayne Industries, Base of Operations: Gotham City, Marital Status: Single, Age: 38, Height: 5’10”, Weight: 158 lbs, Eyes: Blue, Hair: Auburn

Abilities
Strength 7, Stamina 2, Agility 4, Dexterity 6, Fighting 6, Intellect 4, Awareness 4, Presence 0

Advantages
All-out Attack, Assessment, Benefit, Wealth 2 (indepently wealthy), Chokehold, Close Attack 4, Connected, Equipment 16, Improved Smash, Inventor, Power Attack, Takedown, Weapon Break

Skills
Acrobatics 4 (+8), Athletics 4 (+11), Deception 4 (+4), Expertise: Electronics 8 (+12), Expertise: Mechanics 8 (+12), Insight 4 (+8), Intimidation 6 (+6), Perception 6 (+10), Persuasion 4 (+4), Stealth 6 (+10), Technology 8 (+12), Treatment 2 (+6), Vehicles 6 (+12)

Powers
TAC DPG Suit (Removable)
. . Armored Combat Suit: Protection 5 (+5 Toughness)
. . Dispersal Fields: Force Field 6 (+6 Toughness; Limited: Can only be used on Attacks she is aware of)
. . Helmet
. . . . Air Supply: Immunity 2 (Suffocation (All); Quirk: 2 hour air supply)
. . . . Communication: Radio Communication 2
. . . . Immunity: Immunity 2 (Uncommon Descriptor: Visual Dazzles)
. . . . Senses: Senses 4 (Accurate: Normal Sight, Infravision, Radio)
. . Insulated: Feature 1
. . Power Gauntlets: Enhanced Strength 6 (+6 STR)
. . . . Dispersal Punch: Strength-based Damage 4 (Alternate; DC 25; Penetrating 8)
. . . . Pulse Beam: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long [2 ranks only])

Equipment
Abandoned Warehouse (as in the book, save with 10 toughness), TAC-T-V5 (See below)

Offense
Initiative +4
Dispersal Punch: Strength-based Damage 4, +10 (DC 20)
Grab, +10 (DC Spec 17)
Pulse Beam: Line Area Damage 10 (DC 25)
Throw, +6 (DC 22)
Unarmed, +10 (DC 22)

Complications
Armor Takes Time: The armor takes a four rounds to put on before she can jump into combat.
Motivation: Justice
Obsession: With bringing the Joker to Justice
Reputation: Armada is a known Vigilantee
Secret: Identity: Protects her Identity.

Languages
English

Defense
Dodge 6, Parry 10, Fortitude 5, Toughness 10/7, Will 6

Power Points
Abilities 54 + Powers 30 + Advantages 31 + Skills 24 (70 ranks) + Defenses 11 = 150



Builders Notes
Taking a slight break from the LOTR stuff. I thought i would bring a requested character build for DC, which became one of my favorites in 2E.

The TAC-DPG Armor takes things in a totally different direction, utilizing a series of Defensive Shields that are powered by her gauntlets, with a energy pack on her back. Otherwise her body is covered in a insulating black suit, with a hi tech bike helmet to cover her head completely and hide her identity. The energy from the gauntlets can be siphoned, and focused in a devastating line based beam.

The tactical Terrain Vehicle , looks like a suped up and modified motorcycle. But at the flick of a button it can hover and fly , by having the wheels split open .
TAC-T-V5 - PL 10

Strength 5, Defense 10, Toughness 13, Size Medium

Features:
Alarm 1, Hidden Compartments 1, Navigation System 1, Remote Control

Powers
Headlights: Environment 1 (Light, Radius: 30 feet)
Reinforced Chasis: Immunity 10 (Damage Effect: Corrossion, Damage Effect: Fire; Limited - Half Effect)
Security System: Electrical Stun: Cumulative Affliction 5 (1st degree: Fatigued, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 15; Cumulative, Reaction 3: reaction)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Stealth Systems: Concealment 3 (Other Sense: Infravision, Other Sense: Radio, Other Sense: Normal hearing)

Offense
Security System: Electrical Stun: Cumulative Affliction 5, +10 (DC Fort 15)

Power Points
Abilities 5 + Powers 42 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 18 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 69
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E Thread: LOTR: Eowyn & Updates

Postby Jabroniville » Sat Mar 17, 2012 6:50 am

I always thought Eowyn/Miranda Otto was way more attractive than Arwyn/Liv Tyler, but then I never got the huge deal over Tyler. Also, this picture is funny:

Image
Last edited by Jabroniville on Sun Mar 18, 2012 4:05 am, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7428
Joined: Sat Nov 04, 2006 1:12 am

Re: JD's 3E Thread: LOTR: Eowyn & Updates

Postby JoshuaDunlow » Sat Mar 17, 2012 2:30 pm

Jabroniville wrote:I always thought Eowyn/Miranda Otto was way more attractive than Arwyn/Liv Tyler, but then I never got the huge deal over Tyler. Also, this picture is funny:

Image


I was going mostly by the books, and how they represented the characters. Not particularly the actors myself. I consider both attractive, but still think that Arwen was a very good choice however. And your link didn't work.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E Thread: LOTR: Eowyn & Updates

Postby Jabroniville » Sun Mar 18, 2012 4:05 am

Fixed. I usually don't upload pics straight to my photobucket, but I guess everywhere that shows this is a blog or something.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7428
Joined: Sat Nov 04, 2006 1:12 am

Re: JD's 3E Thread: LOTR: Eowyn & Updates

Postby JoshuaDunlow » Sun Mar 18, 2012 6:19 pm

Ha, thats funny.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

LOTR: Eomer

Postby JoshuaDunlow » Thu Mar 22, 2012 12:21 pm

Image
“Without a word or cry, suddenly, the Riders halted. A thicket of spears were pointed towards the strangers; and some of the horsemen had bows in hand, and their arrows were already fitted to the string. Then one rode forward, a tall man, taller than all the rest; from his helm as a crest a white horsetail flowed. He advanced until the point of his spear was within a foot of Aragorn’s breast. Aragorn did not stir. “
-- The Two Towers, Chapter II, Page 421


Eomer - PL 7

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 3, Presence 2

Advantages
Attractive, Benefit, Status 2: Third Marshal, Close Attack 2, Defensive Roll, Equipment 3, Favored Environment: Horseback, Fearless, Horse Empathy, Horse Master, Improved Critical 2: Spear, Improved Critical 2: Sword, Improved Disarm, Minion 2, Power Attack, Ranged Attack 2, Seize Initiative, Startle, Takedown, Taunt

Skills
Athletics 5 (+7), Deception 3 (+5), Expertise (AWE): Survival 6 (+9), Expertise: Civics 2 (+4), Expertise: Nobility 2 (+4), Expertise: Rohan 5 (+7), Insight 2 (+5), Intimidation 4 (+6), Perception 3 (+6), Persuasion 4 (+6)

Equipment
Chain-mail, Medium Wooden Shield, Spear, Sword

Offense
Initiative +3
Grab, +7 (DC Spec 12)
Spear, +7 (DC 20)
Sword, +7 (DC 20)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Complications
Motivation: Responsibility: Oath to Rohan
Relationship: Sister: Eowyn

Languages
Westron

Defense
Dodge 5, Parry 7, Fortitude 4, Toughness 7/3, Will 5

Power Points
Abilities 46 + Powers 0 + Advantages 27 + Skills 13 (36 ranks) + Defenses 3 = 89
Last edited by JoshuaDunlow on Mon Aug 27, 2012 2:16 pm, edited 2 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

MSHRPG to 3E!!

Postby JoshuaDunlow » Thu Mar 29, 2012 10:22 am

Marvel Conversions to 3rd 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 3E!

Image


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.


Fighting to Fighting
Strength to Strength
Agility to Dexterity to Agility (though for those who prefer more complication, take your Fighting and agility values, add them, then divide , rounding down , for your dexterity)
Endurance to Stamina
Reason to Intellect
Intuition to Awareness


What about Presence? 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 Awareness Score. However it will play a part in the Willpower defense below.



What about Defenses?
As far as Defenses go, there is no sure fire way to figure this out. Since defenses are capped by their power level, and based partly on their relevant ability scores a minor benchmark could be created for those who want to try and scale things out based on the amount of points one puts into a defense. Use the Marvel "Psyche" rank , and use the Column 3 (resources to wealth), to find the amount of Raw Defensive Points assigned to willpower. THEN, add a +6, +4, and +2 to your last three saves (Fortitude, Dodge, and Parry), or just spread out 12 more points.


1 = Basic Training and Familiarity, Above Average.
2 = Professional Level of training, Gifted.
3 = Expert Level of Training
4 = Superior/ Best in the Nation
5 = Best in the World/Peak Human.
6+ = Super human levels




Converting Powers/Devices
Use the second column for powers 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?
Preferably however use common sense, and use the new system over any conversions. If the character is using a sword, then he has a sword. If he is wearing chain mail, then he's using chainmail. But i have no hard or fast solutions, if you dissagree with what the conversion gives you, or if the damage or toughness potential is far higher than you would like reduce it. And perhaps convert some of it, into an extra like Penetrating or Impervious.




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 in 3E is a combination of Mind Reading + Communication (Mental). And in the Marvel universe it can often have Comprehend, and Remote Sensing at alternate effects.

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 (ie Remote Sensing in 3E), usually has a Dimensional Power Advantage. 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 Advantage 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. And even still going from 2E to 3E means the slow travel rates as per the new system, so a gm will have to decide to either adjust the ranks to match them more equally, or downgrade. Though some of the MSHRPG's characters have a mph listed , which can help one determine their speed rank more effectively.



Talents into Skills & Advantages
Professional, Scientific, Mystic, & Others:In most cases if a character has a talent, this equates into 4 or 5 ranks in an appropriate skill. If the player had 2 talent slots in a talent, that works into 8-10 ranks in the appropriate skill. Law Enforcement , gives your the Benefit (law enforcement) Advantage. The Trance talent, gives you the trance Advantage. Mesmerism & Hypnosis, is 1 rank of the hypnosis power with the duration flaw (concentration) used as a Advantage. The Resist Domination Talent could be extra points in the willpower save. 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 Expertise (Arcane), but the Ritualist Advantage. Heir to fortune, is like having 1 extra rank of the wealth (benefit) Advantage.

Weapons Skills: Weapon skills are 2 ranks of an appropriate Attack Skill Now, instead of a Specialization like it would be in 2E. 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 a one time bonus. Those who have the Weapon Specialist talent, gain the not only 2 ranks of the appropriate skill, plus the following Advantages: Improved Critical, and one other Advantage that fits the weapon.

Martial Artist Talents: Martial Arts Talents convert into an appropriate Fighting Package which I have worked out for your benefit.

Martial Arts A = Karate, Judo. (Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Hold, Improved Trip)
Martial Arts B = Boxing Style, Krav Maga, Tae Kwan Do. (All out attack, defensive attack, elusive target, power attack ,Takedown)
Martial Arts C = Capoeira, Jujutsu, Aikido. (Defensive Attack, Dodge Focus, Evasion, Grappling Finesse, Improved Grapple, Improved Pin, 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, Power Attack, Stunning Attack, Takedown)
Wrestling = Wrestling, or Sumo. (Chokehold, improved grapple, improved grab, improved hold, 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 the third column up above.
Last edited by JoshuaDunlow on Sat Mar 31, 2012 10:23 am, edited 7 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E Thread: MSHRPG to 3E!

Postby JoshuaDunlow » Thu Mar 29, 2012 11:02 am

And for my first conversion, I'm gonna use the GHOTMU Books. So without further ado.. ABOMINATION !!
Granted, this is a straight conversion, without any creative influence from my part.


ABOMINATION (tyranus version) - PL 14

Strength 12, Stamina 12, Agility 4, Dexterity 4, Fighting 4, Intellect 10, Awareness 4, Presence 0

Skills
Expertise: Computers 8 (+18), Expertise: Electronics 8 (+18), Expertise: Engineering 8 (+18), Technology 8 (+18)

Powers
Leaping: Leaping 11 (Leap 2 miles at 250 miles/hour in 30 seconds)
* The GHOTMU Books were great in setting a rank for this, since it shows he can leap 2 miles per round.
Mind Scanning: Mind Reading 10 (DC 20)
Scaley Hide
. . Immunity: Immunity 11 (Damage Effect: Cold, Damage Effect: Heat/Fire, Disease; Limited - Half Effect)
. . Protection: Protection 10 (+10 Toughness)

Offense
Initiative +4
Grab, +4 (DC Spec 22)
Mind Scanning: Mind Reading 10 (DC Will 20)
Throw, +4 (DC 27)
Unarmed, +4 (DC 27)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 18, Toughness 22, Will 8

Power Points
Abilities 100 + Powers 47 + Advantages 0 + Skills 11 (32 ranks) + Defenses 14 = 172
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E Thread: MSHRPG to 3E!

Postby prodigyduck » Thu Mar 29, 2012 3:26 pm

EEEEeeee! It's started!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.
User avatar
prodigyduck
Mastermind
Mastermind
 
Posts: 2229
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair

Re: JD's 3E Thread: MSHRPG to 3E!

Postby JoshuaDunlow » Fri Mar 30, 2012 10:07 am

prodigyduck wrote:EEEEeeee! It's started!

Is this a good thing or bad thing?! :shock: :lol:
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 3 guests