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"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
Strength 4, Stamina 4, Agility 1, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2
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
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)
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)
Chain-mail, Medium Wooden Shield, Sword
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)
Dodge 9, Parry 10, Fortitude 8, Toughness 7, Will 6
Abilities 50 + Powers 12 + Advantages 22 + Skills 13 (37 ranks) + Defenses 16 = 113
* 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.
Boromor gets quite the boost. However please remember I am using my own Revised 3E mass chartfor these conversions for more realism.
Legolas 3e - PL 7
Strength 2, Stamina 2, Agility 3, Dexterity 6, Fighting 6, Intellect 1, Awareness 2, Presence 2
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
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)
Bow of the Galadrim (Easily Removable)
. . Bow of the Galadrim: Strength-based Damage 4 (DC 21, Advantages: Improved Critical; Increased Range: ranged)
. . 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)
Bow, Knife, Leather Armor
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)
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.
Elven, Ent, Westron
Dodge 9, Parry 8, Fortitude 6, Toughness 5/2, Will 8
Abilities 48 + Powers 24 + Advantages 20 + Skills 18 (52 ranks) + Defenses 18 = 128
TAC-T-V5 - PL 10
Strength 5, Defense 10, Toughness 13, Size Medium
Alarm 1, Hidden Compartments 1, Navigation System 1, Remote Control
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)
Security System: Electrical Stun: Cumulative Affliction 5, +10 (DC Fort 15)
Abilities 5 + Powers 42 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 18 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 69
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:
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 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.
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.
prodigyduck wrote:EEEEeeee! It's started!
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