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<blockquote data-quote="Voneth" data-source="post: 839657" data-attributes="member: 1016"><p>Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes).</p><p></p><p>Here are the GR guidelines for converting MnM critters.</p><p></p><p>"In my experience, the creatures from the <strong>Monster Manual</strong> are fairly easy to use in Mutants & Masterminds with just a couple slight modifications. Basically:</p><p></p><p>1) Take any ability scores the creature has over 20, divide the extra amount by two, round down and make that the creature's rank in the appropriate super-ability.</p><p></p><p>2) Give the creature a Damage saving throw bonus equal to its base Con bonus plus any natural armor bonus that it has. Subtract the natural armor bonus from its AC to calculate its new Defense. (This usually results in most monsters being easier to hit, but more difficult to hurt.)</p><p></p><p>3) Divide the creature's maximum damage by 6 (round down) and make that its damage bonus, if it exceeds the creature's base Strength bonus, otherwise just use the Str bonus.</p><p></p><p>4) Convert any spell-like or supernatural abilities the creature may have into ranks in the appropriate super-powers.</p><p></p><p>That's pretty much it. Keep in mind that this system isn't 100% exact (no conversion system is, IMHO), but it's a good ballpark. Tweak the stats as needed to get the feel of the monster right."</p></blockquote><p></p>
[QUOTE="Voneth, post: 839657, member: 1016"] Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes). Here are the GR guidelines for converting MnM critters. "In my experience, the creatures from the [b]Monster Manual[/b] are fairly easy to use in Mutants & Masterminds with just a couple slight modifications. Basically: 1) Take any ability scores the creature has over 20, divide the extra amount by two, round down and make that the creature's rank in the appropriate super-ability. 2) Give the creature a Damage saving throw bonus equal to its base Con bonus plus any natural armor bonus that it has. Subtract the natural armor bonus from its AC to calculate its new Defense. (This usually results in most monsters being easier to hit, but more difficult to hurt.) 3) Divide the creature's maximum damage by 6 (round down) and make that its damage bonus, if it exceeds the creature's base Strength bonus, otherwise just use the Str bonus. 4) Convert any spell-like or supernatural abilities the creature may have into ranks in the appropriate super-powers. That's pretty much it. Keep in mind that this system isn't 100% exact (no conversion system is, IMHO), but it's a good ballpark. Tweak the stats as needed to get the feel of the monster right." [/QUOTE]
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