Neo's M&M Marvel Conversions


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Agamon said:
Very cool, Neo. I have a stalled MSH campaign that I was going to pick back up sometime in the future with M&M. This stuff will be very useful. Thanks for sharing your work.

No Worries Agamon :D
 

RigaMortus said:
I'm going to take a wild guess here, but I'd say you, Neo, are a fan of the comic's and/or super heroes. Am I right?

heh does it show?

Lets just say I've been reading comics a "very" long time and have bought and tried pretty much every Supers RPG released since 1980 and everyone has been disappointing in one way or another system wise.. until now. There are presently some very good Supers systems for D20, but M&M has become my personal favourite as it captures the ebb and flow of the Supers genre wonderfully.

Now my marvel handbooks can finally be converted and thier contents find a use once more :D
 


Mr Sinister

Hiya Folks

Mister Sinister (PL 19) the Mutant Killer and Mastermind has just gone up on my sites Supers page for use with M&M.

Enjoy!
 

Hiya Folks

The mister sinister PDF has been updated based on feedback to include some other abilities he has.

Mr Sinister (PL 21) is now available for download from my site.

Captain Britain to follow shortly
 
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Captain Britain

Hiya folks

Captain Britain (PL 15) the Champion of England, Defender of the Otherworld and bearer of Excalibur is now available for download via my sites Supers page.

Enjoy!
 
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MSH to M&M Conversion Guidelines

Okay

the system I use for converting MSH (FASERIP) characters to M&M (D20 ish) is as follows

The following statistics in MSH are equivelant of the following:
Fighting = Attack bonus
Agility = Dexterity & Defence bonus
Strength = same
Endurance = Constitution
Reason = Intelligence
Intuition = Charisma
Psyche = Wisdom

Also all characters are considered to have a base defence of +1 regardless of any Dex or defence bonus may normally grant them. (i.e Forbush man has +3 Defence from Dexterity, and also what would convert to +6 from the converted Dex from MSH giving us +9, we then add the +1 base, meaning his Base Defence bonus would cost 14pp, which is the 6+1 =7. giving him a final base Defence of 20/17).

The following Stat ranges fall within each of the MSH ranks (as ascertaine vis the Judges Books tables for what each rank represents)
STRENGTH
Feeble (FB) = 1-9
Poor (PR) = 10-11
Typical (TY) = 12-15
Good (GD) = 16-19
Excellent (EX) = 20 (Maximum Human potential)
Remarkable (RM) = Super +1 - +4
Incredible (IN) = Super +5 - +8
Amazing (AM) = Super +9 - +12
Monsterous (MN) = Super +13 - +15
Unearthly (UN) = Super +16 upwards

DEXTERITY
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-13
Excellent (EX) = 14 - 15
Remarkable (RM) = 16 - 17
Incredible (IN) = 18 - 19
Amazing (AM) = 20 (Maximum Human potential)
Monsterous (MN) = Super +1 - +5
Unearthly (UN) = Super +6 upwards

CONSTITUTION
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-15
Excellent (EX) = 16 - 18
Remarkable (RM) = 19 - 20 (Maximum Human potential)
Incredible (IN) = Super +1 - +5
Amazing (AM) = Super +6 - +10
Monsterous (MN) = Super +11 - +15
Unearthly (UN) = Super +16 upwards

INTELLIGENCE
Feeble (FB) = 1-9
Poor (PR) = 10-11
Typical (TY) = 12-14
Good (GD) = 15-17
Excellent (EX) = 18 - 19
Remarkable (RM) = 20 (Maximum Human potential)
Incredible (IN) = Super +1 - +5
Amazing (AM) = Super +6 - +10
Monsterous (MN) = Super +11 - +15
Unearthly (UN) = Super +16 upwards

WISDOM
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-15
Excellent (EX) = 16 - 19
Remarkable (RM) = 20 (Maximum Human potential)
Incredible (IN) = Super +1 - +5
Amazing (AM) = Super +6 - +10
Monsterous (MN) = Super +11 - +15
Unearthly (UN) = Super +16 upwards

CHARISMA
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-13
Excellent (EX) = 14 - 16
Remarkable (RM) = 17 - 19
Incredible (IN) = 20 (Maximum Human potential)
Amazing (AM) = Super +1 - +5
Monsterous (MN) = Super +6 - +10
Unearthly (UN) = Super +11 upwards

ATTACK BONUS (from Fighting)
Feeble (FB) = +1
Poor (PR) = +2
Typical (TY) = +3
Good (GD) = +4
Excellent (EX) = +5
Remarkable (RM) = +6
Incredible (IN) = +7
Amazing (AM) = +8
Monsterous (MN) = +9
Unearthly (UN) = +10 upwards

DEFENCE BONUS (from Agility) "Remember always Base +1 + below"
Feeble (FB) = +1
Poor (PR) = +2
Typical (TY) = +3
Good (GD) = +4
Excellent (EX) = +5
Remarkable (RM) = +6
Incredible (IN) = +7
Amazing (AM) = +8
Monsterous (MN) = +9
Unearthly (UN) = +10 upwards

POWERS (What powers, extras, flaws etc.. is pretty obvious with most MSH characters as they are described in power stunts etc..)
Feeble (FB) = +1 - +2
Poor (PR) = +3 - +4
Typical (TY) = +5 - +6
Good (GD) = +7 - +8
Excellent (EX) = +9 - +10
Remarkable (RM) = +11 - +12
Incredible (IN) = +13 - +14
Amazing (AM) = +15 - +16
Monsterous (MN) = +17 - +18
Unearthly (UN) = +19 - +20 upwards
Powers are a special case and of all the conversion are the least accurate for purposes of easy conversion, so apply common sense and lower or reduce the rank as necessary to fit your view of its overall power level

For those of you using the D20 Modern Wealth system, you can also use the following to determine resources to Wealth bonus (everyone starts with 2d4 remember).
Feeble (FB) = +0
Poor (PR) = +1 - +4
Typical (TY) = +5 - +7
Good (GD) = +8 - +10
Excellent (EX) = +11 - +12
Remarkable (RM) = +13 - +15
Incredible (IN) = +16 - +20
Amazing (AM) = +21 - +30
Monsterous (MN) = +31 - +50
Unearthly (UN) +51 upwards

TALENTS
no conversion necessary, but these provide a pretty good idea of some basic skills and feats to include for the character being converted

Then all you do is total up the cost of all you have chosen, round up or down as preferred to the nearest power level and voila!
 
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