Neo's M&M Marvel Conversions


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Piratecat said:
Neo, PL 30 for Doc Doom and PL 35 for Magneto seem way too high to me. Have you tried playtesting them?

Hi Pratecat

hehe yeah I've playtested them :)

its worth bearing in mind that they are only so high PL wise because what these villains have and can do warrunt it. By this I mean I convert the villains giving them exactly what they have as listed from numerous sources (MSH, and a plethora of supplements, Marvel Directory, Marvel.com and a whole slew of other resources).. so thier PL pretty much writes itself.

The Power level also is only a representation of cost, not necessarily Difficulty for example I could build a hero with no changes and just 15 skills at +2 each and he'd be PL2, but i could also build another hero with a 15 power cost 2 powers (most of them) at +2 each and would also be PL2 yet the actualy "Power Level" of the two beings would be vastly different.

I know this all sounds pretty obvious, but Power Level is kind of like Challenge rating in that it only takes obvious things (in this case total cost) into account, not actual "power" level. As a result some beings like Magneto, who is capable of a great many things, one of which is manipulating the magnetic force of a whole planet to his will tend to have one or two primary powers whose level needs to be high enough to represent what they are actually capable of, and as a result the Power level ends up high simply so that they can have that.

As I say I only give them what they have at the levels they are noted or remarked in the comics or resources i mentioned as being able to do them... and thier cost and hence power levels as a result speak for themselves.

Does that help?
 

Sure!

I noticed that, too; skills spent in "non-essential" areas (for instance, one of my heroes has "Knowledge: shallow yuppie hobbies" and "knowledge: self-promotion") tend to eat up power points pretty darn quickly without adding a lot of real abilities.
 

Its also probably worth noting i've only been concentrating on the big hitters so far Dr Doom, sinister, Magneto, Apocalypse etc.... so there are many more lower powered villains to follow. :)
 

Piratecat said:
Sure!

I noticed that, too; skills spent in "non-essential" areas (for instance, one of my heroes has "Knowledge: shallow yuppie hobbies" and "knowledge: self-promotion") tend to eat up power points pretty darn quickly without adding a lot of real abilities.

Absolutely!

All these things add to the cost and push up the Power Level, without actually adding anything to the "power" level of the actual Hero/Villain involved.

You could use the the PL 30 doom and PL 35 with Magneto quite easily and the representation they would have is as the "omega" level mutants etc.. they are very powerful, yet not necessarily unbeatable per se.

I would also note once abilities, attack, defence, and powers have been determined and appropriate feats chosen for the hero/villain and the basic PL has been ascertained i used the rest of the points to fill up the cost to the designated PL with skill points, which would have less overall affect on the hero/villains "power" level than more powers, feats, stats etc.. that they don't actually have, which helps to keep them true to the conversion.
 


Howsabout doing Iron Man and War Machien? I'd like to see at least ol' shellhead get a writeup. If you already did, can you give me a link?
 



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