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Thread: Conversion guidleines: M&M 1e to HERO

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    Conversion guidleines: M&M 1e to HERO

    Does anyone know whether anyone ever did a guideline sheet for converting M&M 1e and/or 2e characters to Hero? I have a whole bunch of such characters left over from a previous project and I figured that doing the conversion would be the best way to get them usable.

    Of course, any such formulas will be limited at best, and the spirit of the characters would be the main thing involved. But they might be a start.
    6th Edition is for entertainment purposes only.

    "Those who cannot remember the past are condemned to make crummy re-imaginings. "

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    Re: Conversion guidleines: M&M 1e to HERO

    Here's all the relevant material I'm aware of.


    Conversion of M&M First Edition Characteristics, Skills, Feats and Superfeats, and Super-Power points:
    http://www.herogames.com/forums/showthread.php?t=23471
    [particularly Post #13]

    Discussion comparing character and weapon damage capability between M&M and HERO:
    http://www.herogames.com/forums/showthread.php?t=14626



    I also know of HERO writeups for some published M&M characters, if that would be of interest to you.

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    Re: Conversion guidleines: M&M 1e to HERO

    Quote Originally Posted by Lord Liaden View Post
    Here's all the relevant material I'm aware of.


    Conversion of M&M First Edition Characteristics, Skills, Feats and Superfeats, and Super-Power points:
    http://www.herogames.com/forums/showthread.php?t=23471
    [particularly Post #13][/url]
    I get an Invalid Thread Request error when trying to read that. I don't know what the reason is. I also saw the 1e to 2e PDF, which was also limited help at best.
    6th Edition is for entertainment purposes only.

    "Those who cannot remember the past are condemned to make crummy re-imaginings. "

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    Think Re: Conversion guidleines: M&M 1e to HERO

    Quote Originally Posted by Michael Hopcroft View Post
    I get an Invalid Thread Request error when trying to read that. I don't know what the reason is. I also saw the 1e to 2e PDF, which was also limited help at best.
    Huh. For some reason, the forum software says every thread and post by the guy who created those conversion notes, MitchellS, can't be found.

    Well, I do have stuff for 2E from the Atomic Think Tank website which may help you.

    Guidelines and examples for converting to M&M 2E from HERO (but mostly usable in the other direction as well):
    http://www.atomicthinktank.com/viewtopic.php?p=266549

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    Re: Conversion guidleines: M&M 1e to HERO

    Don't say I never did anything nice for you guys...

    Here's the start of a basic conversion system between Champions and Mutants & Masterminds. I'd be happy to see any feedback anyone can give me so far.

    Characteristics
    This conversion is designed to take everyone from a 1 to 30 Cha value in Hero with the assumption that anything over 30 is superhuman.

    Str: 1-10 Str in M&M are the same. For each additional point add +2
    Dex: M&M Dex value * 1.5
    Con: M&M Con value x 1.5
    Bod: M&M Con value
    Int: 1-10 Int in M&M are the same. For each additional point add +2
    Ego: 1-10 Wis in M&M are the same. For each additional point add +2
    Pre: 1-10 Cha in M&M are the same. For each additional point add +2
    Com: M&M Cha value
    PD: Figured x 2
    ED: Figured x 2
    Spd: Figured and rounded up. For Dex of 15-17 add +1 Spd. For Dex of 18-20 add +2 Spd
    Rec: Figured
    End: Figured
    Stn: Figured

    Skills:
    M&M
    Acrobatics = Acrobatics & Breakfall
    Balance = Enviromental Movement: Narrow Surfaces
    Bluff = Acting & Persuasion
    Climb = Climbing
    Computers = Computer Programming
    Concentration = +2 PSL for Concentration-based Ego rolls
    Craft = PS: Craft of Choice
    Demolitions = Demolitions
    Diplomacy = Bureaucratics, High Society, & Oratory
    Disable Device = Demolitions, Security Systems, Systems Operations
    Diguise = Dusguise
    Drive = Combat Driving
    Escape Artist = Contortionist
    Forgery = Forgery
    Gather Information = Conversation, Streetwise
    Handle Animals = Animal Handler
    Hide = Stealth, sight only: -1/2
    Innuendo = Secret Language
    Intimidate = Interrogation
    Jump = + X inches of Leaping, Requires a Dex roll
    Knowledge = Knowledge Skill
    Language = Language
    Listen = +2 Hearing Per Roll
    Medicine = Paramedic
    Move Silently = Stealth
    Open Locks = Lockpicking
    Perform = PS (Art of Choice) or Acting for an actor
    Pilot = Combat Piloting
    Profession = Professional Skill
    Read Lips = Lipreading
    Repair = Mechanics
    Ride = Riding
    Science = Science Skill
    Search = Concealment
    Sense Motivation = Detect Body Express
    Sleight of Hand = Sleight of Hand
    Spot = Concealment
    Survival = Survival
    Swim = Enviromental Movement: Water
    Taunt = +5 Pre, offensive only & -2 Combat Levels, 0 End, Range, 1 Rec Charge

    Feats:
    Accurate Attack = Spreading in Champions
    Aerial Combat = +1 Level, only when flying: -1/2
    All-Out Attack = +2 OCV Levels, Side Effect: -2 DCV
    Ambidexterity = Ambidexterity
    Assessment = Analyze
    Attack Finess = +1 Level per M&M Dex modifier
    Attractive = +6 Com & +2 Levels Seduction, Persuasion
    Blind-Fighting = Combat Sense
    Choke Hold = Martail Arts Choke Hold
    Connected = Well-Connected and Contacts
    Dodge = Martial Dodge
    Endurance = +10 End
    Evasion = +2 Levels with Roll-With-The-Blow Maneuver
    Expertise = Same as Shifting Levels in Champions
    Fame = Reputation
    Far Short = Martial Arts Distance Shot
    Great Fortitude = +5 Con
    Headquarters = Perk: Base
    Heroic Surge = +1 Speed, Cost End
    Heroe's Luck = 1d6 of Luck per
    Improved Critical = Martial Art Basic Strike or Ranged Shot
    Improved Disarm = Martial Disarm
    Improved Grapple = +2 to Grab
    Improved Initiative = +5 Lightning Reflexes
    Improved Pin = Martial Grab
    Improved Trip = Martial Takedown
    Improved Two-Weapon Fighting = +2 Levels with Two-Weapon Fighting
    Indomitable Will = 3 points of Mental Defense per modifier
    Infamy = Reputation
    Inspire =
    Instant Stand = Breakfall
    Iron Will = +5 Ego
    Leadership = Tactics
    Lightning Reflexes = +2 Levels with Dex Rolls
    Minions = Followers
    Move-By Attack = Martial Passing Strike
    Multishot = Autofire Skill
    Photographic Memory = Eidetic Memory
    Point Blank Shot = +4 Ranged Skill Levels
    Power Attack = Martial Strike of Offensive Shot
    Precise Shot = Not applicable in Champions
    Quick Draw = Fast Draw
    Rapid Healing = +5 Recovery
    Rapid Shot = +2 Levels with Rapid Fire Maneuver
    Rapid Strike = +2 With Sweep Maneuver
    Rapid Takedown = +4 with Sweep Maneuver
    Ricochet Attack = +2 Levels with Bouncing
    Sidekick = Follower
    Skill Focus = +2 with Specific Skill
    Startle = +10 Pre, offensive only

    Super-Feats:

    Super-Powers:

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    Re: Conversion guidleines: M&M 1e to HERO

    Lops off teh_bunneh's head and steals his quickening

    Niceness is its own penalty. I knew I'd catch you in a moment of weakness, Bill.

    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

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    Re: Conversion guidleines: M&M 1e to HERO

    I've worked out some notes on converting HERO 5E to M&M 2E; Aaron Sullivan truly deserves the lion's share of the credit. Shouldn't be too difficult too flip it so it's an M&M 2E to HERO 5E converter.

    HERO System, Fifth Ed. to Mutants & Masterminds 2E
    (based on notes by Aaron Sullivan)

    1" = 2m = 6.5 feet
    1kg = 2.2 pounds

    Damage:
    Both systems map out on 4 DC or less, anything above that is halved and added to 4.

    CHAMPIONS DC --> M&M Rank or Modifier
    3 DC --> +3
    4 DC --> +4
    5 DC --> +5
    6 DC --> +7 (4 + 6/2)
    7 DC --> +8 (4 + 7/2)
    8 DC --> +8 (4 + 8/2)
    9 DC --> +8 (4 + 9/2)
    10 DC --> +9 (4 +10/2)
    12 DC --> +10 (4 + 12/2)
    15 DC --> +12
    16 DC --> +12
    18 DC --> +13
    20 DC --> +14
    30 DC --> +19
    etc

    • For Str, plus Absorption, Dispels, Energy Blast, Flash, HA, Mental Illusion, Mind Control, Mind Scan, Succor, Suppress, Telepathy, and Transform (Cosmetic) --> 1d6 = 1 DC
    • Aids, Drains, Ego Attack, Entangle (average dice & DEF), Healing, most NNDs, and Transform (Minor) --> 1d6 = 2 DC (i.e., add # of d6s to 4)
    • HKA, RKA, Transfer, Transform (Major) --> 1d6 = 3 DC
    Thus, Energy Blast 12 (12 DC) becomes Blast 10, Ego Attack 6 (12 DC) becomes Mental Blast 10, and RKA 4 (DC 12) becomes Blast 10.

    Convert STR based on damage and then add levels of Super-Strength to get your carrying capacity. CC works out pretty much the same in both systems. Given a 60 STR character, thats 12 DC. Looking above, thats +10 damage, or about 30 STR. Add 6 levels of Super STR to get your 60 STR carrying capacity.

    1kg = 2.2 pounds

    Lifting Weights
    Champions 5E STR --- M&M 2E Str (Maximum Load)
    STR 3 --- Str 4
    STR 5 --- Str 6
    STR 8 --- Str 9
    STR 10 --- Str 11
    STR 13 --- Str 14
    STR 15 --- Str 16
    STR 18 --- Str 19
    STR 20 --- Str 21
    STR 23 --- Str 24
    STR 25 --- Str 26 (Str 21 + Super-Strength 1)
    STR 28 --- Str 29
    STR 30 --- Str 31
    STR 35 --- Str 36
    STR 40 --- Str 41 (Str 26 + Super-Str 3)
    STR 45 --- Str 46
    STR 50 --- Str 51
    STR 55 --- Str 56
    STR 60 --- Str 61 (Str 31 + Super-Str 6)
    STR 65 --- Str 66
    STR 70 --- Str 71
    STR 75 --- Str 76
    STR 80 --- Str 80 (Str 35 + Super-Str 9)
    STR 85 --- Str 86
    STR 90 --- Str 91 (Str 36 + Super-Str 11)
    STR 95 --- Str 96
    STR 100 --- Str 101

    Multiply the other 5 (STR is already detailed) stat derivatives by 0.8 to get M&M equivalents.

    DEX = DEX
    CON = CON
    INT = INT*
    WIS = EGO
    CHR = PRE

    Example: a 20 DEX in HERO would be a Dex of 16 in M&M. 30 EGO becomes Wis 24.
    * Exception for INT. HERO INT converts straight to M&M Int.

    Every 5 points of COM above 10 = 1 rank in the Attractive feat.

    For every point of Speed beyond the expected for the converted DEX (DEX 18 = SPD 4, DEX 23 = SPD 5, etc.), add a rank of the Improved Initiative feat. So, a character with DEX 23 and SPD 6 would have at least one rank in the aforementioned feat.


    Halve HERO DEF (PD and ED) to get Toughness (30 PD/ED would be about a +15 TGH).


    CV (Combat Value) is based on DEX in HERO. DEX gets converted when translating characters. So I take 2/3 the base CV and add any levels that would raise it for either CV. I find it's easier just to stick with adding in 5-pt levels and up, relegating 1 and 2-pt levels as feats proper or as appropriate. 8-pt levels just add in as straight combat bonus. If he's bought a lot of maneuvers that increase his OCV, I fudge his Attack Bonus up about +1 per two such maneuvers. Same logic with DCV.

    Example:
    Bruiser is DEX 18. He has 1 level with all combat and 2 levels in HTH combat. He also has 2 levels with the Boxing MA package (and he has the MA package in question). Offensively, he has a base attack bonus of +5 ((6* 2/3) +1), and two ranks in Attack Focus (Melee) and a rank in Attack Specialization (Boxing)*. Defensively, he has a base defense bonus of +5 and 2 ranks in Dodge Focus. He also has all of the feats listed in the M&M core book as associated with the Boxing combat style.


    Subtract 8 from the HERO skill level to get the ranks in M&M equivalent skill (a 14- in HERO would be 6 ranks in M&M).

    Overall Skill Levels grant a bonus of +1 to all skill ranks, BAB, and BDB.

    For movement powers, divide the HERO X" by 3" to get the ranks of the movement power.
    Example: 30" Running in HERO is +24" from some sort of power. That works out to (24/3) Speed 8 (or maybe Super Speed 8, depending on the sfx).


    Most NNDs in HERO translate over as Stun (Neural Disruption), Fatigue (Sleep Gas), Corrosion/Disintegrate (Acid), or Blast/Strike vs FORT (Phase Attack, various diseases and poisons). Look at how the power is actually described and find the mechanic best suited for the SFX. Then look at the DCs and convert from there.

    Example:
    Gas Grenade, HERO - 6d6 EB, NND (vs Life Support-Breathing or Not having a metabolism), AE Explosion, 4 charges lasting 1 turn each; OAF.

    Gas Grenade, M&M - Device 8 [Easy to lose; Stun 10, Standard Range, AE Cloud]



    Keep in mind that M&M's power system is more flexible at its base (*ahem*cough*power stunts*cough*), and many extensive sets of power writeups in HERO can therefore be folded into relatively few base powers in M&M. Both systems are effect based, so working out equivalents shouldn't be too hard.


    Powers, HERO 5E to M&M 2E
    HERO Constant powers have a Sustained Duration in M&M. HERO Persistent powers have a Continuous Duration in M&M.
    Rule of Thumb, 5 HERO points = 2 M&M power points.
    • Aid = Boost
    • Armor = Protection
    • Clairsentience = ESP, and/or Super-Senses (Postcognition and/or Precognition)
    • Clinging = Super-Movement (Wall-Crawling)
    • Damage Reduction = Immunity 20-80 (some form[s] of damage; Limited: Half effect)
    • Damage Resistance = ???
    • Darkness = Obscure
    • Desolidification = Insubstantial
    • Dispel = Nullify
    • Drain = Drain
    • Drain END = Fatigue
    • Drain STUN = Stun
    • Energy Blast = Blast (nonlethal)
    • Enhanced Senses in HERO 5E equals Super-Senses in M&M 2E.
    • Discriminatory in H5E = Acute in M&M2E
    • Analyze in H5E = Analytical in M&M2E
    • Targeting in H5E = Accurate in M&M2E
    • Entangle = Snare
    • Find Weakness = Evaluate? Improved Critical? Sneak Attack?
    • Flash = Dazzle
    • Flash Defense = Sensory Shield
    • Force Field = Force Field
    • Force Wall = Create Object
    • Images = Illusion
    • Killing Attack, Hand-to-Hand = Strike (lethal)
    • Killing Attack, Ranged = Blast (lethal)
    • Knockback Resistant = Immovability (1 rank per 3 points, or 2 ranks per 5 points)
    • Lack of Weakness = Immunity 2 (critical hits)
    • Life Support in HERO 5E = Assorted Immunities in M&M 2E
    • Life Support (Diminished Eating 1) = Immunity 1 (starvation & thirst; Limited to half normal effect)
    • Life Support (Diminished Eating 3) = Immunity 1 (starvation & thirst)
    • Life Support (Diminished Sleep 1) = Immunity 1 (sleep; Limited to half normal effect)
    • Life Support (Diminished Sleep 3) = Immunity 1 (sleep)
    • Life Support (Longevity 2) = Immunity 1 (aging; Limited to half normal effect)
    • Life Support (Longevity 5) = Immunity 1 (aging)
    • Life Support (Total [45 points]) = Immunity 11 (life support [cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst)
    • Life Support (Total [50 points]) = Immunity 12 (aging, life support [cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst)
    • Mental Defense = Mind Shield or Enhanced Save/Will (1 rank per 3 points, or 2 ranks per 5 points)
    • Mental Illusions = Illusion (all 5 senses; Flaw: Phantasms)
    • Mind Scan = Telelocation (Ultimate Power, pg. 196)
    • Missile Deflection & Reflection = Deflect, rank equal to attack bonus.
    • Power Defense = Enhanced Save/Fortitude (1 rank per 3 points, or 2 ranks per 5 points)
    • RKA = Blast (lethal)
    • Shapeshift = Morph 6
    • Suppress = Drain or Neutralize


    Advantages
    • Affects Desolidified = Affects Insubstantial 2 power feats
    • Armor Piercing = Penetrating?
    • Attack Vs. Limited Defense (AVLD ) = Alternate Save?
    • Based on Ego Combat Value (BOECV) = Alternate Save/Will + increase Range to Perception
    • Damage Shield = Aura
    • Hardened = Impervious?
    • Indirect = Indirect power feats
    • Invisible Power Effects = Subtle power feats
    • Megascale = Progression power feat for area or range.
    • No Normal Defense (NND) = Alternate Save, or a different power; doubles effective DC when converting DC to rank.
    • Penetrating = No Save?
    • Personal Immunity = Immunity 1 (own powers)

    Limitations
    • Always On = Permanent
    • Concentration = Distracting
    • Extra Time = Action flaw (and possibly Action Drawback)
    • Focus = power is a Device. Inaccessible = Hard to Lose; Accessible = Easy to Lose.
    • Gestures = a Drawback.
    • Incantations = a Drawback.
    • Limited Range = Reduced Range drawback.
    • Requires a Skill Roll = Check Required
    • Requires Multiple Users = Crew Required (2 for -1 Flaw, 3-4 for -2 Flaw, 5-8 for -3 Flaw, 9-16 for -4 Flaw, etc.?)
    • Restrainable = Power Loss (when restrained) drawback
    • Visible = Noticeable drawback


    Frameworks
    Elemental Controls are a Container of powers.

    Multipower is an Array. If "m" is next to slot, the Alternate Power is Dynamic.
    Keeping in mind the 5:2::HERO:M&M point conversion, each rank in an M&M Array (costing 2 power points) gives 5 points in a Multipower. Example: Adrian Eldrich's Magic 16 converts to an 80-point Multipower (which seems about right for Earth's Master Mage).

    Variable Power Pool = Some similar poor (Shapeshift, Variable Power, etc.)
    Divide base points in pool by 5 to get the effective DC. Convert DC to rank, per above. Multiply effective rank by 2, then divide by 5 to get ranks in Variable Power.
    Ex.: VPP 20 base = DC 4 = +4r = 8pp = Variable Power 2.
    Ex.: VPP 30 base = DC 6 = +7r = 14pp = Variable Power 3.
    Ex.: VPP 40 base = DC 8 = +8r = 16pp = Variable Power 4.
    Ex.: VPP 60 base = DC 12 = +10r = 20pp = Variable Power 4.
    Ex.: VPP 80 base = DC 16 = +12r = 24pp = Variable Power 5.
    Ex.: VPP 90 base = DC 18 = +13r = 26pp = Variable Power 6.
    Ex.: VPP 100 base = DC 20 = +14r = 28pp = Variable Power 6.
    Ex.: VPP 150 base = DC 30 = +19r = 38pp = Variable Power 8.


    Skills - Perquisites – Talents
    Subtract 8 from the HERO skill level to get the ranks in M&M equivalent skill (a 14- in HERO would be 6 ranks in M&M).
    Subtract 8 from HERO PER roll to get ranks in M&M Notice skill.
    Overall Skill Levels grant a bonus of +1 to all skill ranks, Attack, and Defense.
    • Acrobatics = Acrobatics
    • Acting = Perform (Acting)
    • Analyze = Assessment feat
    • Animal Handling = Handle Animal
    • Breakfall = Acrobatics
    • Bureaucratics = Knowledge (civics)
    • Climbing = Climb
    • Combat Driving = Drive
    • Combat Piloting = Pilot
    • Computer Programming = Computers
    • Concealment = Sleight of Hand
    • Contortionist = Escape Artist
    • Conversation = Diplomacy, Gather Information
    • Criminology = Investigate and Search
    • Deduction = Investigate
    • Demolitions = Craft (Chemical, Mechanical, Structural)
    • Disguise = Disguise
    • Electronics = Craft (Electronics)
    • High Society = Diplomacy
    • Interrogation = Intimidation
    • Inventor = Inventor feat, plus ranks in Knowledge (Technology)
    • Lockpicking = Disable Device
    • Mechanics = Craft (Mechanics)
    • Oratory = Perform (Oratory)
    • Paramedics = Medicine
    • Persuasion = Bluff
    • Seduction = Bluff or Diplomacy
    • Shadowing = Stealth
    • Sleight of Hand = Sleight of Hand
    • Stealth = Stealth
    • Streetwise = Knowledge (Streetwise)
    • Tactics = ranks in Knowledge (Tactics), and the Master Plan feat, and Benefit 3 feats (can use Knowledge [tactics] in place of Stealth to set up a surprise attack; Can use Knowledge [tactics] in place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; can use Knowledge [tactics] in place of an Intelligence check for the Master Plan feat)
    • Teamwork = Teamwork feat; rank 1 if 8-11, rank 2 if 12-15, rank 3 if 16+
    • Tracking = Track feat & ranks in Survival skill
    • Weaponsmith = Craft (mechanical)
    • -----------------------
    • Follower = Sidekick feat
    • Fringe Benefit = Benefit feat
    • Money = Benefit (Wealth), 2 ranks per 5 points spent on Perq
    • Vehicles and Bases = Equipment
    • -----------------------
    • Absolute Range Sense = Super-Senses (Distance Sense)
    • Absolute Time Sense = Super-Senses (Time Sense)
    • Bump of Direction = Super-Senses (Direction Sense)
    • Combat Sense = Blind-Fight feat
    • Danger Sense = Super-Senses (Danger Sense)
    • Eidetic Memory = Eidetic Memory feat
    • Lightning Calculator = Quickness (One Task Only [Mathematical Calculations]).
    • Lightning Reflexes = Improved Initiative feat
    • Perfect Pitch = Super-Senses (Detect Exact Pitch)
    • Simulate Death = Trance feat
    • Speed Reading = Quickness (One Task Only [Reading]).
    • Universal Translator = Comprehend power

    To do: work out how best to convert resistant vs. non-resistant defenses from HERO, and Penetrating damage & Impervious Toughness from M&M.
    Last edited by Dr Archeville; Dec 8th, '08 at 11:37 AM.
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    Re: Conversion guidleines: M&M 1e to HERO

    what about Transform and Instant Change ?
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    Re: Conversion guidleines: M&M 1e to HERO

    Now to convert from 3e/DCA to Hero (5 or 6)....
    6th Edition is for entertainment purposes only.

    "Those who cannot remember the past are condemned to make crummy re-imaginings. "

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    Re: Conversion guidleines: M&M 1e to HERO

    3E to 6E, that's where I'm at.

    I guess the instant change from Hero become a highly limited form of M&Ms shape shift
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    Re: Conversion guidleines: M&M 1e to HERO

    Quote Originally Posted by Egyptoid View Post
    3E to 6E, that's where I'm at.

    I guess the instant change from Hero become a highly limited form of M&Ms shape shift
    Not... Exactly. Shapeshift is a variable power pool. What Instant change is more like is the feat Quick Change, or the power Morph (1 rank for 3e, or 1pp/rank 1e or 2e), potentially with a limited flaw. The improved results group advantage would be akin to more ranks (or more pp/rank in 1e or 2e) in the M&M power.
    Last edited by Ozymandias; Jan 28th, '12 at 02:37 PM.

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