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.
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