Luck comes up a lot, but I have a major house/bennie rule tied to it. Even the more classic Luck Roll is a thing, when it comes to "is there/isn't there?" moments that come up.
"I punch the accelerator and floor it through the red light, so I don't lose the escaping bad guy!" "Roll a luck roll... good luck, you make it through no problems, neutral you'll need a driving check to avoid cross traffic and get through. Bad luck, you get t-boned!"
that kind of thing. Used when a judgment call from the GM really is more of a random chance... and only when that random is dramatically important.
Ozark (Netflix). I am a big Jason Bateman fan and knew a bit about the plot before watching it. I really enjoyed it and season 2 comes out later this month.
Basic synopsis- Guy who launders money for a drug cartel has to move his whole family to the Ozarks and try to pay off his debts to the cartel by laundering money there. Of course the local criminals don't like him moving into their territory.
Maybe take Intangibility, take the cannot pass through solid objects Lim. Squeeze in & around objects? Maybe it could simulate loose stuffing when hit?
I am the person that link is referring to, so here are some of what I found useful.
Str Each point is 5 str in Hero So 5 str is 25 in hero.
Dex Look at dex, agil and fight and average them out, then look at parry dodge and att. Usually they will come out at Hero normal, but be careful because M&M is like Hero 6th in that Offence and Defense are divorced from the base stats. So basically eyeball. A good rule of thumb is if Att, Parry and Dodge are about 7-8, then make that the OCV/DCV and make the dex accordingly.
Con Same as Str but at a 1:10 ratio.
Body, eyeball.
Int, Ego Pre Com map like Str at a 1:5 ratio
Advantages and Powers. GO HERE:
http://www.d20herosrd.com/
Most of the powers are easy to figure out and most map to a 1:5 ratio like Str.
So 10 Dam, Range is a 10d6 EB
5 Dam, Str based is a 5d6 HTH attack
Afflictions are either flashes, entagles or mental attacks.
Defences are Toughness times two to PD and ED
so 13 toughness becomes 26 PD 26 ED
M&M does not differentate between regular and Killing, so be careful you don't make some too lethal if you make their attack killing. For that reason base PD and ED at 8 and resistant.
Movement again eyeball, but generally if they are REALLY FAST, give them a lot of NCM
Advantages mostly become talent or you can ignore them as they influence the action economy. Three big ones are Ritualist, Arcanist and Gadgeteer. I'd make them all 40 pt VPP with a lot of disads like RSR and can only change between adventures.
Skills again map to Hero, just look at the document to figure which skill goes where. If in doubt, make it a KS.