D&D Characters Translated to M&M

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CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

D&D Characters Translated to M&M

Post by CaptainKaulu »

After a 4-month break from M&M, I was in the mood this morning to build some characters. For the moment, I'm working on translating some favorite D&D characters to M&M, starting with a Five-Man Band themed party.

Bio
Folkin'Attor is the dragonborn leader of the party.

Folkin'Attor
Power Level 10 (150 PP)
Image

Abilities [50 PP]
· Strength 6 (+6) · Stamina 4 (+4) · Agility 1 (+1) · Dexterity 0 (+0) ·
· Fighting 5 (+5) · Intellect 1 (+1) · Awareness 1 (+1) · Presence 7 (+7) ·
Load Limit 3200 lb.

Powers [49 PP]
Bronze Dragonborn · alien power · [8 PP]
  • Immunity 10 (electricity effects)
    Flaw: Limited to Half Effect
  • Senses 3 (Accurate hearing, Acute smell)
Inspiring Musician · training power · [10 PP]
  • Luck Control 1 (Spend on Other)
    Extra: Luck 5
  • Enhanced Expertise: Music Performance 6
    Flaw: Limited to horn instruments
Plate of Legends (Removable) · magic power · [7 / 9 PP]

Protection 10
Flaw: Noticeable
Powers Array · alien/magic powers · [10 PP + 7 PP for Alternate Effects]
  • ALT · Lightning Breath: Damage 9
    Extras: Area (Line 1); Affects Insubstantial 1
    Flaw: Unreliable (5 Uses)
  • ALT · Dragon Fear-Roar: Affliction 10 (Will; Impaired / Stunned)
    Extras: Area (Burst 1); Selective
    Flaws: Limited Degree; Unreliable (5 Uses)
  • ALT · Lay on Hands: Healing 5
  • ALT · Mass Healing Word: Healing 1
    Extras: Area (Burst 2); Selective; Action 2 (free action); Increased Range 1 (ranged); Stabilize · (60-ft radius Burst within 25/50/100 ft)
  • ALT · Restoration: Healing 4
    Extras: Energizing; Restorative; Persistent
    Flaws: Limited to Energizing or Restorative; Unreliable (5 Uses)
  • ALT · Revivify: Healing 20
    Extra: Resurrection
    Flaws: Limited to resurrection; Tiring; Source (diamonds)
  • ALT · Blessing of Freedom:
    • Free Spirit: Immunity 5 (Entrapment)
      Extras: Sustained; Subtle 1 · (requires an exotic sense to notice)
      Flaw: Activation 2 · (standard action)
    • Blessing Bestowed: Immunity 5 (Entrapment)
      Extras: Affects Only Others; Sustained; Increased Duration (continuous)
      Flaw: Unreliable (5 Uses)
  • ALT · Utilities:
    • Daylight: Environment 1 (Bright Light) · (30-ft radius)
    • Detect Toxins: Senses 2 (Detect 1 [olfactory]: poison, Detect 1 [olfactory]: disease)
      Extra: Sustained
      Flaw: Concentration
    • Message: Communication 1 (auditory) · (100-ft range)
      Extra: Subtle 1
      Flaw: Activation 1 · (move action to activate)
    • Longstrider: Speed 1 · (4 mph, 60 ft/round on self)
      Extras: Affects Others; Increased Duration (continuous)
Divine Smite · divine power · [5 PP]

Enhanced Advantage 4 [Improved Critical 4]
Extra: Variable Descriptor 1 (any melee weapon attack)
Divine Intuition · divine power · [2 PP]

Senses 2 (Celestial Awareness: olfactory, Fiendish Awareness: olfactory)
Advantages [6 PP]
· Benefit 1 (Wealth 1: well-off) · Equipment 1 · Improved Critical (any melee weapon attack) 4 · Languages 2 · Luck (Improve Roll) 5 · Ritualist · Second Chance (losing at three-dragon ante) ·
Equipment · [5 ep]
  • Metallic Battleaxe: Damage 3 (Strength-based) · 3 ep
  • Survival Kit · 1 ep
  • Musical Horn · 1 ep
Languages

· native: Draconic · Common · Elvish ·
Skills [24 PP]
· Acrobatics 1 (+2) · Athletics 9 (+15) · Close Combat: Axes 6 (+11) · Expertise: History 4 (+5) · Expertise [PRE]: Leadership 3 (+10) · Expertise: Magic 4 (+5) · Expertise [PRE]: Music Performance 1 (+8, or +14 horns) · Expertise [AWE]: Wilderness Survival 4 (+5) · Perception 11 (+12) · Persuasion 5 (+12) ·

Defenses [21 PP]
· Dodge 5 (+6) · Parry 1 (+6) ·
· Fortitude 4 (+8) · Toughness (+14) · Will 11 (+12) ·

Without Plate of Legends:
· Toughness (+4) ·


Offense · Initiative +1
  • Unarmed: +5 · Close Damage DC 21 (Strength-based), bludgeoning, crit 16-20.
  • Metallic Battleaxe: +11 · Close Damage DC 24, slashing, crit 16-20.
  • Grab: +5 · Close · DC 16.
  • Lightning Breath: Dodge DC 19 · Close Area (30-ft Line) Damage DC 24, electricity.
    Unreliable (5 Uses).
  • Dragon Fear-Roar: Dodge DC 20 · Close Area (30-ft Burst) Affliction DC 24 (resisted & overcome by Will; Impaired / Stunned), sonic/fear.
    Selective. Unreliable (5 Uses).
Complications
  • Prejudice. Some folks don't like draconic folks.
  • Motivation - Doing Good. Folkin'Attor’s reasons for doing hero work are pretty simple.
  • Distractible. Folkin'Attor loves cute little critters and easily lets down his guard around them.
ABILITIES [50] + SKILLS [24] + ADVANTAGES [6] + POWERS [49] + DEFENSES [21]
= 150 PP TOTAL
Last edited by CaptainKaulu on Fri Jun 04, 2021 2:26 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Bio
Hysteria, a tiefling touched by the psionic powers of the Far Realm, is the "lancer" of the party.

Hysteria
Power Level 10 (150 PP)
Image

Abilities [42 PP]
· Strength 0 (+0) · Stamina 6 (+6) · Agility 2 (+2) · Dexterity 2 (+2) ·
· Fighting 3 (+3) · Intellect 0 (+0) · Awareness 2 (+2) · Presence 6 (+6) ·
Load Limit 50 lb.

Powers [60 PP]
Tiefling · alien power · [10 PP]
  • Immunity 16 (cold effects, heat damage, poison)
    Flaw: Limited to Half Effect
  • Senses 2 (Darkvision)
Mage Armor · magic power · [4 PP]

Protection 2
Extra: Increased Duration (continuous)
Flaw: Sustained
Telekinetic Barrier · psychic power · [4 PP]

Protection 4
Flaw: Sustained
Disguise Self · alien power · [10 PP]

Morph 3 (humanoids)
Flaws: Unreliable (5 Uses); Activation 2 · (standard action to activate)
Powers Array · psychic powers · [25 PP + 7 PP for Alternate Effects]
  • ALT · Tasha's Mind Whip: Damage 8
    Extras: Increased Range 2 (perception); Alternate Resistance (Will); Subtle 1 · (requires an exotic sense to notice)
    Flaw: Unreliable (5 Uses)
  • ALT · Suggestion: Affliction 10 (Will; Dazed / Compelled / Controlled)
    Extras: Increased Range 2 (perception); Cumulative; Insidious
    Flaws: Limited to one general command; Distracting
  • ALT · Shadow Blade: Damage 10
    Extras: Increased Range 1 (ranged); Variable Descriptor 1 (mental or sonic); Indirect 3 (fixed point in any direction); Feature 1 (fixed point for Indirect moves with Echo); Dangerous 1
    Flaws: Diminished Range 1; Activation 1 · (move action to activate)
    Linked: Enhanced Advantage 1 [Favored Environment (darkness)]
  • ALT · Slow: Affliction 9 (Will; Dazed & Hindered & Vulnerable)
    Extras: Increased Range 1 (ranged); Area (Burst 1); Selective; Extra Condition 2
    Flaws: Limited Degree 2; Diminished Range 2; Unreliable (5 Uses)
  • ALT · Echo Knight:
    • Manifest Echo: Summon 1
      Extras: Controlled; Increased Duration (continuous); Increased Range 1 (ranged); Reaction 3
      Flaw: Increased Action 2 · (move action)
    • Echo's Wrath: Damage 3
      Extras: Increased Range 1 (ranged); Reaction 3 (to creatures moving away from Echo); Indirect 3 (fixed point on Echo in any direction)
      Flaw: Limited to targets within Close range of Echo
    • Castling: Teleport 4 · (500 ft, move action)
      Extras: Accurate; Feature 1 (swap directions and velocities with Echo); Increased Mass 1 · (bring 100 lb.)
      Flaws: Medium (Echo); Limited 2 to switching places with Echo
  • ALT · Dispel: Nullify 10 (magic)
    Extras: Broad; Simultaneous; Accurate 4; Penetrating 1
    Flaw: Distracting
  • ALT · Evard's Tentacled Visage: Summon 8
    Extras: Heroic; Increased Duration (continuous); Mental Link
    Flaws: Side Effect (if sustained duration is lost, Visage becomes hostile); Unreliable (5 Uses)
  • ALT · Cantrips:
    • Charm Person: Affliction 10 (Will; Dazed / Compelled / Controlled)
      Extras: Area (Burst 1); Selective; Progressive
      Flaws: Limited to humanoid subjects; Limited: subjects merely act friendly towards Hysteria; Limited to two targets; Unreliable (5 Uses)
    • Invisibility: Concealment 4 (all visual senses)
      Flaws: Passive; Activation 2 · (standard action to activate)
    • Conjure Trinket: Create 1 (magical force) · (2 cft)
      Flaw: Reduced Range (close)
    • Prestidigitation: Illusion 1 (visual & auditory senses) · (2 cft)
      Extra: Feature 1 (situational bonus to interaction checks)
    • Prestidigitation 2: Feature 1 (minor magic tricks that don't fit anywhere else)
Advantages [8 PP]
· Attractive 1 · Benefit 1 (Wealth 1: well-off) · Equipment 1 · Improved Initiative 1 · Languages 2 · Redirect · Throwing Mastery 1 ·
Equipment · [5 ep]
  • Daggers: · 3 ep + 1 ep for Alternate Effect
    • ALT · Damage 1 (Strength-based)
      Extras: Increased Range 1 (ranged); Concealable
    • ALT · Damage 1 (Strength-based)
      Extras: Dangerous 1; Concealable
  • Disguise Kit · 1 ep
Languages

· native: Infernal · Common · Deep Speech ·
Skills [18 PP]
· Acrobatics 1 (+3) · Athletics 2 (+2) · Close Combat: Knives 7 (+10) · Deception 4 (+10) · Expertise: Magic 4 (+4) · Expertise: Theology 4 (+4) · Ranged Combat: Throwing 8 (+10) · Stealth 2 (+4) ·

Defenses [22 PP]
· Dodge 6 (+8) · Parry 4 (+7) ·
· Fortitude 4 (+10) · Toughness (+12) · Will 8 (+10) ·

Without Shield Spell:
· Toughness (+8) ·


Offense · Initiative +6
  • Unarmed: +3 · Close Damage DC 15 (Strength-based), bludgeoning.
  • Dagger (melee): +10 · Close Damage DC 16, piercing, crit 19-20.
  • Dagger (thrown): +10 · Ranged (25/50/100 ft) Damage DC 17, piercing.
  • Shadow Blade: +10 · Ranged (100/250/500 ft) Damage DC 25, mental/sonic, crit 19-20.
    Can originate from direction of Echo. Move Action activation...
  • Tasha's Mind Whip: Perception-Ranged Damage DC 23, resisted by Will, psychic.
    Unreliable (5 Uses). Subtle 1 (requires exotic sense to detect).
  • Slow: Dodge DC 19 · Ranged (45/90/225 ft) Area (30-ft Burst) Affliction DC 19 (resisted and overcome by Will; Dazed & Hindered & Vulnerable), temporal.
    Selective. Unreliable (5 Uses)..
  • Suggestion: Perception-Ranged Affliction DC 20 (resisted and overcome by Will; Dazed / Compelled / Controlled), psychic.
    Cumulative. Limited to one general command. Insidious. Distracting.
  • Echo's Wrath: +10 · Ranged (75/150/300 ft) Damage DC 18, mental.
    Limited to within Close range of Echo. Originates from Echo's space. Reaction to creatures moving away from Echo.
  • Dispel: +10 · Ranged (250/500/1000 ft) Nullify Magic +10, psychic.
    Simultaneous. Penetrating +1. Distracting.
  • Charm Person: Dodge DC 20 · Close Area (30-ft Burst) Affliction DC 20 (resisted and overcome by Will; Dazed / Compelled / Controlled), psychic.
    Selective. Limited to 2 targets. Progressive. Limited to humanoids. Unreliable (5 Uses). Subject merely acts friendly towards Hysteria.
  • Grab: +3 · Close · DC 10.
Complications
  • Prejudice. Some folks don't like fiendish-heritage folks, or psychics.
  • Motivation - Justice. Hysteria can go along with her party for various quests, but her passion comes out when opposing Far Realm influences that she sees as unjust incursions on the Material Plane.
ABILITIES [42] + SKILLS [18] + ADVANTAGES [8] + POWERS [60] + DEFENSES [22]
= 150 PP TOTAL
Last edited by CaptainKaulu on Wed Dec 23, 2020 2:42 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Hysteria's Echo
Power Level 1 (15 PP)

Abilities [-14 PP]
· Strength -2 (-2) · Stamina 1 (+1) · Agility 1 (+1) · Dexterity 0 (+0) ·
· Fighting 0 (+0) · Intellect -4 (-4) · Awareness 0 (+0) · Presence -3 (-3) ·
Load Limit 12 lb.

Powers [22 PP]
Shadowy · psychic power · [13 PP]
  • Insubstantial 1
    Extra: Innate
    Flaw: Permanent
  • Leaping 1 · (15 ft at 4 mph)
  • Shadow Strike: Damage 1
    Extra: Increased Range 2 (perception)
    Flaw: Limited to Close range
    Linked: Weaken Stamina 1 (Will)
    Extra: Increased Range 2 (perception)
    Flaw: Limited to Close range
    Linked: Affliction 1 (Fortitude; Vulnerable / Defenseless)
    Extras: Increased Range 2 (perception); Cumulative
    Flaws: Limited Degree; Limited to Close range
Castling · psychic power · [9 PP]

Teleport 4 · (500 ft carrying 50 lb.)
Extras: Accurate; Feature 1 (swap directions & velocities); Reaction 3 (when Hysteria uses Castling)
Flaws: Increased Action 1 (standard action); Medium (Hysteria); Limited 2 to switching places with Hysteria
Advantages [2 PP]
· Evasion 2 ·

Skills [3 PP]
· Perception 6 (+6) ·

Defenses [2 PP]
· Dodge 0 (+1) · Parry 1 (+1) ·
· Fortitude 0 (+1) · Toughness (+1) · Will 1 (+1) ·

Offense · Initiative +6
  • Shadow Strike: Close-Perception Damage DC 16, bludgeoning; Linked to Close-Perception Weaken Stamina DC 11, resisted by Will, necrotic; Linked to Close-Perception Affliction DC 11 (resisted and overcome by Fortitude; Vulnerable / Defenseless), cold.
    Cumulative (Affliction component).
  • Grab: +0 · Close · DC 8.
ABILITIES [-14] + SKILLS [3] + ADVANTAGES [2] + POWERS [22] + DEFENSES [2]
= 15 PP TOTAL
Last edited by CaptainKaulu on Sun Jan 03, 2021 12:23 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Evard's Tentacled Visage
Power Level 8 (120 PP)

Abilities [46 PP]
· Strength 4 (+8) · Stamina 5 (+9) · Agility 2 (+2) · Dexterity 0 (+0) ·
· Fighting 8 (+8) · Intellect 2 (+2) · Awareness 4 (+4) · Presence -2 (-2) ·
Load Limit 6 tons

Powers [52 PP]
Large · aberrant power · [9 PP]

Growth 4 · (size rank +1; mass rank +4; Strength +4; Stamina +4; Close reach +5 ft; Intimidation +2; -2 Dodge; -2 Parry; -4 Stealth)
Extras: Innate; Permanent
Tentacles · aberrant power · [17 PP]
  • Extra Limbs 5 · (Improved Grab benefits)
  • Enhanced Advantage 1 [Benefit 1 (Ambidexterity)]
  • Stretch & Swarm: Multiattack 8 and Reach 2 on attacks
    Extra: Variable Descriptor 1 (any Close attack)
Carapace · aberrant power · [1 PP]

Protection 1
Strength-Damage Array · aberrant power · [1 PP for Alternate Effect]
  • ALT · Damage 8
  • ALT · Greater Chokehold: Affliction 4 (Fortitude; Dazed / Stunned / Incapacitated)
    Extra: Progressive
    Flaw: Grab-Based
Air of Madness · aberrant power · [24 PP]
  • Alien Mind: Immunity 30 (Will effects)
    Flaw: Limited to Half Effect
  • Aura of Lunacy: Affliction 3 (Will; Dazed & Vulnerable / Stunned & Defenseless)
    Extras: Extra Condition; Area (Perception: sight); Selective; Reaction 3
    Flaws: Limited Degree; Increased Action 1; Intimidation Check Required 6 · (free action 1/round; Intimidation DC 16 (1 rank of Affliction per Intimidation result in excess of 15))
Advantages [3 PP]
· Benefit 1 (Ambidexterity) · Fast Grab · Improved Grab · Improved Hold · Startle ·
Languages

· native: Deep Speech ·
Skills [10 PP]
· Expertise: Far Realm 4 (+6) · Intimidation 12 (+12) · Perception 4 (+8) · Stealth 0 (-2) ·

Defenses [9 PP]
· Dodge 6 (+6) · Parry 0 (+6) ·
· Fortitude 0 (+9) · Toughness (+10) · Will 3 (+7) ·

Offense · Initiative +2
  • Unarmed: +8 · Close (+15-ft) Damage DC 23 (Strength-based), bludgeoning.
    Allows Grab attempt as a free action.
  • Grab: +8 · Close · DC 18 (with a -5 penalty to escape).
  • Aura of Lunacy: Dodge DC 13 · Close Area (Perception: sight) Affliction DC 13 (resisted and overcome by Will; Dazed & Vulnerable / Defenseless & Stunned), mental.
    Selective. Free Action 1/round. Intimidation DC 16 (1 rank of Affliction per Intimidation result in excess of 15).
  • Greater Chokehold: +8 · Close Affliction DC 14 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation.
    Progressive. Requires and reacts to successful Grab.
Complications
  • Nuts. Creatures of the Far Realm are certifiably crazy.
ABILITIES [46] + SKILLS [10] + ADVANTAGES [3] + POWERS [52] + DEFENSES [9]
= 120 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Bio
Raised by her orcish parent in the wilderness near a goliath tribe, Gruk the half-orc is the big guy of the party, a fighter and cleric of a fire-god.

Gruk Pelkkr
Power Level 10 (150 PP)
Image

Abilities [50 PP]
· Strength 8 (+8) · Stamina 5 (+5) · Agility 1 (+1) · Dexterity 0 (+0) ·
· Fighting 5 (+5) · Intellect 0 (+0) · Awareness 5 (+5) · Presence 1 (+1) ·
Load Limit 6 tons

Powers [49 PP]
Half-Orc · alien power · [10 PP]
  • Menacing: Enhanced Intimidation 4
  • Darkvision: Senses 2 (Darkvision)
  • Orcish Fury: Luck Control 1 (Force a Re-Roll)
    Extra: Luck 4
    Flaw: Quirk 2 (Luck points Limited to use of forcing Gruk's weapon attack targets to re-roll Toughness)
Forgeblessed Plate (Removable) · magic power · [6 / 8 PP]

Protection 9
Flaw: Noticeable
Forgeblessed Maul (Easily Removable) · magic power · [4 / 8 PP]

Damage 2 (Strength-based)
Extra: Variable Descriptor 1 (bludgeoning/fire)
Linked: Move Object 8
Flaws: Reduced Range (close); Limited Direction (fling away)
Extra to whole Linked power: Accurate 1
Spells Array · divine magic powers · [24 PP + 4 PP for Alternate Effects]
  • ALT · Sacred Flame: Damage 6
    Extras: Increased Range 2 (perception); Alternate Resistance 1 (Dodge)
  • ALT · Spiritual Hammer: Damage 5
    Extras: Increased Range 1 (ranged); Reaction 3; Accurate 1; Indirect 4
    Flaws: Increased Action 1 (free action); Activation 1 · (move action to activate)
  • ALT · Cure Wounds: Healing 8
    Extra: Resurrection
  • ALT · Wall of Fire: Damage 8
    Extras: Area (Line 2); Increased Range 1 (ranged); Secondary Effect
    Flaws: Tiring; Unreliable (5 Uses)
  • ALT · Orisons:
    • Light: Environment 1 (Light) · (30-ft radius)
    • Thaumaturgy: Feature 1 (circumstance bonus to interaction checks)
    • Detect Magic: Senses 2 (Detect 2 Magic: visual)
      Extra: Sustained
      Flaw: Concentration
    • Mending: Healing 6
      Extra: Affects Only Objects
    • Frenzied Smithing: Quickness 6
      Flaw: Limited to One Task (metalsmithing)
    • Death Ward Self: Immunity 10 (necrotic effects)
      Extra: Sustained
      Flaws: Limited to Half Effect; Activation 2 · (standard action to activate)
    • Death Ward Others: Immunity 10 (necrotic effects)
      Extras: Sustained; Affects Only Others
      Flaws: Limited to Half Effect; Unreliable (5 Uses)
Percussion Skill · training power · [1 PP]

Enhanced Expertise: Music Performance 3
Flaw: Limited to percussive instruments
Advantages [17 PP]
· Animal Empathy · Benefit 1 (Wealth 1: well-off) · Equipment 4 · Improved Critical (mauls) 2 · Languages 2 · Limited Luck (Improve Roll) 4 · Power Attack · Ranged Attack 5 · Second Chance (getting lost) ·
Equipment · [20 ep]
  • Greatbow: Damage 3 (Strength-based) · 16 ep + 1 ep for Alternate Equipment
    Extras: Increased Range 1 (ranged) [8 extra ranks]; Extended Range 1; Dangerous 1
    • ALT · Dagger: Damage 1
      Extras: Dangerous 1; Concealable
  • Drum · 1 ep
  • Metalsmithing Kit · 1 ep
  • Survival Kit · 1 ep
Languages

· native: Orcish · Common · Giant ·
Skills [19 PP]
· Athletics 2 (+10) · Close Combat: Hammers 3 (+8) · Expertise: Metalsmithing 12 (+12) · Expertise [PRE]: Music Performance 4 (+5, or +8 percussion) · Expertise [AWE]: Wilderness Survival 2 (+7) · Intimidation 6 (+11) · Ranged Combat: Spells 8 (+13) · Ranged Combat: Misc. 0 (+5) · Technology 1 (+1) ·

Defenses [15 PP]
· Dodge 4 (+5) · Parry 1 (+6) ·
· Fortitude 6 (+11) · Toughness (+14) · Will 4 (+9) ·

Without Forgeblessed Plate:
· Toughness (+5) ·


Offense · Initiative +1
  • Unarmed: +5 · Close Damage DC 23 (Strength-based), bludgeoning.
  • Forgeblessed Maul: +10 · Close Damage DC 25 (Strength-based), bludgeoning/fire, crit 18-20; Linked to Close Move Object DC 18 (fling away), bludgeoning.
  • Greatbow: +5 · Ranged (150/300/600 ft) Damage DC 26 (Strength-based), piercing, crit 19-20.
  • Grab: +5 · Close · DC 18.
  • Sacred Flame: Perception-Ranged Damage DC 21, resisted by Dodge, radiant.
  • Spiritual Weapon: +15 · Ranged (125/250/500 ft) Damage DC 20, force.
    Free Action 1/round.
  • Wall of Fire: Dodge DC 18 · Ranged (200/400/800 ft) Area (60-ft Line) Damage DC 23, fire.
    Secondary Effect. Tiring. Unreliable (5 Uses).
Complications
  • Prejudice. Some folks don't like orcish folks.
  • Motivation - Thrills. Gruk likes smashing things.
  • Religion. Gruk is devout in her faith in the fire/forge goddess Phaentu.
ABILITIES [50] + SKILLS [19] + ADVANTAGES [17] + POWERS [49] + DEFENSES [15]
= 150 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Bio
Jibbi is a gnoblik, a fey-descended race that is distantly related to both gnomes and goblins. She uses both arcane and natural magic, and is the party "smart gal."

Jibbi Ulrik
Power Level 10 (150 PP)
Image

Abilities [36 PP]
· Strength 0 (-1) · Stamina 4 (+4) · Agility 4 (+4) · Dexterity 1 (+1) ·
· Fighting 1 (+1) · Intellect 6 (+6) · Awareness 3 (+3) · Presence -1 (-1) ·
Load Limit 25 lb.

Powers [77 PP]
Gnoblik · alien power · [13 PP]
  • Small Size: Shrinking 4 · (size rank -1; Strength -1; Intimidation -2; Stealth +4; Dodge +2; Parry +2)
    Extras: Innate, Increased Duration (continuous)
    Flaw: Permanent
  • Fey Sight: Senses 2 (Infravision, Ultravision)
  • Misty Step: Teleport 1 · (60 ft in a move action, carrying 50 lb.)
    Extra: Change Velocity
    Flaw: Unreliable (5 Uses)
Mage Armor · magic power · [4 PP]

Protection 2
Extra: Increased Duration (continuous)
Flaw: Sustained
Shield Spell · magic power · [4 PP]

Protection 4
Flaw: Sustained
Totem Spirits · primal power · [20 PP + 2 PP for Alternate Effects]
  • Shared Luck: Enhanced Advantage 3 [Luck (Improve Roll) 3]
    Extras: Affects Others; Increased Range 1 (ranged); Action 2 (free action 1/round to grant to another); Feature 1 (Limitation varies: Strength, Athletics, and Toughness checks under Bear Totem; attack and Perception checks under Hawk Totem; Perception and Healing checks under Unicorn Totem)
    Flaws: Limited to certain re-rolls; Quirk 1 (activating on self uses up 1/round activation)
  • ALT · Bear Totem: Deflect 8 · (200/400/800 ft)
  • ALT · Hawk Totem: Enhanced Perception 4
    Extras: Affects Others; Area (Burst 2); Selective; Increased Range 1 (ranged)
    Flaws: Diminished Range 3; Quirk 1 (needs to be activated on self) · (60-ft radius Burst within 4/10/20 ft)
  • ALT · Unicorn Totem: Healing 1
    Extras: Reaction 3 (to using Panacea); Area (Burst 2); Selective; Increased Range 1 (ranged); Stabilize
    Flaw: Diminished Range 2 · (60-ft radius Burst within 5/10/25 ft)
Spells Array · magic powers · [27 PP + 7 PP for Alternate Effects]
  • ALT · Fey Shepherd:
    • Fey Spirit: Summon 8
      Extras: Increased Duration (continuous); Heroic; Mental Link
      Flaws: Unreliable (5 Uses); Side Effect 1 (turns hostile if Sustained duration ends)
    • Mighty Summoner: Luck Control 1 (Spend on Other)
      Extra: Luck 5
      Flaws: Limited to re-rolling Toughness checks; Limited 2 to use on Fey Spirit; these Flaws apply to Luck points as well as Spend on Other
  • ALT · Toll the Dead: Damage 8
    Extras: Increased Range 2 (perception); Alternate Resistance 1 (Will)
    Flaw: Limited to damaged targets [partial 5]
  • ALT · Wild Shape: Morph 3 (animals)
    Linked: Shrinking 8 · (size rank -2; Strength -2; Speed rank -1; Intimidation -4; Stealth +8; Dodge +4; Parry +4)
    Linked: Speed 1 · (2 mph, 30 ft/round)
    Linked: Movement 1 (Wall-Crawling 1)
    Linked: Enhanced Intellect -1
    Linked: Enhanced Toughness -4
  • ALT · Silent Image: Illusion 9 (visual)
    Extra: Illusion Area 1 · (1000 cft within 15-ft diameter)
  • ALT · Major Image: Illusion 9 (all senses)
    Flaws: Unreliable (5 Uses); Distracting
  • ALT · Primal Healer:
    • Panacea: Healing 6
      Extras: Restorative; Resurrection; Persistent; Stabilize
    • Enhanced Advantage 1 [Ultimate Effort (Healing)]
  • ALT · Blinking Force Strike:
    • Steel Wind: Damage 10
      Extras: Area (Burst 1); Selective
      Flaw: Unreliable (5 Uses)
    • Teleport 1 · (60 ft, carrying 100 lb. along)
      Extras: Turnabout; Reaction 2 (to using Steel Wind); Feature 1 (can pre-react using Turnabout); Change Direction; Increased Mass 1
      Flaw: Unreliable (5 Uses)
  • ALT · Orisons:
    • Familiar Spirit: Remote Sensing 3 (visual & auditory) · (250 ft)
    • Gift of Alacrity: Enhanced Advantage 2 [Improved Initiative 2]
      Extras: Affects Others; Increased Duration (continuous)
    • Message: Communication 1 (auditory) · (100 ft)
      Extra: Subtle 1
      Flaw: Concentration
    • Speak with Animals: Comprehend 2 (Animals: understand, speak to)
    • Prestidigitation: Feature 1 (circumstance bonus to interaction checks)
    • Druidcraft: Create 1 (plants) · (2 cft)
      Flaw: Reduced Range (close)
    • Shape Water: Move Object 1
      Flaw: Limited Material (water)
    • Enhanced Advantage 1 [Ritualist]
Advantages [8 PP]
· Defensive Roll 2 · Improved Defense · Languages 3 · Teamwork · Ultimate Effort (Expertise: Magic) ·
Languages

· native: Gnomish · Common · Druidic · Goblin · Sylvan ·
Skills [9 PP]
· Athletics 1 (+0) · Deception 2 (+1) · Expertise: History 2 (+8) · Expertise: Magic 4 (+10) · Expertise: Nature 4 (+10) · Intimidation 0 (-3) · Investigation 4 (+10) · Perception 1 (+4) · Stealth 0 (+8) ·

In Wild Shape:
· Athletics (-2) · Expertise: History (+7) · Expertise: Magic (+9) · Expertise: Nature (+9) · Intimidation (-7) · Investigation (+9) · Stealth 0 (+16) ·


Defenses [20 PP]
· Dodge 2 (+8) · Parry 5 (+8) ·
· Fortitude 5 (+9) · Toughness (+12/+10*) · Will 8 (+11) ·
*without Defensive Roll

Without Shield Spell:
· Toughness (+8/+6*) ·


In Wild Shape:
· Dodge (+12) · Parry (+12) · Toughness (+8/+6*) ·


In Wild Shape without Shield Spell:
· Dodge (+12) · Parry (+12) · Toughness (+4/+2*) ·


Offense · Initiative +4, or +12 with Gift of Alacrity active
  • Unarmed: +1 · Close Damage DC 14 (Strength-based), bludgeoning.
  • Toll the Dead: Perception-Ranged Damage DC 18, resisted by Will, necrotic.
    Damage DC 23 if target is damaged.
  • Steel Wind: Dodge DC 20 · Close Area (30-ft Burst) Damage DC 25, force.
    Selective. Unreliable (5 Uses).
  • Grab: +1 · Close · DC 9.
Complications
  • Prejudice. Some folks don't like goblin-ish folks or just races they've never heard of.
  • Motivation - Knowledge. Jibbi adventures to learn new things.
ABILITIES [36] + SKILLS [9] + ADVANTAGES [8] + POWERS [77] + DEFENSES [20]
= 150 PP TOTAL
Last edited by CaptainKaulu on Wed Dec 23, 2020 5:33 pm, edited 8 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Conjured Fey Spirit
Power Level 8 (120 PP)

Abilities [44 PP]
· Strength 2 (+1) · Stamina 5 (+5) · Agility 5 (+5) · Dexterity 1 (+1) ·
· Fighting 3 (+3) · Intellect 2 (+2) · Awareness 1 (+1) · Presence 3 (+3) ·
Load Limit 100 lb.

Powers [48 PP]
Fey · alien power · [20 PP]
  • Small Size: Shrinking 4 · (size rank -1; Strength -1; Intimidation -2; Stealth +4; Dodge +2; Parry +2)
    Extras: Innate, Increased Duration (continuous)
    Flaw: Permanent
  • Fey Sight: Senses 2 (Infravision, Ultravision)
  • Fey Mind: Immunity 2 (mind control)
  • Fey Step: Teleport 1 · (60 ft in a move action, carrying 100 lb.)
    Extras: Change Direction; Change Velocity; Increased Mass 1
  • Speed 1 · (4 mph, 60 ft/round)
  • Comprehend 1 (Languages: understand)
    Flaw: Limited to summoner's languages
Dancing Shortsword (Easily Removable) · magic power · [7 / 13 PP]
  • Damage 4 (Strength-based)
    Extras: Accurate 2; Variable Descriptor 1 (piercing or force); Multiattack [1 extra rank]
  • Enhanced Advantage 1 [Second Chance (getting Disarmed)]
Mood Array · alien power · [18 PP + 2 PP for Alternate Effects]
  • Fuming Rage:
    Flaw: Activation 2 · (standard action to activate)
    • Fuming Stab: Damage 4 (Strength-based)
      Extra: Multiattack [1 extra rank]
      Linked: Weaken Awareness & Presence 3 (Will)
      Extras: Multiattack; Custom 1 (two Abilities targeted)
      Extras to whole Linked power: Accurate 2; Dangerous 1
      Flaw to whole Linked power: Quirk 4 (only 1 target)
    • Enhanced Advantage 1 [Ultimate Effort (Aim)]
    • Enhanced Advantage 4 [Luck (Improve Roll) 4]
      Flaw: Limited to re-rolling attack checks
  • Mirthful Charm: Affliction 6 (Will; Dazed / Compelled)
    Extras: Reaction 3 (to using Fey Step); Increased Range 2 (perception); Insidious
    Flaws: Activation 2; Limited Degree; Limited to Close range; Limited: subject merely acts friendly · (standard action to activate)
  • Tricksy Darkness: Concealment 4 (all Visual senses)
    Extras: Attack (Will); Reaction 3 (to using Fey Step); Area (Cloud 1); Selective
    Flaws: Activation 2; Distracting; Unreliable (5 Uses)
Immediate Mood · innate power · [1 PP]

Enhanced Advantage 3 [Luck (Recover) 3]
Flaw: Limited to use with Extra Effort => action => Mood selection; Limited to first turn after being summoned
Advantages [3 PP]
· Defensive Roll 2 · Taunt ·
Languages

· native: Sylvan ·
Skills [12 PP]
· Acrobatics 1 (+6) · Athletics 4 (+5) · Close Combat: Swords 4 (+7) · Deception 2 (+5) · Expertise: Fey 5 (+7) · Expertise: Magic 1 (+3) · Expertise [AWE]: Wilderness Survival 4 (+5) · Intimidation 0 (+1) · Perception 2 (+3) · Sleight of Hand 1 (+2) · Stealth 0 (+9) ·

Defenses [13 PP]
· Dodge 2 (+9) · Parry 4 (+9) ·
· Fortitude 2 (+7) · Toughness (+7/+5*) · Will 5 (+6) ·
*without Defensive Roll

Offense · Initiative +5
  • Unarmed: +3 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Dancing Shortsword: +11 · Close Damage DC 20 (Strength-based), piercing/force.
    Multiattack.
  • Fuming Stab: +11 · Close Damage DC 20 (Strength-based), force; Linked to Close Weaken Awareness & Presence DC 13, resisted by Will, mental, crit 19-20.
    Multiattack (against one target).
  • Mirthful Charm: Close-Perception Affliction DC 16 (resisted and overcome by Will; Dazed / Compelled), mind control/charm.
    Subject merely acts friendly. Insidious. Reaction to using Fey Step.
  • Grab: +3 · Close · DC 11.
ABILITIES [44] + SKILLS [12] + ADVANTAGES [3] + POWERS [48] + DEFENSES [13]
= 120 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Bio
The party "chick", the halfling Xavier grew up as a poor street urchin, but always aspired to be a doctor of some sort.

Xavier Felipp
Power Level 10 (150 PP)
Image

Abilities [58 PP]
· Strength 2 (+1) · Stamina 4 (+4) · Agility 7 (+7) · Dexterity 2 (+2) ·
· Fighting 9 (+9) · Intellect 1 (+1) · Awareness 4 (+4) · Presence 0 (+0) ·
Load Limit 100 lb.

Powers [50 PP]
Halfling · alien power · [11 PP]
  • Small Size: Shrinking 4 · (size rank -1; Strength -1; Intimidation -2; Stealth +4; Dodge +2; Parry +2)
    Extras: Innate, Increased Duration (continuous)
    Flaw: Permanent
  • Stout Resilience: Immunity 2 (disease, poison)
    Flaw: Limited to Half Effect
  • Enhanced Advantage 1 [Fearless]
Martial Arts · training power · [4 PP]

Enhanced Strength 4
Flaw: Limited to dealing damage
Strength Damage Array · martial power · [10 PP + 1 PP for Alternate Effect]
  • ALT · Flurry of Blows: Damage 5
    Extras: Multiattack; Penetrating 5
  • ALT · Hand of Harm: Damage 5
    Linked: Affliction 5 (Fortitude; Impaired / Disabled)
    Extras: Cumulative; Secondary Effect
    Flaw: Limited Degree
Stunning Strike · martial power · [4 PP]

Affliction 6 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned)
Extras: Extra Condition; Variable Descriptor 1 (Linked to any (non-Multiattack) melee weapon attack)
Flaws: Instant Recovery; Limited Degree
Hand of Mercy · chi power · [15 PP]

Healing 3
Extras: Action 2; Restorative · (free action 1/round)
Unarmored Mobility · training power · [4 PP]
  • Speed 1 · (4 mph, 60 ft/round)
  • Movement 3 (Wall-Crawling 2, Water Walking 1)
    Flaw: Limited to 6 seconds' use at a time
Shawm Player · training power · [1 PP]

Enhanced Expertise: Music Performance 3
Flaw: Limited to flutes
Advantages [16 PP]
· Close Attack 5 · Defensive Attack · Defensive Roll 5 · Equipment 2 · Fearless · Languages 2 · Second Chance (being Grabbed) ·
Languages

· native: Common · Dwarvish · Undercommon ·
Skills [14 PP]
· Acrobatics 1 (+8) · Athletics 7 (+8) · Close Combat: Unarmed 1 (+15) · Close Combat: Misc. 0 (+14) · Expertise [PRE]: Music Performance 0 (+3, flutes only) · Expertise: Theology 4 (+5) · Insight 1 (+5) · Intimidation 0 (-2) · Perception 2 (+6) · Ranged Combat: Throwing 1 (+3) · Sleight of Hand 2 (+4) · Stealth 0 (+11) · Treatment 9 (+10) ·

Defenses [12 PP]
· Dodge 2 (+11) · Parry 0 (+11) ·
· Fortitude 4 (+8) · Toughness (+9/+4*) · Will 6 (+10) ·
*without Defensive Roll

Offense · Initiative +7
  • Unarmed: +15 · Close Damage DC 20 (Strength-based), bludgeoning.
  • Flurry of Blows: +15 · Close Damage DC 20 (Strength-based), bludgeoning.
    Multiattack. Penetrating DC 20.
  • Hand of Harm: +15 · Close Damage DC 20 (Strength-based), bludgeoning; Linked to Close Affliction DC 15 (resisted and overcome by Fortitude; Impaired / Disabled), chi.
    Cumulative (Affliction component). Secondary Effect (Affliction component).
  • Whip: +14 · Close (+10 ft) Damage DC 21, slashing.
  • Stunning Strike: +15 · Close Affliction DC 16 (resisted and overcome by Fortitude; Dazed & Vulnerable / Defenseless & Stunned), chi.
    Linked to Unarmed, Hand of Harm, or Whip. Instant Recovery.
  • Grab: +14 · Close · DC 11.
  • Grab with Whip: +14 · Close (+10 ft) · DC 11.
Complications
  • Motivation - Doing Good. Xavier is about mercy to the downtrodden—and swift "mercy" to the worst of the downtrodders.
  • Traumatic Childhood: Xavier is, frankly, afraid of the possibility of becoming a pauper again, after the things he grew up seeing and being subjected to in the big city.
ABILITIES [58] + SKILLS [14] + ADVANTAGES [16] + POWERS [50] + DEFENSES [12]
= 150 PP TOTAL
User avatar
Davies
Posts: 5114
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: D&D Characters Translated to M&M

Post by Davies »

It's interesting stuff, but I wonder why they're built at PL 10. That's very high powered for most fantasy worlds.
"I'm sorry. I love you. I'm not sorry I love you."
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

Mostly it was because I just felt like building PL10 builds haha. But I was loosely basing these on Level 12 builds, which are pretty high powered in most D&D worlds.
Last edited by CaptainKaulu on Sun Jan 03, 2021 12:27 pm, edited 1 time in total.
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Davies
Posts: 5114
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: D&D Characters Translated to M&M

Post by Davies »

Ah, didn't consider that.
"I'm sorry. I love you. I'm not sorry I love you."
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: D&D Characters Translated to M&M

Post by CaptainKaulu »

The next party of D&D-translated PCs is a quartet who live at the edge of an Enchanted Forest and often protect or purge it from evil influences.

Bio
Leaping Leaf the Tabaxi has an unusual background, in which he worked as a minstrel for a while before finding a nature religion that took over his life and forged an agile warrior out of him.

Leaping Leaf
Power Level 10 (150 PP)
Image

Abilities [50 PP]
· Strength 3 (+3) · Stamina 2 (+2) · Agility 5 (+5) · Dexterity 1 (+1) ·
· Fighting 10 (+10) · Intellect 0 (+0) · Awareness 1 (+1) · Presence 3 (+3) ·
Load Limit 400 lb.

Powers [54 PP]
Tabaxi · alien power · [9 PP]
  • Claws: Damage 1 (Strength-based)
  • Cat's Eyes: Senses 1 (Low-Light Vision)
  • Movement 1 (Wall-Crawling 1)
  • Feline Agility: Speed 2 · (8 mph, 120 ft/round)
    Flaw: Unreliable
  • Enhanced Perception 4
  • Enhanced Stealth 4
Aura of Warding · divine power · [30 PP]
  • Luck Control 1 (Spend on Other) · (100-ft range)
    Flaws: Limited to resistance checks; Reduced Range (ranged)
  • Enhanced Advantage 4 [Luck (Improve Roll) 4
    Flaw: Limited to resistance checks
  • Spell Resistance: Immunity 20 (magic effects)
    Flaws: Limited to Half Effect; Limited to Damage effects
  • Spell Resistance Aura: Immunity 20 (magic effects)
    Extras: Affects Only Others; Area (Burst 1); Selective; Sustained; Increased Duration (continuous)
    Flaws: Limited to Half Effect; Limited to Damage effects; Limited to 10-ft radius
Blessed Rapier (Easily Removable) · magic power · [1 / 3 PP]

Damage 3 (Strength-based)
Spells · divine powers · [4 PP + 2 PP for Alternate Effects]
  • ALT · Lay on Hands: Healing 2
    Extra: Restorative
    Flaw: Unreliable (5 Uses)
  • ALT · Turn the Faithless: Affliction 10 (Will; none / none / Controlled)
    Extras: Cumulative; Area (Burst 1); effectively Selective
    Flaws: Limited Degree (3rd only); Limited 2 to forcing targets to flee; Limited to fey and fiends; Quirk 1 (requires holy symbol and hearing)
  • ALT · Lesser Effects:
    • Divine Sense: Senses 6 (Detect 2 [mental]: celestials, Detect 2 [mental]: fiends, Detect 2 [mental]: undead)
      Extra: Sustained
      Flaws: Concentration; Unreliable (5 Uses); Activation 1 · (Move Action to activate)
    • Speak with Animals: Comprehend 2 (Animals: understand, speak to)
      Extra: Sustained
      Flaw: Activation 2 · (Standard Action to activate)
    • Misty Step: Teleportation 1 · (30 ft as a Move Action, carrying 100 lb.)
      Extra: Increased Mass 1
      Flaws: Unreliable (5 Uses); Quirk 1 (only 30-ft range)
Divine Smite · divine power · [5 PP]

Enhanced Advantage 4 [Improved Critical 4]
Extra: Variable Descriptor 1 (any melee weapon attack)
Divine Health · divine power · [1 PP]

Immunity 1 (disease)
Lute Player · training power · [1 PP]

Enhanced Expertise: Music Performance 3
Flaw: Limited to guitars
Thieves' Cant · training power · [1 PP]

Enhanced Deception 4
Flaw: Limited 2 to innuendo
Advantages [10 PP]
· Close Attack 3 · Defensive Roll 4 · Equipment 1 · Improved Critical (any melee weapon attack) 4 · Languages 1 · Limited Luck (Improve Roll) 4 ·
Equipment · [4 ep]
  • Breastplate: Protection 4 · 3 ep
    Flaw: Noticeable
  • Holy Symbol · 1 ep
Languages

· native: Common · Gnomish ·
Skills [14 PP]
· Acrobatics 5 (+10) · Athletics 7 (+10) · Close Combat: Fencing 1 (+14) · Close Combat: Misc. 0 (+13) · Expertise [PRE]: Music Performance 2 (+5, or +8 guitars) · Expertise: Theology 4 (+4) · Perception 5 (+10) · Persuasion 4 (+7) · Stealth 0 (+9) ·

Defenses [22 PP]
· Dodge 5 (+10) · Parry 0 (+10) ·
· Fortitude 7 (+9) · Toughness (+10/+6*) · Will 10 (+11) ·
*without Defensive Roll

Without Breastplate:
· Toughness (+6/+2*) ·


Offense · Initiative +9
  • Claws: +13 · Close Damage DC 19 (Strength-based), slashing, crit 16-20.
  • Blessed Rapier: +14 · Close Damage DC 21, piercing, crit 16-20.
  • Grab: +13 · Close · DC 13.
  • Turn the Faithless: Dodge DC 20 · Close Area (30-ft Burst) Affliction DC 20 (resisted & overcome by Will; none / none / Controlled to flee), divine.
    Cumulative. Selective. Limited to fey and fiends. Requires holy symbol and targets able to hear.
Complications
  • Garners Attention. Who doesn't like a fuzzy cat-person?
  • Motivation - Duty. Leaping Leaf's new(ish)-found religion mandates that he protect the natural world and do good.
ABILITIES [50] + SKILLS [14] + ADVANTAGES [10] + POWERS [54] + DEFENSES [22]
= 150 PP TOTAL
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