Crossing over with adventures help

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MayorOmega
Posts: 6
Joined: Mon Dec 24, 2018 4:09 am

Crossing over with adventures help

Post by MayorOmega »

Hello all, I recently had a crazy idea for a game but I'm not sure as how to go about it.

The idea is that I'm really wanting to run "Time of Vengeance", a Mutants and Masterminds adventure, for my group since the game currently takes place in a custom setting where the Freedom League is actually apart of the same setting as the Avengers and a UN-backed Justice League International with the game using the old TSR Marvel Super Heroes setting but my players have already made it clear that they don't want to make whole new characters for the game or even try to convert the characters over into MnM.

My question is how should I go about this? A couple of my players have character ties to NPCs located in Freedom City and I really enjoyed the module when I played it a few years back. Is there a way to run it using the MSH rules?

Any help/advice/suggestions welcomed, please?
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Ares
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Re: Crossing over with adventures help

Post by Ares »

It's possible to do the opposite and convert the Time of Vengeance characters into the old TSR Marvel Superhero System, though I know that's easier said than done.

I found this site: https://www.classicmarvelforever.com/cm ... ource.html

It was clearly designed for 2nd Ed. Mutants and Masterminds, so I'm not sure how useful it will be for you, but maybe it can help for relatively quick conversions.
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tystates
Posts: 1
Joined: Sat Dec 31, 2022 9:36 pm

Re: Crossing over with adventures help

Post by tystates »

Here's another conversion chart to take a look at.

Marvel Super Heroes to Mutants & Masterminds Conversion Notes

By Dr. Archeville

The following statistics in MSH are (roughly) equivalent of the following:

Fighting = Attack/Defense bonus

Agility = Dexterity & Attack/Defense bonus

Strength = same

Endurance = Constitution

Reason = Intelligence

Intuition = [see below]

Psyche = [see below]

In M&M (and all D20 games), the Wisdom score offers the same function as both Intuition and Psyche, while the Charisma isn’t really represented in Marvel - the best analogy there is Popularity, but even that doesn’t work, since someone can be very charismatic while still being relatively unknown by the world at large, or they can be very popular despite (or even because of) their lack of charisma (see: Ben Stein).

STRENGTH (MSH Strength) [Alternate]
Feeble (Fb/2) = 1-9 press 50 lbs. Str 3
Poor (Pr/4) = 10-11 press 100 lbs. Str 5
Typical (Ty/6) = 12-15 press 200 lbs. Str 10
Good (Gd/10) = 16-19 press 400 lbs. Str 15
Excellent (Ex/20) = 20 (Human Max.) press 800 lbs. Str 20
Remarkable (Rm/30) = Super +1 - +4 press 1 ton Str 20 w/ SS 1
Incredible (In/40) = Super +5 - +8 press 10 tons Str 20 w/ SS 5
Amazing (Am/50) = Super +9 - +12 press 50 tons Str 20 w/ SS 7
Monstrous (Mn/75) = Super +13 - +15 press 80 tons Str 20 w/ SS 8
Unearthly (Un/100) = Super +16 upwards press 100 tons Str 20 w/ SS 8

Shift X/150 press 250 tons Str 20 w/ SS 10

Shift Y/200 press 500 tons Str 20 w/ SS 11

Shift Z/500 press 1,000 tons Str 20 w/ SS 12

(This doesn't always work, though. Classic example - Spider-Man, with an In/40 Strength. Using the above, this'd work out to Str 20 + Super-Str 5... but if his powers are negated, he shouldn't still have a Str of 20, since he doesn't have the build of Arnold Schwarzenegger or even Sylvester Stallone. However, Str 12 + Super-Str 7 give him approximately the same lifting capacity, and sets it so that if his spider-powers are neutralized, he’s no stronger than the somewhat lanky college kid that he looks like.)


DEXTERITY (MSH Agility)
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-13
Excellent (EX) = 14 - 15
Remarkable (RM) = 16 - 17
Incredible (IN) = 20 (Maximum Human potential)
Amazing (AM) = 20 w/ Super-Dex 1-6
Monstrous (MN) = Super +1 - +5
Unearthly (UN) = Super +6 upwards

CONSTITUTION (MSH Endurance)
Feeble (FB) = 1-7
Poor (PR) = 8-9
Typical (TY) = 10-11
Good (GD) = 12-15
Excellent (EX) = 16 - 18
Remarkable (RM) = 19 - 20 (Maximum Human potential)
Incredible (IN) = Super +1 - +5
Amazing (AM) = Super +6 - +10
Monstrous (MN) = Super +11 - +15
Unearthly (UN) = Super +16 upwards

INTELLIGENCE (MSH Reason) Alternate
Feeble (Fb/2) = 1-7 Int 1
Poor (Pr/4) = 8-9 Int 2-3
Typical (Ty/6) = 10-11 Int 7-8
Good (Gd/10) = 15-17 Int 10
Excellent (Ex/20) = 18 - 19 Int 15
Remarkable (Rm/30) = 20 (Maximum Human potential) Int 20
Incredible (In/40) = Super +2 - +5 Int 20 + SI 2-3
Amazing (Am/50) = Super +6 - +10 Int 20 + SI 5
Monstrous (Mn/75) = Super +11 - +15 Int 20 + SI 8-9
Unearthly (Un/100) = Super +16 upwards Int 20 + SI 12-13

Shift X (ShX/150) Int 20 + SI 15

ATTACK BONUS (from MSH Fighting or Agility, whichever is lower)
Feeble (FB) = +0
Poor (PR) = +1
Typical (TY) = +2
Good (GD) = +3 or +4
Excellent (EX) = +5 or +6
Remarkable (RM) = +7 or +8
Incredible (IN) = +9 or +10
Amazing (AM) = +11 or +12
Monstrous (MN) = +13 or +14
Unearthly (UN) = +15 upwards

(Alternatively, using the Combat Skills option [pg. 28, M&M Core], Fighting is used to figure Melee Attack and Unarmed Attack, and Agility is used to determine Ranged Attack.)

DEFENSE BONUS (from MSH Fighting or Agility, whichever is lower)
Feeble (FB) = +0
Poor (PR) = +1
Typical (TY) = +2
Good (GD) = +3 or +4
Excellent (EX) = +5 or +6
Remarkable (RM) = +7 or +8
Incredible (IN) = +9 or +10
Amazing (AM) = +11 or +12
Monstrous (MN) = +13 or +14
Unearthly (UN) = +15 upwards

(Alternatively, using the Combat Skills option [pg. 28, M&M Core], Fighting is used to figure Defense/Evade, and Agility is used to determine Defense/Dodge.)

POWERS

Which Powers (and which Extras and Power Stunts to assign) to convert to are often obvious.

Feeble (Fb/2) 1

Poor (Pr/4) 2

Typical (Ty/6) 4

Good (Gd/10) 6

Excellent (Ex/20) 8

Remarkable (Rm/30) 10

Incredible (In/40) 12

Amazing (Am/50) 14

Monstrous (Mn/75) 16

Unearthly (Un/100) 18

Shift X (ShX/150) 19

Shift Y (ShY/200) 20

Shift Z (ShZ/500) 22

C1000 24

C3000 26

C5000 30


Exceptions:

Telekinesis: Fb/2 is 1, Pr/4 is 1, Ty/6 is 2, Gd/10 is 3, Ex/20 is 4, Rm/30 is 6, In/40 is 9, Am/50 is 11, Mn/75 is 12, Un/100 is 12, ShX/150 is 14, ShY/200 is 15, ShZ/500 is 16.



MSH Material Strengths = M&M Hardness

Fb/2 0-2 Bone, Cloth, Glass, Paper

Pr/4 3-4 Normal Plastics, Wood

Ty/6 5-6 Ice, Rubber, Soft Metals (brass, copper, gold)

Gd/10 7-8 Aluminum, Brick, High-Strength Plastics

Ex/20 9-10 Bullet-Proof Glass, Concrete, Iron

Rm/30 11-12 Reinforced Concrete, Steel

In/40 13-14 Solid Stone, Titanium Alloy, Volcanic Rock

Am/50 15-16 Gemstones, Granite, Mithril, Osmium Steel, Titanium Steel

Mn/75 17-18 Diamond, Super-Heavy Alloys

Un/100 19-20 Adamantium Steel, Impervium, Meteoric Iron



RESOURCES
Resources/Wealth aren’t really used in a default Mutants & Masterminds game (like D20 Modern), but there is an optional feat (which can be taken multiple times) a character can have that would allow one to have a well-off character. Conversely, characters who are consistently impoverished can take a Weakness to reflect their monetary situation.
Feeble/2: Dead Broke (a Weakness)
Poor/4: ---
Typical/6: ---
Good/10: ---
Excellent/20: Wealth feat
Remarkable/30: Wealth feat (x2)
Incredible/40: Wealth feat (x3)
Amazing/50: Wealth feat (x4)
Monstrous/75: Wealth feat (x5) [practical limit for most PC’s in most campaigns]
For characters whose wealth is the result of some independent source (extensive stock portfolios, investments, a trust fund, etc.), give them the Independent Income feat, too.

TALENTS/Skills & Feats
MSH RPG Talents = M&M Feat/Skill

Acrobatics = Dodge & Evasion

Martial Arts A = (improved stun & slam) Stunning Attack

Martial Arts B = Attack Focus: Unarmed Strikes

Martial Arts C = Improved Grapple

Martial Arts D = (ignore Body Armor for stun/slam)

Martial Arts E = Improved Initiative

Resist Domination = Indomitable Will and/or Iron Will

Wrestling = Improved Pin

Miscellaneous

Any character with an Agility higher than their Endurance gets the Dodge and Evasion feats.
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