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Shadowchaser's Builds
- Shadowchaser
- Sidekick
- Posts: 35
- Joined: Tue Jun 08, 2010 11:00 pm
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Shadowchaser's Builds
Lindharin suggested I post my Mutants and Masterminds character that I'm trying to convert over, and see if we can't puzzle out the best conversion. Here's the Stat Block version from Hero Lab:
Cheshire 1.0
Power Level: 10; Power Points Spent: 150/150
STR: +3 (16), DEX: +10 (30), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)
Tough: +2/+9, Fort: +2, Ref: +10, Will: +2, Stab: +4
Skills: Bluff 1 (+5), Computers 7 (+10), Disable Device 7 (+10), Disguise 2 (+6), Gather Information 4 (+10), Knowledge (streetwise) 7 (+10), Notice 8 (+10), Search 7 (+10), Sleight of Hand 4 (+14), Stealth 5 (+15)
Feats: Attack Focus (melee) 7, Defensive Attack, Distract (Bluff), Dodge Focus 4, Elusive Target, Evasion 2, Luck, Monkey Climber, Moving Feint, Redirect, Set-Up, Uncanny Dodge (Hearing)
Powers:
Cat's Eye Amulet (Device 4) (Hard to lose)
. . Lives of the Cat (Protection 7) (+7 Toughness; Impervious [6 ranks only])
. . Super-Movement 2 (swinging, wall-crawling 1 (half speed))
. . Super-Senses 3 (extended: Hearing 2 (x100), low-light vision)
Flicker-Phase (Teleport 8) (mystic, 800 ft. as move action, 2000 miles as full action, DC 18, Feats: Moving Feint, Redirect; Change Direction, Change Velocity, Turnabout, Progression, Mass (carry 250 lbs))
. . Evaporation Skill (Concealment 5) (Alternate; all visual senses, sense - hearing; Close Range)
. . Super-Movement 5 (Alternate; air walking 2 (full speed), permeate 3 (full speed))
. . Damage 7 (Alternate; DC 22; Burst Area (35 ft. radius - General), Selective Attack)
. . Flurry of blows (Damage 6) (Alternate; DC 21; Autofire 2 (interval 1, max +5))
Attack Bonus: +7 (Ranged: +7, Melee: +14, Grapple: +17)
Attacks: Damage 7 (DC Staged/Tou ), Flurry of blows (Damage 6), +14 (DC Staged/Tou ), Unarmed Attack, +14 (DC 18)
Defense: 21 (Flat-footed: 14), Knockback: -7
Initiative: +10
Languages: Native Language
Totals: Abilities 48 + Skills 13 (52 ranks) + Feats 20 + Powers 41 + Combat 28 + Saves 0 + Drawbacks 0 = 150
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Cheshire 1.0
Power Level: 10; Power Points Spent: 150/150
STR: +3 (16), DEX: +10 (30), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)
Tough: +2/+9, Fort: +2, Ref: +10, Will: +2, Stab: +4
Skills: Bluff 1 (+5), Computers 7 (+10), Disable Device 7 (+10), Disguise 2 (+6), Gather Information 4 (+10), Knowledge (streetwise) 7 (+10), Notice 8 (+10), Search 7 (+10), Sleight of Hand 4 (+14), Stealth 5 (+15)
Feats: Attack Focus (melee) 7, Defensive Attack, Distract (Bluff), Dodge Focus 4, Elusive Target, Evasion 2, Luck, Monkey Climber, Moving Feint, Redirect, Set-Up, Uncanny Dodge (Hearing)
Powers:
Cat's Eye Amulet (Device 4) (Hard to lose)
. . Lives of the Cat (Protection 7) (+7 Toughness; Impervious [6 ranks only])
. . Super-Movement 2 (swinging, wall-crawling 1 (half speed))
. . Super-Senses 3 (extended: Hearing 2 (x100), low-light vision)
Flicker-Phase (Teleport 8) (mystic, 800 ft. as move action, 2000 miles as full action, DC 18, Feats: Moving Feint, Redirect; Change Direction, Change Velocity, Turnabout, Progression, Mass (carry 250 lbs))
. . Evaporation Skill (Concealment 5) (Alternate; all visual senses, sense - hearing; Close Range)
. . Super-Movement 5 (Alternate; air walking 2 (full speed), permeate 3 (full speed))
. . Damage 7 (Alternate; DC 22; Burst Area (35 ft. radius - General), Selective Attack)
. . Flurry of blows (Damage 6) (Alternate; DC 21; Autofire 2 (interval 1, max +5))
Attack Bonus: +7 (Ranged: +7, Melee: +14, Grapple: +17)
Attacks: Damage 7 (DC Staged/Tou ), Flurry of blows (Damage 6), +14 (DC Staged/Tou ), Unarmed Attack, +14 (DC 18)
Defense: 21 (Flat-footed: 14), Knockback: -7
Initiative: +10
Languages: Native Language
Totals: Abilities 48 + Skills 13 (52 ranks) + Feats 20 + Powers 41 + Combat 28 + Saves 0 + Drawbacks 0 = 150
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Last edited by Shadowchaser on Thu Jun 10, 2010 12:22 am, edited 2 times in total.
- Shadowchaser
- Sidekick
- Posts: 35
- Joined: Tue Jun 08, 2010 11:00 pm
- Location: Hotlanta
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It might not be clear in the above formatting, but the first few powers (up to and including the Super-Senses) are in a mystic amulet she wears. The teleportation power array, while magical in nature, are her own birthright powers.
Oh, also, the Concealment, Permeate, and Airwalking all occupy the same 'power' in the array as an alternate to her teleportation. Basically, she can do the Cheshire Cat vanishing act by disappearing and passing through walls.
Here's what I came up with so far:
Brawn: 2
Agility: 4
Mind: 3
Cat's Eye Amulet:
Armor 3
Clinging (-1) 0 pts (because it's grouped with the Armor. Is this right?)
Super-Senses 3 (Lowlight vision, Ultra-hearing) 2pts
Multi-Power:
Teleportation: 3
Ghost Form: 3 (only through walls?)
ANd that's as far as I got. Over to you, sirs.
Oh, also, the Concealment, Permeate, and Airwalking all occupy the same 'power' in the array as an alternate to her teleportation. Basically, she can do the Cheshire Cat vanishing act by disappearing and passing through walls.
Here's what I came up with so far:
Brawn: 2
Agility: 4
Mind: 3
Cat's Eye Amulet:
Armor 3
Clinging (-1) 0 pts (because it's grouped with the Armor. Is this right?)
Super-Senses 3 (Lowlight vision, Ultra-hearing) 2pts
Multi-Power:
Teleportation: 3
Ghost Form: 3 (only through walls?)
ANd that's as far as I got. Over to you, sirs.
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Okay, it's after midnight here so this is a real quick first pass. But if ever a character has the Tricky martial arts style in Bash, it's her... Look at the feat selection...
And I've never used Hero Lab, so it is partially just a lack of familiarity, but their stat block is a little hard to read.
What type of attacks are in that array? There's the big area attack and the flurry of blows, are they both unarmed? Using weapons? Is the area attack an energy blast of some sort, or something more like Nightcrawler teleporting around hitting every minion in the area, or the Flash running up to them all?
Your stats look fine (could be Mind 2, that's a judgment call), so:
Brawn: 2
Agility: 4
Mind: 3
Martial Arts Mastery 2 (Defensive, Grappling and Tricky styles) (2 pts)
Amulet:
Armor 3 [Limit: Gadget] (2 pts)
Super Senses 3: Lowlight Vision, Ultra-hearing (2 pts)
Swinging [Limit: Gadget] (1 pt)
Clinging [Limit: Gadget] (1 pt) - minimum cost is 1 despite the limitation, unless there was another 1 point power to combine it with.
Mystic Multipower:
* Big Blast: Special Attack 2, +2x DM, Large Burst [Enhancement: Selective* (see below)] (6 pts)
* Flurry of Blows: Special Attack 4, +2x Attack, +2x DM, Linked to Super Speed 5 [Limit: Attacks only] (+1 pt)
* Teleport 4 [Enhancement: Usable on Others] (+2 pts)
* Ghost Form 3 Linked to Flight 2 [Limit: Out of combat speed is same as normal movement] (+2 pts)
* Invisibility 5 (+2 pts)
Advantages: Dumb Luck, Quick Thinking
Disadvantages: ???
Skills: Athletics (Climbing), Stealth (Palming, Moving Silently, Hiding) , Computers (???), Deception (Bluffing), Streetwise (Gather Info)
* Note: There is no official enhancement for Selective, but it has been suggested as a homebrew enhancement on the forums here.
And I've never used Hero Lab, so it is partially just a lack of familiarity, but their stat block is a little hard to read.
What type of attacks are in that array? There's the big area attack and the flurry of blows, are they both unarmed? Using weapons? Is the area attack an energy blast of some sort, or something more like Nightcrawler teleporting around hitting every minion in the area, or the Flash running up to them all?
Your stats look fine (could be Mind 2, that's a judgment call), so:
Brawn: 2
Agility: 4
Mind: 3
Martial Arts Mastery 2 (Defensive, Grappling and Tricky styles) (2 pts)
Amulet:
Armor 3 [Limit: Gadget] (2 pts)
Super Senses 3: Lowlight Vision, Ultra-hearing (2 pts)
Swinging [Limit: Gadget] (1 pt)
Clinging [Limit: Gadget] (1 pt) - minimum cost is 1 despite the limitation, unless there was another 1 point power to combine it with.
Mystic Multipower:
* Big Blast: Special Attack 2, +2x DM, Large Burst [Enhancement: Selective* (see below)] (6 pts)
* Flurry of Blows: Special Attack 4, +2x Attack, +2x DM, Linked to Super Speed 5 [Limit: Attacks only] (+1 pt)
* Teleport 4 [Enhancement: Usable on Others] (+2 pts)
* Ghost Form 3 Linked to Flight 2 [Limit: Out of combat speed is same as normal movement] (+2 pts)
* Invisibility 5 (+2 pts)
Advantages: Dumb Luck, Quick Thinking
Disadvantages: ???
Skills: Athletics (Climbing), Stealth (Palming, Moving Silently, Hiding) , Computers (???), Deception (Bluffing), Streetwise (Gather Info)
* Note: There is no official enhancement for Selective, but it has been suggested as a homebrew enhancement on the forums here.
- Shadowchaser
- Sidekick
- Posts: 35
- Joined: Tue Jun 08, 2010 11:00 pm
- Location: Hotlanta
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Sweet! That's a huge help, there! What does BASH use for Disable Device? She was a sneak-thief/burglar before 'Turning't o the hero side of things (She has a Dark Past complication that pops up from time to time), and I want her to be able to bypass alarm systems and such.
And as for Ghost Form, she can only use her ability to pass through walls and such, it doesn't work as a defense. Attacks affect her normally... is there a better way to represent that?
Also, would you use the Linked enhancement between them? I mean, she doesn't HAVE to be flying to pass through walls... and since it's a cost increase, it doesn't seem that appropriate... You'd know better than I, though.
Oh, and I edited the original post to try and make it easier to read. I'm still getting used to this Forum interface...
And as for Ghost Form, she can only use her ability to pass through walls and such, it doesn't work as a defense. Attacks affect her normally... is there a better way to represent that?
Also, would you use the Linked enhancement between them? I mean, she doesn't HAVE to be flying to pass through walls... and since it's a cost increase, it doesn't seem that appropriate... You'd know better than I, though.
Oh, and I edited the original post to try and make it easier to read. I'm still getting used to this Forum interface...
- Shadowchaser
- Sidekick
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- Joined: Tue Jun 08, 2010 11:00 pm
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- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
Hi,
Nice conversion.
I am in the same position and if any of you gents think you could try and convert these M&M character I would be grateful
http://bashtalk.org/modules.php?name=Fo ... opic&t=102
(Sorry if this appears like a hijack, just I am most interested to see how they come out).
Cheers,
BigSteveUK
Nice conversion.
I am in the same position and if any of you gents think you could try and convert these M&M character I would be grateful
http://bashtalk.org/modules.php?name=Fo ... opic&t=102
(Sorry if this appears like a hijack, just I am most interested to see how they come out).
Cheers,
BigSteveUK
- AslanC
- Zenith Comics
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- Shadowchaser
- Sidekick
- Posts: 35
- Joined: Tue Jun 08, 2010 11:00 pm
- Location: Hotlanta
- Contact:
The numbers really aren't a problem for me, since I know exactly what M&M numbers represent at this point. The trick is I'm still learning how things like powers work over on the BASH side of the equation. Give me a few weeks to playtest and learn the system, and I'll be better able to whip out conversions.AslanC wrote:M&M was always too crunchy for me, it really overwhelmed me and I just moved back to FASERIP. BASH I think hits the sweet spot between the too.
BASHMAN, do you have a guideline for converting between the two?
A quick-and dirty suggestion for attributes would be:
Brawn = Effective lifting Strength(including Super-Strength) divided by 10
Agility=Base Attack Bonus or Dex Bonus (whiever is higher) divided by 5(might change this later)
Mind=Will or Wisdom or INt bonus divided by 5
- Lindharin
- Paragon
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- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Lockpicking and alarms and such are under the Security skill (based on Mind). Sabotaging equipment comes under Technology. I wasn't sure where her focus was, so I didn't want to guess between them.Shadowchaser wrote:Sweet! That's a huge help, there! What does BASH use for Disable Device? She was a sneak-thief/burglar before 'Turning't o the hero side of things (She has a Dark Past complication that pops up from time to time), and I want her to be able to bypass alarm systems and such.
Off the top of my head, Ghost Form 3 [Limitation: Passing through barriers only] for 2 pts. I'll think about if there are other alternatives.And as for Ghost Form, she can only use her ability to pass through walls and such, it doesn't work as a defense. Attacks affect her normally... is there a better way to represent that?
To some extent, the point difference isn't important since it is an alternate power in a multipower, so you're not really paying it anyway. There is this gray area for me about whether you can have two small-cost powers occupying the same slot of a multipower, or each slot of a multipower is one power only. The book kind of implies the later, but I don't recall the exact wording. It might be worth asking for clarification in the rules forum. I'll do that tonight, if no one beats me to it.Also, would you use the Linked enhancement between them? I mean, she doesn't HAVE to be flying to pass through walls... and since it's a cost increase, it doesn't seem that appropriate... You'd know better than I, though.
Gotta run, more later!
- Shadowchaser
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Off the top of my head, Ghost Form 3 [Limitation: Passing through barriers only] for 2 pts. I'll think about if there are other alternatives.Lindharin wrote:And as for Ghost Form, she can only use her ability to pass through walls and such, it doesn't work as a defense. Attacks affect her normally... is there a better way to represent that?
Hmm... what about Burrowing? Is there a rule in place that says it has to leave a tunnel behind the user? If not, a 1pt version of Burrowing might do it...
- Lindharin
- Paragon
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- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Of the top of my head, no. However by the book it is limited to "earth, soil, sand, gravel, etc". The "etc." at the end leaves some room for debate, but in my game I'd probably want an enhancement like Extra Effect or something for one of my players to burrow through metal walls, etc., especially if they didn't do any damage the wall in the process. So, for me, that approach would still be at least 2 points, in which case Ghost Form seems the cleaner / clearer solution.Shadowchaser wrote: Hmm... what about Burrowing? Is there a rule in place that says it has to leave a tunnel behind the user? If not, a 1pt version of Burrowing might do it...
- Shadowchaser
- Sidekick
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Hmm, good point. Maybe it could just be an enhancement on Teleportation? I'm not too familiar with how Teleportation works as far as going through objects in BASH... it looks as if it's just a situational modifier. What about taking 'Second Nature' to Teleportation... I know there's no duration to Teleportation, but a GM could say that covers situational modifiers like not being able to see your target location... or is there a better idea ?Lindharin wrote:Of the top of my head, no. However by the book it is limited to "earth, soil, sand, gravel, etc". The "etc." at the end leaves some room for debate, but in my game I'd probably want an enhancement like Extra Effect or something for one of my players to burrow through metal walls, etc., especially if they didn't do any damage the wall in the process. So, for me, that approach would still be at least 2 points, in which case Ghost Form seems the cleaner / clearer solution.Shadowchaser wrote: Hmm... what about Burrowing? Is there a rule in place that says it has to leave a tunnel behind the user? If not, a 1pt version of Burrowing might do it...
- Lindharin
- Paragon
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That is an interesting idea, but the down sides to Teleport would be the lack of duration and that it effectively bypasses the stuff in the middle. What if there was an electrified mesh (or force field, nullification field, or whatever) running through the middle of the wall that might affect her? Teleport inherently assumes she never crosses that barrier so bypasses a possible threat. You could limit it to "travels through the intervening material", but at that point you have to ask why the concept isn't more cleanly represented by Ghost Form.
- Shadowchaser
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Okay, here's the build as *I* see her so far. I'll use the Versatile advantage to 'Power Stunt' attacks with her Teleport when she needs 'em, and as it seems she's geard for a 40 point game, she should have 7 Hero Points to spend if she needs another Hero Die for a second stunt.
Cheshire (BASH version)
Breakdown: Stats: 18, Powers: 15, Total: 33
Name: Jasmine Joyce
Catchphrase: Now ye see me, Now ye don't!
Mental Malfunction: Passionately seeks Justice.
Brawn: 2
Agility: 4
Mind: 3
Powers:
Teleportation (4)
+1 Usable on Others
Invisibility (3)
Clinging (1)
Fleet of Foot (1)
Amulet of 9 Lives (4pts)
Armor (3)
Super-Senses (3)
Low-light Vision
Enhanced Hearing
Martial Arts (2)
Tricky Style
Defensive Style
Fast Style
Skills:
Athletics (Acrobatics)
Stealth (Security Systems)
Stealth (Move Silently)
Stealth (Palming/Planting items)
Computers (Hacking)
Deception (Detect Deception)
Streetwise (Gather Information)
Advantages:
Versatile
Dumb Luck
Quick Thinking
Disadvantages:
Secret (Criminal Past)
Arch-Enemy
Weirdness Magnet (Or Rogue's Gallery)
Cheshire (BASH version)
Breakdown: Stats: 18, Powers: 15, Total: 33
Name: Jasmine Joyce
Catchphrase: Now ye see me, Now ye don't!
Mental Malfunction: Passionately seeks Justice.
Brawn: 2
Agility: 4
Mind: 3
Powers:
Teleportation (4)
+1 Usable on Others
Invisibility (3)
Clinging (1)
Fleet of Foot (1)
Amulet of 9 Lives (4pts)
Armor (3)
Super-Senses (3)
Low-light Vision
Enhanced Hearing
Martial Arts (2)
Tricky Style
Defensive Style
Fast Style
Skills:
Athletics (Acrobatics)
Stealth (Security Systems)
Stealth (Move Silently)
Stealth (Palming/Planting items)
Computers (Hacking)
Deception (Detect Deception)
Streetwise (Gather Information)
Advantages:
Versatile
Dumb Luck
Quick Thinking
Disadvantages:
Secret (Criminal Past)
Arch-Enemy
Weirdness Magnet (Or Rogue's Gallery)
Last edited by Shadowchaser on Fri Jun 11, 2010 12:26 pm, edited 1 time in total.
- Shadowchaser
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- Joined: Tue Jun 08, 2010 11:00 pm
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Well, the ultimate goal is simply to make her appear and disappear like a Cheshire Cat, not necessarily to duplicate the stats from M&M, so I'll go with the Teleport idea. It seems to be a simpler (and therefore, in my mind, more elegant) solution for now. I'd like to see what other people think of it, though! I picture in my mind that she "APPEARS" through the wall, but is stepping through another dimension to get there, so it might as well be Teleportation.Lindharin wrote:That is an interesting idea, but the down sides to Teleport would be the lack of duration and that it effectively bypasses the stuff in the middle. What if there was an electrified mesh (or force field, nullification field, or whatever) running through the middle of the wall that might affect her? Teleport inherently assumes she never crosses that barrier so bypasses a possible threat. You could limit it to "travels through the intervening material", but at that point you have to ask why the concept isn't more cleanly represented by Ghost Form.