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Convert my M&M Characters
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
I'm a little confused about Delancy. You said "When she dons the outfit she turns into the highwayman Delancy and is gifted with certain special abilities." So, does she have all those combat feats all the time, or only while in the costume? In the M&M build they don't seem to be limited to the costumed form.
Depending on the answer to that, I'm wondering if the best solution for her would be to use the Alter Ego approach, and the Normal disadvantage. She has her normal form with no outlandish abilities, and an alter ego that is triggered by putting on the costume, and that form has all the powers.
What happens if she loses the mask? The disguise goes away, so she looks like her normal self? Does she also lose all those other feats too? Or could she go around with all of her feats and powers but looking like herself if she leaves the mask off? Or is the mask the most important piece that provides all those combat feats?
Depending on the answer to that, I'm wondering if the best solution for her would be to use the Alter Ego approach, and the Normal disadvantage. She has her normal form with no outlandish abilities, and an alter ego that is triggered by putting on the costume, and that form has all the powers.
What happens if she loses the mask? The disguise goes away, so she looks like her normal self? Does she also lose all those other feats too? Or could she go around with all of her feats and powers but looking like herself if she leaves the mask off? Or is the mask the most important piece that provides all those combat feats?
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
James de la Cloche
The Morph power from M&M can be done in two ways. First, is the Illusion power (with a tactile sense) can be used, as shown in the Chameleon archetype (page 109 of Bash UE). Second, there is a thread on these forums discussing this where Bashman talks about how he'd do a "chameleon" power. I forget if he posted a final version or not, or if he was going to wait and release it in the BAM magazine or the Awesome Powers book. In any case, it should be simple to make a house rule for that power based on what he talked about in the thread. For this purpose, I'll go with the existing Illusion approach.
If the mask is cursed so it can never be removed, does it qualify as a device in M&M? I'm not going to treat it as a gadget in BASH, but you could (reducing the cost of the relevant powers by 1), if it is something that can be broken or stolen in combat.
Brawn: 1,
Agility: 2,
Mind: 2
POWERS:
Martial Arts Mastery 1 (Quick) (1 pt)
Skillful 2 (see skills below) (2pts)
Weapon Technique 2: +1 Attack with swords and pistols (2 pts)
Mask:
Iron to Flesh multipower:
. . . Illusion 4 (all senses) [Limitation: Altering own appearances only] (3 pts)
. . . Steely Gaze: Skillful 1, Streetwise (Intimidation), Military (Command) (+1 pt since it is a 1 pt power anyway)
. . . Kiss this: Special Attack 3, +1 Attack, +2 DM (+2 pts)
Iron Plating: Armor 1 (1 pt)
Super Senses: 360 degree vision (2 pts)
Sensory Shield: Immunity 1: blinding/dazzling of any sense (1 pt)
Equipment: Pistol, Sword
Advantages: Contacts, Leadership
Disadvantages: ???
Skills: Athletics (Climbing), Escapology (???), Perform (Acting), Stealth (Hiding, Sleight of Hand), Deception (Bluffing, Detect Deception), Investigation (???), Streetwise (Gather Info)
The Morph power from M&M can be done in two ways. First, is the Illusion power (with a tactile sense) can be used, as shown in the Chameleon archetype (page 109 of Bash UE). Second, there is a thread on these forums discussing this where Bashman talks about how he'd do a "chameleon" power. I forget if he posted a final version or not, or if he was going to wait and release it in the BAM magazine or the Awesome Powers book. In any case, it should be simple to make a house rule for that power based on what he talked about in the thread. For this purpose, I'll go with the existing Illusion approach.
If the mask is cursed so it can never be removed, does it qualify as a device in M&M? I'm not going to treat it as a gadget in BASH, but you could (reducing the cost of the relevant powers by 1), if it is something that can be broken or stolen in combat.
Brawn: 1,
Agility: 2,
Mind: 2
POWERS:
Martial Arts Mastery 1 (Quick) (1 pt)
Skillful 2 (see skills below) (2pts)
Weapon Technique 2: +1 Attack with swords and pistols (2 pts)
Mask:
Iron to Flesh multipower:
. . . Illusion 4 (all senses) [Limitation: Altering own appearances only] (3 pts)
. . . Steely Gaze: Skillful 1, Streetwise (Intimidation), Military (Command) (+1 pt since it is a 1 pt power anyway)
. . . Kiss this: Special Attack 3, +1 Attack, +2 DM (+2 pts)
Iron Plating: Armor 1 (1 pt)
Super Senses: 360 degree vision (2 pts)
Sensory Shield: Immunity 1: blinding/dazzling of any sense (1 pt)
Equipment: Pistol, Sword
Advantages: Contacts, Leadership
Disadvantages: ???
Skills: Athletics (Climbing), Escapology (???), Perform (Acting), Stealth (Hiding, Sleight of Hand), Deception (Bluffing, Detect Deception), Investigation (???), Streetwise (Gather Info)
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Notes: His Appeal means that he gets a x4 with his Acting, Deception, skills. His Illusion power should really help his Shadowing ability (he turns to different PEOPLE in the crowd)
A lot of his feats and his 360* vision I turned into Danger Sense... it just fit real well, especially the protection vs. sensory loss & his improved initiative type feat.
The picture was the best I could find- even though the character's name isn't "iron mask" I thought the picture was *.
I gave him the Normal Disad in case the magic of his mask were neutralized, or he somehow freed himself from it.
Frightening Presence was the "Startle" feat (I assumed that was some sort of scary thing) and Intimidation skill.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
Firstly thanks to you both it’s amazing how they convert, I really like M&M but it can just be to crunchy at times and some of my players struggle to remember what all their feats etc do.
Delancy
All here skills and powers are retained in either form.
The mask just provides a physical change, this has been handy to hide her true identify and in the period we play women are second class citizens. If lost she become female again.
The cloak
Insubstantial (turns into black goo)
Invisibility (limited to shadows and once she goes into combat doesn’t work)
Shadow control (she can create an area of darkness, mainly for escapes)
Slow fall (the cloak can flail out to break her fall, batman style)
The insubstantial, invisibility and shadow control all require and element of darkness and shadow, they wouldn’t work in daylight.
Pistol
A very finely crafted flintlock, but it can fire 5 shots (never loaded with powder or shot) and is then useless for an hour.
Sword fine quality but normal,
Thanks again and I look forward to seeing how the other comes out?
Steve
P.S I think I am pretty much sold, I am just reading through the brawl to get an idea how the rules work.
Delancy
All here skills and powers are retained in either form.
The mask just provides a physical change, this has been handy to hide her true identify and in the period we play women are second class citizens. If lost she become female again.
The cloak
Insubstantial (turns into black goo)
Invisibility (limited to shadows and once she goes into combat doesn’t work)
Shadow control (she can create an area of darkness, mainly for escapes)
Slow fall (the cloak can flail out to break her fall, batman style)
The insubstantial, invisibility and shadow control all require and element of darkness and shadow, they wouldn’t work in daylight.
Pistol
A very finely crafted flintlock, but it can fire 5 shots (never loaded with powder or shot) and is then useless for an hour.
Sword fine quality but normal,
Thanks again and I look forward to seeing how the other comes out?
Steve
P.S I think I am pretty much sold, I am just reading through the brawl to get an idea how the rules work.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Delancy
A seamstress who found herself in possession of her uncle’s chest, which contained a set of highwayman’s apparel. When she dons the outfit she turns into the highwayman Delancy and is gifted with certain special abilities.
Brawn: 1 Agility: 2 Mind: 1
Powers
Cloak: Gliding (8 squares/Easily taken gadget)
Cloak: Invisibility (Moving/Same source (Easily Taken Cloak)/Situational (Limited to Shadows))
Ghost Form 2 (Partially insubstantial/Same source (Easily Taken Cloak)/Situational (Requires shadows))
Shadow Mastery 1 (Shadows/Narrow in scope./Situational (Requires Shadows))
Pistol Technique (Enter Weapon Type Here/+×2 to dmg)
Sword Technique (Enter Weapon Type Here/+×1 to hit, +×1 to dmg)
Black Leathers: Armor 1 (×2 soak)
Uncanny Defense: Boost Agility 1 (+1 Brawn/Enter conditions here.)
Skillful 1 (2 extra skill picks)
Mental Malfunction
A woman in a man's body with the sensibilities of a woman in a Man's World.
Advantages
Instant Change (when she dons the mask), Frightening Presence, Appeal,
Disadvantages
Normal, Outsider (Woman trying to pass as a man), Secret (True Identity is Female)
Skills
Streetwise/Gather Information, Athletics/Acrobatics, Stealth/Palming & Planting items, Ride/Jump, Security/Picking Locks
Equipment
Pistol: x2 Hit, x4 Dmg, Range 10, 6 Shots
Sword: x3 Hit, x3+5 Dmg
(8 Stats +12 Powers = 20 pts)
A seamstress who found herself in possession of her uncle’s chest, which contained a set of highwayman’s apparel. When she dons the outfit she turns into the highwayman Delancy and is gifted with certain special abilities.
Brawn: 1 Agility: 2 Mind: 1
Powers
Cloak: Gliding (8 squares/Easily taken gadget)
Cloak: Invisibility (Moving/Same source (Easily Taken Cloak)/Situational (Limited to Shadows))
Ghost Form 2 (Partially insubstantial/Same source (Easily Taken Cloak)/Situational (Requires shadows))
Shadow Mastery 1 (Shadows/Narrow in scope./Situational (Requires Shadows))
Pistol Technique (Enter Weapon Type Here/+×2 to dmg)
Sword Technique (Enter Weapon Type Here/+×1 to hit, +×1 to dmg)
Black Leathers: Armor 1 (×2 soak)
Uncanny Defense: Boost Agility 1 (+1 Brawn/Enter conditions here.)
Skillful 1 (2 extra skill picks)
Mental Malfunction
A woman in a man's body with the sensibilities of a woman in a Man's World.
Advantages
Instant Change (when she dons the mask), Frightening Presence, Appeal,
Disadvantages
Normal, Outsider (Woman trying to pass as a man), Secret (True Identity is Female)
Skills
Streetwise/Gather Information, Athletics/Acrobatics, Stealth/Palming & Planting items, Ride/Jump, Security/Picking Locks
Equipment
Pistol: x2 Hit, x4 Dmg, Range 10, 6 Shots
Sword: x3 Hit, x3+5 Dmg
(8 Stats +12 Powers = 20 pts)
Last edited by BASHMAN on Tue Jun 15, 2010 12:56 pm, edited 1 time in total.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
A pistol normally does x2 damage and has six shots. Hers does x4 damage (and has six shots).
She has x2 to hit with it (it's a flintlock, so I didn't put any points in "to hit". I could have had it do x3 hit/x3 damage instead, but did that with the sword already).
The sword normally does x2 damage +5/Brawn (max of +15). I gave her +1 hit +1 DM, so she has x3 hit, x3+5 damage with it.
While the sword doesn't do as much damage as the pistol, it does have a much higher chance of triggering "Attack Weak Point" by rolling a good hit roll.
I edited her build to add the equipment.
She has x2 to hit with it (it's a flintlock, so I didn't put any points in "to hit". I could have had it do x3 hit/x3 damage instead, but did that with the sword already).
The sword normally does x2 damage +5/Brawn (max of +15). I gave her +1 hit +1 DM, so she has x3 hit, x3+5 damage with it.
While the sword doesn't do as much damage as the pistol, it does have a much higher chance of triggering "Attack Weak Point" by rolling a good hit roll.
I edited her build to add the equipment.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
There are three types of roll modifiers in Bash:
multipliers: the most common, usually comes from a stat, power rank, or built-in weapon damage.
dice modifiers: these are added or subtracted from the 2d6 dice roll BEFORE multiplying.
result modifiers: these are added to the total AFTER multiplying.
In the case of melee weapons, your strength is supposed to help increase the damage done, but not be the primary element, and after reaching the superhuman levels of strength it stops helping anyway. The Hulk doesn't get much benefit from trying to use a normal club or sword - it can't withstand his full strength anyway (that's where Special Attack comes into play). So normal melee weapons have their own multipliers for damage with a result modifier of +5 per point of Brawn (up to a max of +15 at Brawn 3).
So in your example, you'd roll the 2d6, multiply by x2, and add +5 (assuming Brawn 1) to the total at the end.
multipliers: the most common, usually comes from a stat, power rank, or built-in weapon damage.
dice modifiers: these are added or subtracted from the 2d6 dice roll BEFORE multiplying.
result modifiers: these are added to the total AFTER multiplying.
In the case of melee weapons, your strength is supposed to help increase the damage done, but not be the primary element, and after reaching the superhuman levels of strength it stops helping anyway. The Hulk doesn't get much benefit from trying to use a normal club or sword - it can't withstand his full strength anyway (that's where Special Attack comes into play). So normal melee weapons have their own multipliers for damage with a result modifier of +5 per point of Brawn (up to a max of +15 at Brawn 3).
So in your example, you'd roll the 2d6, multiply by x2, and add +5 (assuming Brawn 1) to the total at the end.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
So I finally gave in and got the rules here is my first attempt at conversation. Any comments criticism is warmly received.
Alverton
Brawn: 1 (2) Agility: 1 (2) Mind: 2
Powers
Sword Technique +1 Hit 1 points
Amulet (Gadget): Boost Brawn +1 2 points
Amulet (Gadget): Boost Agl +1 2 points
Amulet (Gadget): Boost Mind +2 (Clairvoyance only) 1 Point
Amulet (Gadget): Skilful Military (Tactics), Social Sciences *1 1 Point
Amulet (Gadget): Clairvoyance (Past) 1 point
Gladius: Swift Strike 1 point
Gladius:Sword Technique Sword Technique +1 Hit, +1 DMG 1 point
Armour *1 1 point
Shield Deflect * 2 1 point
Mental Malfunction
Living in the past, the memories and beliefs of the previous owners intermingle with that of the wearer (the guy walks around dressed a Centurion for Christ sake!!).
Advantages
Leadership
Never Surrender
Disadvantages
Normal
In a relationship
Skills
Athletics/Acrobatics, 1*Social Sciences/History, Military/Tactics
Equipment
Brawl *2 Hit, *2 DMG
Gladius *4 Hit, *3+10 DMG
Pugio *2 Hit *1+10 DMG, Thrown 6 squares
Armour *3 Soak
Shield *4 Defence
(8 Stat+12 Powers = 20)
Misc
1. Assume if each power in a gadget is reduce by one so were suitable each power in the amulet costs 1 point less?
2.I fudged the boost a bit as there is no real restriction but if he loses the amulet the enhancement has gone. I noted the cost of level 1 is 2 and the cost for 2 is 4. So he has paid difference.
Alverton
Brawn: 1 (2) Agility: 1 (2) Mind: 2
Powers
Sword Technique +1 Hit 1 points
Amulet (Gadget): Boost Brawn +1 2 points
Amulet (Gadget): Boost Agl +1 2 points
Amulet (Gadget): Boost Mind +2 (Clairvoyance only) 1 Point
Amulet (Gadget): Skilful Military (Tactics), Social Sciences *1 1 Point
Amulet (Gadget): Clairvoyance (Past) 1 point
Gladius: Swift Strike 1 point
Gladius:Sword Technique Sword Technique +1 Hit, +1 DMG 1 point
Armour *1 1 point
Shield Deflect * 2 1 point
Mental Malfunction
Living in the past, the memories and beliefs of the previous owners intermingle with that of the wearer (the guy walks around dressed a Centurion for Christ sake!!).
Advantages
Leadership
Never Surrender
Disadvantages
Normal
In a relationship
Skills
Athletics/Acrobatics, 1*Social Sciences/History, Military/Tactics
Equipment
Brawl *2 Hit, *2 DMG
Gladius *4 Hit, *3+10 DMG
Pugio *2 Hit *1+10 DMG, Thrown 6 squares
Armour *3 Soak
Shield *4 Defence
(8 Stat+12 Powers = 20)
Misc
1. Assume if each power in a gadget is reduce by one so were suitable each power in the amulet costs 1 point less?
2.I fudged the boost a bit as there is no real restriction but if he loses the amulet the enhancement has gone. I noted the cost of level 1 is 2 and the cost for 2 is 4. So he has paid difference.
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
It looks like you've got it down. Nice job!
Other than the Boost, which you explained, the only thing I see that seems off to me is maybe your Sword Technique. By the book, I think you can only have 2 ranks of Weapon Technique, and it looks like you've got 3 (one innate, and two from the Gladius). But considering it costs the same as Special Attack anyway and the excess is limited to just the Gladius, I'd probably ignore that in my home game.
If you had more points (not sure if your aiming for 20 or 25 pts), you could throw in Disarm Expert (in place of the Improved Disarm feat), or make your innate Weapon Technique apply to all Hand-to-Hand (including unarmed) for 1 extra point.
Gadgets in BASH are a little more restrictive than gadgets in M&M. When you apply the Gadgets limitation to a power, you must choose what type of gadget: easily taken, fragile or limited ammo/uses. The Gladius and Shield qualify as easily taken gadgets. But I'm not sure you want the Amulet to be either fragile, limited charges, or easily taken. You might not want to actually apply the Gadget Limitation to your amulet. It's something to think about, anyway.
Regarding your use of Boost, like you noted it isn't entirely book-legal, but the cost is identical and it explains what you want clearly. The alternative would be to just buy your Brawn and Agility normally, and to note as part of your Normal disadvantage that your Brawn and Agility are reduced to 1 without the amulet. Either way, it is all identical for the same cost, so I'd say go with whichever notation works for you.
Other than the Boost, which you explained, the only thing I see that seems off to me is maybe your Sword Technique. By the book, I think you can only have 2 ranks of Weapon Technique, and it looks like you've got 3 (one innate, and two from the Gladius). But considering it costs the same as Special Attack anyway and the excess is limited to just the Gladius, I'd probably ignore that in my home game.
If you had more points (not sure if your aiming for 20 or 25 pts), you could throw in Disarm Expert (in place of the Improved Disarm feat), or make your innate Weapon Technique apply to all Hand-to-Hand (including unarmed) for 1 extra point.
Gadgets in BASH are a little more restrictive than gadgets in M&M. When you apply the Gadgets limitation to a power, you must choose what type of gadget: easily taken, fragile or limited ammo/uses. The Gladius and Shield qualify as easily taken gadgets. But I'm not sure you want the Amulet to be either fragile, limited charges, or easily taken. You might not want to actually apply the Gadget Limitation to your amulet. It's something to think about, anyway.
Regarding your use of Boost, like you noted it isn't entirely book-legal, but the cost is identical and it explains what you want clearly. The alternative would be to just buy your Brawn and Agility normally, and to note as part of your Normal disadvantage that your Brawn and Agility are reduced to 1 without the amulet. Either way, it is all identical for the same cost, so I'd say go with whichever notation works for you.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
Lieutenant Edmund Babbington-Smythe
Brawn: 1 Agility: 2 Mind: 1
Powers
Boost 1: Agility – when firing bow (x3) 1pt
Boost 1: Mind – when firing bow (x2) 1pt
Sword Technique +1 Hit 1 pt
Martial Arts Mastery – Fast Style 1pt
Double Tap 1 pt
Multi-Power (Offensive Bolts) 4 pts
•Blast (special attack *1 dmg 1 pt, area 2 pts, ranged mid 2 pts, ammo gadget) 3pts
•Grapple (Immobilization 3 pts, ranged mid 2 pts, ammo gadget) 3 pts
Multi-Power (Defensive Bolts) 5 pts
•Smoke (confusion 1 pt, med bursts 2 pts, ranged mid 2 pts, ammo gadget) 3 pts
•Blind (daze 2pts, med bursts 2 pts, ranged mid 2 pts, ammo gadget) 4 pts
Swing (swinging 2 pts, ammo gadget) 1 pt
Leather coat (Armour 1 ) 1 pt
Skilful 1pt
Mental Malfunction
Seeks to redeem his honour in the face of adversity
Advantages
Gadgeteer
Disadvantages
Normal
Skills
Athletics/Acrobatics, Stealth/Move Silently, Science/Chemistry, Technology/Invent, Sailing/Command
Equipment
Brawl *2 Hit, *1 DMG
Wakasashi *3 Hit, *2+5 DMG
Std Bolt *3 Hit, *3 dmg, 20 square range
Explosive Bolt *3 Hit, *3 dmg, 25 ft blast, 15 square range
Grapple Bolt *3 Hit, Brawn v 30 to escape, 15 square range
Smoke Bolt *3 Hit, *2 Mind v Mind for -2 dice penalty, 10 square range
Flash Bolt *3 Hit, *2 Mind v Mind target loses panel till successful 20 mind check, 15 square range
Armour *2 Soak
(8 Stat+17 Powers = 25)
This guy blew the bank as he really suffered for being gadget based.
Brawn: 1 Agility: 2 Mind: 1
Powers
Boost 1: Agility – when firing bow (x3) 1pt
Boost 1: Mind – when firing bow (x2) 1pt
Sword Technique +1 Hit 1 pt
Martial Arts Mastery – Fast Style 1pt
Double Tap 1 pt
Multi-Power (Offensive Bolts) 4 pts
•Blast (special attack *1 dmg 1 pt, area 2 pts, ranged mid 2 pts, ammo gadget) 3pts
•Grapple (Immobilization 3 pts, ranged mid 2 pts, ammo gadget) 3 pts
Multi-Power (Defensive Bolts) 5 pts
•Smoke (confusion 1 pt, med bursts 2 pts, ranged mid 2 pts, ammo gadget) 3 pts
•Blind (daze 2pts, med bursts 2 pts, ranged mid 2 pts, ammo gadget) 4 pts
Swing (swinging 2 pts, ammo gadget) 1 pt
Leather coat (Armour 1 ) 1 pt
Skilful 1pt
Mental Malfunction
Seeks to redeem his honour in the face of adversity
Advantages
Gadgeteer
Disadvantages
Normal
Skills
Athletics/Acrobatics, Stealth/Move Silently, Science/Chemistry, Technology/Invent, Sailing/Command
Equipment
Brawl *2 Hit, *1 DMG
Wakasashi *3 Hit, *2+5 DMG
Std Bolt *3 Hit, *3 dmg, 20 square range
Explosive Bolt *3 Hit, *3 dmg, 25 ft blast, 15 square range
Grapple Bolt *3 Hit, Brawn v 30 to escape, 15 square range
Smoke Bolt *3 Hit, *2 Mind v Mind for -2 dice penalty, 10 square range
Flash Bolt *3 Hit, *2 Mind v Mind target loses panel till successful 20 mind check, 15 square range
Armour *2 Soak
(8 Stat+17 Powers = 25)
This guy blew the bank as he really suffered for being gadget based.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm