Dr Archeville wrote:niiiiice.... though shouldn't Intuition also figure into Wisdom? I mean, the Player's book says Intuition reflects "wisdom, wits, common sense, and battle saavy," while Psyche represents "willpower or force of will."
Charisma's always been a bear to try and convert to... maybe use the MSH Psyche & Popularity scores?
Also, do you have access to the Marvel Super Heroes Adventure Game? They use a scale of 1-30 to ranks abilities & powers, and at first glance seems to 'synch' well with M&M.
Tickkid wrote:Anyhow the main jist of this message was thanks for posting the conversion stuff, gives me more time to make jello.
Dr Archeville wrote:Besides, with Intuition = Charisma, that makes Wolverine & Daredevil (both with Intuition Monstrous/75) more charismatic than Professor X (Am/50 Intuition), Captain America (In/40 Intuition), and good ol' Spidey (Rm/30 Intuition)...
Heh, I think you've got slighlty more MSH RPG stuff than I do The MSH Adventure Game, while having a horrid system (IMHO -- I just don't like the SAGA/card-based system used in it), was very good in both the sheer number of characters covered & in the updates area (updated character backgrounds and such).
BeZurKur wrote:mmmm.... Jello.....
Thanks for the Notes, Neo.
Dr Archeville wrote:Excellent!
One more question -- how do you determine whether or not someone gets one of the Amazing Save powers, and at what level? I mean, shouldn't Professor Xavier have a high Will save, to reflect not just his Wisdom but also his years of telepathic practice & discipline? What about Wolverine -- yes, he's got a superhumanly-high Constitution, but he doesn't have a superhuman amount of hit points (though his regeneration may make it look that way) -- shouldn't he have high Amazing Save/Fortitude?
May I suggest somethin', Neo?
MSH RPG 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, Vibranium, Volcanic Rock
Am/50 -- 15-16 -- Gemstones, Granite, Osmium Steel, Titanium Steel
Mn/75 -- 17-18 -- Diamond, Super-Heavy Alloys
Un/100 -- 19-20 -- Adamantium Steel, Meteoric Iron
Also, for MSH Talents -- M&M Feats:
Acrobatics = Dodge & Evasion, plus ranks in Balance, Jump, and Tumble
Martial Arts B = Attack Focus: Unarmed Strikes
Martial Arts C = Improved Grapple
Martial Arts E = Improved Initiative
Resist Domination = Indomitable Will
Wrestling = Improved Pin
Dr Archeville wrote:"Your work pleases Doom..."
One tiny quibble, though -- his Possession/Mind Transfer isn't mystical, it's a psionic trick he 'learned' from a group of aliens (the Ovoids, I believe). He's also got some gadgets that can do the same.
Also, his Armor gives him Super-Senses (Infravision, Optical Scanners allowing him to focus in on things up to 1 mile away, and Parabolic Ear Amplifiers allow him to detect whispers across a crowded room, and unusual frequencies within the audible range for humans). His Armor's also been shown to be able to absorb solar and heat energy, to Boost his other systems.
Come to think of it, with all the various widgets & add-ons to his Armor he's shown over the years, the Gadgets power in his Armor wouldn't be out of the question, I'd think...
( can you guess that he's one of my faves? )
Strand0 wrote:What a bout the pumkin bomb, razor bats, and spark-shooter gloves.
Users browsing this forum: Yahoo [Bot] and 1 guest