marvel faserip character conversion to mutants & masterminds 3e

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Every Marvel FASERIP Character by legend » Tue Dec 06, 2011 6:19 am ABILITIES & MOST POWERS: FE 0, PR 1, TY 2, GD 3, EX 4, RM 6, IN 9, AM 11, MN 12, UN 13, SHX 14, SHY 15, SHZ 16, CL1000 17, CL3000 19, CL5000 20 AWARENESS: Lower of Intuition & Psyche. Higher Intuition converted to ranks of Insight & Perception. Higher Psyche converted to ranks of Will. POPULARITY: Positive score equals Persuasion. Negative Score Equals Intimidation. RESOURCES: EX Benefit 1, RM Benefit 2, IN Benefit 3, AM Benefit 4, MN & UP Benefit 5. BODY ARMOR: Rank converted to Impervious Toughness (and Protection if necessary). EQUIPMENT: Ignored MSH & used M&M stats when possible. FLIGHT: FE 3, PR-TY 5, GD-EX 6, RM-AM 7, MN-UN 8, SHX 9, SHY 10, SHZ 11, CL1000 12 & Movement 1 (Space Travel 1), C31000 13 & Movement 2 (Space Travel 2), CL5000 14 & Movement 3 (Space Travel 3) SPEED: FE 3, PR-TY 4, GD-RM 5, IN-UN 6, SHX-SHZ 7 SWIMMING: SPEED+2 OTHER POWERS: Many based upon measurement conversion

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Page 1: Marvel FASERIP Character conversion to Mutants & Masterminds 3e

Every Marvel FASERIP Character

by legend » Tue Dec 06, 2011 6:19 am

ABILITIES & MOST POWERS: FE 0, PR 1, TY 2, GD 3, EX 4, RM 6, IN 9, AM 11, MN 12, UN 13, SHX 14, SHY 15, SHZ 16, CL1000 17, CL3000 19, CL5000 20

AWARENESS: Lower of Intuition & Psyche. Higher Intuition converted to ranks of Insight & Perception. Higher Psyche converted to ranks of Will.

POPULARITY: Positive score equals Persuasion. Negative Score Equals Intimidation.

RESOURCES: EX Benefit 1, RM Benefit 2, IN Benefit 3, AM Benefit 4, MN & UP Benefit 5.

BODY ARMOR: Rank converted to Impervious Toughness (and Protection if necessary).

EQUIPMENT: Ignored MSH & used M&M stats when possible.

FLIGHT: FE 3, PR-TY 5, GD-EX 6, RM-AM 7, MN-UN 8, SHX 9, SHY 10, SHZ 11, CL1000 12 & Movement 1 (Space Travel 1), C31000 13 & Movement 2 (Space Travel 2), CL5000 14 & Movement 3 (Space Travel 3)

SPEED: FE 3, PR-TY 4, GD-RM 5, IN-UN 6, SHX-SHZ 7

SWIMMING: SPEED+2

OTHER POWERS: Many based upon measurement conversion

Most Prevalent Conversion Issues-Growth not always clear or present.-Teleportation almost always rank 23-Elemental/Molecular Conversion (Transform) in MSH based upon mass, not volume-Weather Control often scaled down

TALENTS

Page 2: Marvel FASERIP Character conversion to Mutants & Masterminds 3e

Weapon SkillsGuns = +1CS Ranged Combat: Pistol, Ranged Combat: Rifle, Ranged Combat: Submachine GunThrown Weapons = +1CS Ranged Combat: Throwing (stacks with Thrown Objects)Bows = +1CS Ranged Combat: Bow, Ranged Combat: CrossbowBlunt Weapons = +1CS Close Combat: Club, Close Combat: Unarmed, Close Combat: WarhammerSharp Weapons = +1CS Close Combat: Battleaxe, Close Combat: Knife, Close Combat: Spear, Close Combat: SwordOriental Weapons = +1CS Close Combat: Knife, Close Combat: Spear, Close Combat: Sword, Ranged Combat: Crossbow, Ranged Combat: ShurikenMarksman = +1CS Ranged AttackWeapon Master = +1CS Close AttackWeapon Specialist = +2CS Close or Ranged Combat with specific weapon, Improved Initiative

FIghting SkillsMartial Arts A = Improved Critical (Unarmed), Improved TripMartial Arts B = +1CS Close Combat: UnarmedMartial Arts C = +1CS Athletics, Improved Defense, Improved HoldMartial Arts D: Unarmed Penetrating 1 • 1 pointMartial Arts E = Improved InitiativeWrestling = +2CS Close Combat: GrabThrown Objects = +1CS Ranged Combat: Throwing (stacks with Thrown Weapons)Acrobatics = +1 CS Active Defenses, EvasionTumbling = Instant Up

Professional SkillsMedicine = +1CS Expertise: Medicine & TreatmentLaw = +1CS Expertise: LawLaw Enforcement = +1CS Expertise: Law Enforcement, Ranged Combat: Pistol, Ranged Combat: Rifle, Ranged Combat: ShotgunPilot = +1CS Expertise: Aircraft, Vehicles (maybe Expertise: Spacecraft)Military = +1CS Expertise: Military, ConnectedBusiness/Finance = +1CS Expertise: Business, ConnectedJournalism = +1CS Expertise: Current Events, Expertise: Journalism, Connected, ContactsEngineering = +1CS Expertise: Engineering, Technology, Inventor

Page 3: Marvel FASERIP Character conversion to Mutants & Masterminds 3e

Criminology = +1CS Expertise: Criminology, Insight, ConnectedPsychiatry = +1CS Deception, Expertise: Psychiatry, Insight, PersuasionDetective/Espionage = +1CS Investigation, Connected

Scientific SkillsChemistry = +1CS Expertise: Chemistry, TreatmentBiology = +1CS Expertise: BiologyGeology = +1CS Expertise: GeologyGenetics = +1CS Expertise: GeneticsArchaeology = +1CS Expertise: Archaeology, Expertise: HistoryPhysics = +1CS Expertise: PhysicsComputers = +1CS Expertise: ComputersElectronics = +1CS Expertise: Electronics, Technology

Mystic & Mental SkillsTrance = TranceMesmerism & Hypnosis = FascinateSleight of Hand = +1CS Sleight of HandResist Domination = +1CS Will or Second Chance (Mental Control)Occult Lore = +1CS Expertise (Occult Lore)Mystic Background = nothing

Other TalentsArtist = +1CS Expertise in art or similiarLanguages = LanguagesFirst Aid = +1CS TreatmentRepair/Tinkering = +1CS TechnologyTrivia = +1CS Expertise in type of TriviaPerformer = +1CS Expertise in performance typeAnimal Training = Animal EmpathyHeir to Fortune =Benefit 2 (Independently Wealty or betterStudent = Beginner's LuckLeadership = Inspire, Leadership, Teamwork