Baeraad
Delicate Snowflake
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- Oct 4, 2017
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Okay, so. I feel like running a World War Two game of low-powered superheroes. And I'm pretty impressed with the way that Godlike includes supers in the historical timeline and makes them feel like they fit in seamlessly. But words can not describe how much I don't want to have to learn a new system - whereas I have also been wanting to run M&M for a while. So... conversion time.
Let's start by seeing if we can convert the powers of the "first ten" and then go from there. I'll set the Power Level at 6; Talents can do things that are impossible to others, but they are supposed to be specialised tools rather than all-around superhumans, with powers that tend to come with a lot of caveats and limitations, and which usually does not make them unbeatable by regular people, at least not in sufficient numbers.
First off, we have Der Flieger, a Nazi superman who can fly through the sheer power of his overwhelming smugness. According to his writeup, he can fly at "speeds exceeding 800 MPH," is unbothered by the lack of air and heat at high altitudes, and, by flying at top speed, can generate sonic booms that were known to knock spitfires out of the air.
Okay. 800 miles per hour is something like 2,000 meters per round, so rounding that up Der Flieger has Flight 9, for 18 PP. He also has Immunity 1: Cold and Immunity 2: Suffocation, both with the Flaw of Limited: Only from high altitudes. Finally, we'll call his sonic booms a Damage 6 effect with the Extra of Area: Burst and the Flaw of Limited: Only when moving at top speed. He also has Enhanced Trait: Move-By Attack, with the Flaw of Limited: Sonic booms only. Both Immunity 1 and Enhanced Trait: Move-By Attack just costs 1 PP each and have a Flaw that reduces costs by 1 PP/level, which I don't know how it's meant to work, but we can reasonably say that they cost 1 PP between the two of them because of it. That puts the sum up to 17 PP.
Der Flieger's main defensive ability seems to have been that he kept moving too fast for the weapons of the day to be able to get a bead on him (he was eventually brought down by a sort of airborn proximity mine). So let's also give him Enhanced Trait: Dodge 8.
All in all, Der Flieger's power has a cost of 34 PP, which seems pretty reasonable. He's also got a very character-appropriate, obnoxious fighting style which amounts to VROOM-ing past and knocking everyone over, ending up on a safe distance from them before doing the same thing over again. The best counter is to Ready a close combat attack with the trigger of "Der Flieger comes within range," so that the next time he comes rushing by you punch him in his big, dumb, Aryan face and knock him on his big, dumb, Aryan ass. This fits the setting information, since canonically Cien managed to do pretty much exactly that at one point.
On the side of the angels, we have Pevnost, who's got the relatively straightforward power of making any doorway lead to any other doorway he's ever passed through. This is stated to exhaust him; he single-handedly evacuated 5,000 people from Dunkirk, but the effort put him in the hospital. He's got a listed maximal range of "2.5 nautical miles." Let's give him Teleport 12, with the Extended Extra and the Limited To Extended Flaw. He also has the Portal Extra and the Medium: Doorways I've passed through and Tiring Flaws. Sum total, 24 PP.
Cien is a tricky one. He can make telekinetically manipulate things touched by his shadow, with a strength proportional to how long his shadow is at the time. His writeup helpfully notes that he once throw a 43-ton Panzer 45 meters, which gives us some numbers to plug into the M&M system. 43 tons is Mass 11, 45 meters is 150 feet is Distance 3, meaning that Cien needed Strength 14 to pull off that feat. Let's say he both used Extra Effort and concentration, so we can stay within the Power Level limit, meaning he has Move Object 12 with the Damaging Extra and the Flaw of Limited: Only objects touched by my shadow. I won't even try to figure out a system for determining how long Cien's shadow is at any given time, but at least this means the GM can mess with Cien by having Germans aim searchlights at him (or conversely, have him be attacked in the middle of the night and no light sources handy). The difficulty of "aiming" his shadow is probably covered with the fact that he's got a +0 attack bonus on grabbing and crushing things with his shadow, since anything else would put him above the Power Limit. Sum total, 24 PP.
Viljo, who seems to be inspired by real-life Finnish badass Simo Häyhä, is immune to cold, can disappear into the snow with preternatural swiftness and "was once seen to dodge machine gun bullets after they had been fired." So he has Concealment 4: All Visual Senses, with the Flaw of Limited: Only in snow, Immunity 1: Cold and Enhanced Trait: Dodge 8. That's pretty cheap, so let's throw in Enhanced Trait: Parry 8 as well while we're at it, making Viljo able to duck Russian bayonettes along with the bullets. 21 PP for the terror the frozen north!
From the rolling hills of Denmark, Vogel is immune to missiles that he can see coming. That's nice and simple. He's got Immunity 20: Missiles and the Flaw of Limited: Only intentional attacks that I can see coming. 10 PP.
Aesgir is a challenge, since, well, he's basically The Mighty Thor in what's supposed to be a low-powered setting. He's got a spear that once pierced a full decimeter of tank steel in a single thrust... and is mildly target-seeking... and that makes him "nearly invulnerable to kinetic damage" while holding it... and that (possibly) warns him of danger. Oh, and he can open a portal to a parallel dimension, which is admittedly a big frozen wasteland that's good for a quick escape route but not much else. Ye gods... so to speak. How did this guy not win the war on his own?!
Okay, okay. A tank has Toughness 12, and I'll assume it has Impervious, being an inanimate object and all. Let's give Aesgir Damage 6 and Penetrating, meaning that he's got at least a decent shot of punching through. The attack also has Increased Range and Homing. Further, we'll give him Protection 8, with the Impervious Extra. He's got Senses 1: Danger Sense and Senses 4: Precognition, the latter with the Uncontrolled Flaw. Finally, he's got Movement 1: Dimensional Travel with the Flaw of Limited: Valhalla only and the Increased Mass Extra. Enough to move "eighty fully-armed commandos," apparently... Let's say 300 pounds per commando for a total of 24,000 pounds of weight moved? So 9 ranks of Increased Mass, then. All of this has the Removable Flaw, so it's at 60% cost.
Hoo boy, let's add this up...
Damage 6 (Penetrating, Increased Range, Homing 1) - 19 PP
Protection 8 (Impervious) - 16 PP
Senses 1: Danger Sense - 1 PP
Senses 4: Precognition (Uncontrolled) - 4 PP
Movement 1: Dimension Travel (Limited: Valhalla only, Increased Mass 9) - 10 PP
A whoppin' 50 PP total, but add the Removable Flaw and we end up with... 30 PP. Huh. That's actually reasonable, and he seems at least somewhat capable of doing the things he's canonically supposed to have done. Okay, maybe he's not such an insane character after all.
I'll stop there for now and do the other four later. Any advice from M&M veterans and/or Godlike aficionados would be welcome.
Let's start by seeing if we can convert the powers of the "first ten" and then go from there. I'll set the Power Level at 6; Talents can do things that are impossible to others, but they are supposed to be specialised tools rather than all-around superhumans, with powers that tend to come with a lot of caveats and limitations, and which usually does not make them unbeatable by regular people, at least not in sufficient numbers.
First off, we have Der Flieger, a Nazi superman who can fly through the sheer power of his overwhelming smugness. According to his writeup, he can fly at "speeds exceeding 800 MPH," is unbothered by the lack of air and heat at high altitudes, and, by flying at top speed, can generate sonic booms that were known to knock spitfires out of the air.
Okay. 800 miles per hour is something like 2,000 meters per round, so rounding that up Der Flieger has Flight 9, for 18 PP. He also has Immunity 1: Cold and Immunity 2: Suffocation, both with the Flaw of Limited: Only from high altitudes. Finally, we'll call his sonic booms a Damage 6 effect with the Extra of Area: Burst and the Flaw of Limited: Only when moving at top speed. He also has Enhanced Trait: Move-By Attack, with the Flaw of Limited: Sonic booms only. Both Immunity 1 and Enhanced Trait: Move-By Attack just costs 1 PP each and have a Flaw that reduces costs by 1 PP/level, which I don't know how it's meant to work, but we can reasonably say that they cost 1 PP between the two of them because of it. That puts the sum up to 17 PP.
Der Flieger's main defensive ability seems to have been that he kept moving too fast for the weapons of the day to be able to get a bead on him (he was eventually brought down by a sort of airborn proximity mine). So let's also give him Enhanced Trait: Dodge 8.
All in all, Der Flieger's power has a cost of 34 PP, which seems pretty reasonable. He's also got a very character-appropriate, obnoxious fighting style which amounts to VROOM-ing past and knocking everyone over, ending up on a safe distance from them before doing the same thing over again. The best counter is to Ready a close combat attack with the trigger of "Der Flieger comes within range," so that the next time he comes rushing by you punch him in his big, dumb, Aryan face and knock him on his big, dumb, Aryan ass. This fits the setting information, since canonically Cien managed to do pretty much exactly that at one point.
On the side of the angels, we have Pevnost, who's got the relatively straightforward power of making any doorway lead to any other doorway he's ever passed through. This is stated to exhaust him; he single-handedly evacuated 5,000 people from Dunkirk, but the effort put him in the hospital. He's got a listed maximal range of "2.5 nautical miles." Let's give him Teleport 12, with the Extended Extra and the Limited To Extended Flaw. He also has the Portal Extra and the Medium: Doorways I've passed through and Tiring Flaws. Sum total, 24 PP.
Cien is a tricky one. He can make telekinetically manipulate things touched by his shadow, with a strength proportional to how long his shadow is at the time. His writeup helpfully notes that he once throw a 43-ton Panzer 45 meters, which gives us some numbers to plug into the M&M system. 43 tons is Mass 11, 45 meters is 150 feet is Distance 3, meaning that Cien needed Strength 14 to pull off that feat. Let's say he both used Extra Effort and concentration, so we can stay within the Power Level limit, meaning he has Move Object 12 with the Damaging Extra and the Flaw of Limited: Only objects touched by my shadow. I won't even try to figure out a system for determining how long Cien's shadow is at any given time, but at least this means the GM can mess with Cien by having Germans aim searchlights at him (or conversely, have him be attacked in the middle of the night and no light sources handy). The difficulty of "aiming" his shadow is probably covered with the fact that he's got a +0 attack bonus on grabbing and crushing things with his shadow, since anything else would put him above the Power Limit. Sum total, 24 PP.
Viljo, who seems to be inspired by real-life Finnish badass Simo Häyhä, is immune to cold, can disappear into the snow with preternatural swiftness and "was once seen to dodge machine gun bullets after they had been fired." So he has Concealment 4: All Visual Senses, with the Flaw of Limited: Only in snow, Immunity 1: Cold and Enhanced Trait: Dodge 8. That's pretty cheap, so let's throw in Enhanced Trait: Parry 8 as well while we're at it, making Viljo able to duck Russian bayonettes along with the bullets. 21 PP for the terror the frozen north!
From the rolling hills of Denmark, Vogel is immune to missiles that he can see coming. That's nice and simple. He's got Immunity 20: Missiles and the Flaw of Limited: Only intentional attacks that I can see coming. 10 PP.
Aesgir is a challenge, since, well, he's basically The Mighty Thor in what's supposed to be a low-powered setting. He's got a spear that once pierced a full decimeter of tank steel in a single thrust... and is mildly target-seeking... and that makes him "nearly invulnerable to kinetic damage" while holding it... and that (possibly) warns him of danger. Oh, and he can open a portal to a parallel dimension, which is admittedly a big frozen wasteland that's good for a quick escape route but not much else. Ye gods... so to speak. How did this guy not win the war on his own?!
Okay, okay. A tank has Toughness 12, and I'll assume it has Impervious, being an inanimate object and all. Let's give Aesgir Damage 6 and Penetrating, meaning that he's got at least a decent shot of punching through. The attack also has Increased Range and Homing. Further, we'll give him Protection 8, with the Impervious Extra. He's got Senses 1: Danger Sense and Senses 4: Precognition, the latter with the Uncontrolled Flaw. Finally, he's got Movement 1: Dimensional Travel with the Flaw of Limited: Valhalla only and the Increased Mass Extra. Enough to move "eighty fully-armed commandos," apparently... Let's say 300 pounds per commando for a total of 24,000 pounds of weight moved? So 9 ranks of Increased Mass, then. All of this has the Removable Flaw, so it's at 60% cost.
Hoo boy, let's add this up...
Damage 6 (Penetrating, Increased Range, Homing 1) - 19 PP
Protection 8 (Impervious) - 16 PP
Senses 1: Danger Sense - 1 PP
Senses 4: Precognition (Uncontrolled) - 4 PP
Movement 1: Dimension Travel (Limited: Valhalla only, Increased Mass 9) - 10 PP
A whoppin' 50 PP total, but add the Removable Flaw and we end up with... 30 PP. Huh. That's actually reasonable, and he seems at least somewhat capable of doing the things he's canonically supposed to have done. Okay, maybe he's not such an insane character after all.
I'll stop there for now and do the other four later. Any advice from M&M veterans and/or Godlike aficionados would be welcome.
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