Thursday, August 20, 2020

Macros for playing Mighty Protectors on Roll20

Here's a compilation of macros I made for playing V&V3.0: Mighty Protectors using Roll20.

Please note that these macros use the fan-made Roll20 sheet called "Villains&Vigilantes", but the sheet was built for the Mighty Protectors version of V&V.

Enjoy!

Initiative macro

&{template:default} {{name=@{selected|token_name} rolls Initiative}} @{selected|token_name} rolls initiative
[[ @{selected|initiative_score} + @{selected|agility_score}/100} &{tracker} ]]

 

Physical Attack #1 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_one}**, needs [[ @{selected|tohit_one} - @{target|physical_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_one} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_one}**, KB=@{selected|knockback_one}

 

Physical Attack #2 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_two}**, needs [[ @{selected|tohit_two} - @{target|physical_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_two} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_two}**, KB=@{selected|knockback_two}

 

Physical Attack #3 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_three}**, needs [[ @{selected|tohit_three} - @{target|physical_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_three} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_three}**, KB=@{selected|knockback_three}

 

Mental Attack #1 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_one}**, needs [[ @{selected|tohit_one} - @{target|mental_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_one} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_one}**, KB=@{selected|knockback_one}

 

Mental Attack #2 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_two}**, needs [[ @{selected|tohit_two} - @{target|mental_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_two} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_two}**, KB=@{selected|knockback_two}

 

Mental Attack #3 macro

&{template:default}
**@{selected|token_name}** attacks **@{target|token_name}** with **@{selected|attack_three}**, needs [[ @{selected|tohit_three} - @{target|mental_def} + ?{Modifier?|0} ]] to hit, d20=[[d20]]
Damage=[[ @{selected|damage_three} + ?{Damage Modifier?|0} ]] **@{selected|damagetype_three}**, KB=@{selected|knockback_three}

 

AG save macro

**@{selected|token_name}** rolls a [[d20]] vs. an **AG save** of **@{selected|agility_save}**

 

CL save macro

**@{selected|token_name}** rolls a [[d20]] vs. an **CL save** of **@{selected|cool_save}**

 

EN save macro

**@{selected|token_name}** rolls a [[d20]] vs. an **EN save** of **@{selected|endurance_save}**

 

IN save macro

**@{selected|token_name}** rolls a [[d20]] vs. an **IN save** of **@{selected|intelligence_save}**

 

Mass Roll

**@{selected|token_name}** Mass roll = [[@{selected|mass}]]**

 

Leap

**@{target|character_name}** attempts to leap out, needing [[ @{target|physical_def} + 9 - ?{distance?|1}*3 + ?{prone?|0} + ?{Modifier?|0} ]] to succeed. [[d20]] is rolled!

 


Tuesday, March 3, 2020

Venom

Here's my V&V3.0: Mighty Protectors write-up for Venom, a Marvel super-villain (and later anti-hero), who was originally a foe of Spider-Man. 

Created by David Michelinie and Todd McFarlane, Venom's first full appearance was in Amazing Spider-Man #300, published May, 1988.

This version of Venom hails from the comics of the late 1980's to the early 1990's. In these issues, Venom is most definitely a villain, and on more than one occasion, even though he remarks how it is "regrettable" to kill an innocent person, that's exactly what he does.

Venom is much stronger than Spider-Man, and definitely stronger than his "official" ability of being able to lift 11 tons. In several of these early issues he lifts and throws cars and lifts a bulldozer.

Venom's webbing is just like Spider-Man's web, only it's natural -- not from a gadget.

Venom is highly accurate; he often hits victims in the face with his webbing. In MP, this is a called shot with a penalty of -6 to hit. Venom actually asphyxiates to death several innocent victims by webbing over their mouth and nose.

The Venom "skin" can change its shape to almost anything, thus I gave him the Shape-Shifting ability along with Invisibility with the Camouflage modifier.

Using the LInked modifier is the closest I could come to simulating how Venom is a symbiote that lives "inside" Eddie. The times when the symbiote is driven out of Eddie can be done in Mighty Protectors by using the Siphon ability, with all of Venom's abilities treated as one because they are linked together.

Venom Image

Origin 1
Origin 2
Origin 3
Origin 4
Origin 5
 Super Strong
"Living Costume" Blends + No Spidey Sense
Changes Outer Appearance
Vulnerable to Sonics
Extra Limb, Tunneling, Elongation
Venom Doesn't Have Spider Sense

Venom is a trademark of Marvel Comics. Mighty Protectors is a trademark of Monkey House Games. This write-up is by B.K. Adams.

Saturday, February 29, 2020

Morbius (Bronze Age)

Here's my V&V3.0: Mighty Protectors write-up for Morbius, a Marvel super-villain (and later anti-hero), who was originally a foe of Spider-Man. 

This version of Morbius hails from the early 1970's to about 1980. In the issues I read he does not exhibit any of the following abilities: mind control, turning to mist, or regeneration.

Morbius first appeared in Amazing Spider-Man #101, published October, 1971.

Morbius Image
Created Vampire Image
Origin
 
Morbius Thirsts... and Kills!
Hollow Bones
Morbius Glides!
Morbius Makes Pseudo-Vampires


Morbius is a trademark of Marvel Comics. Mighty Protectors is a trademark of Monkey House Games. This write-up is by B.K. Adams.

Thursday, February 27, 2020

Kingpin (Silver Age)

Here's my V&V3.0: Mighty Protectors write-up for the Kingpin, a Marvel super-villain and long-time Spider-Man foe! Note that this is the Silver Age version of the villain with stats and abilities as they were depicted in early issues of The Amazing Spider-Man comic book.

The Kingpin was created by Stan Lee and John Romita, Sr. and first appeared in Amazing Spider-Man #50, published July, 1967.

Kingpin Sheet Image
First Appearance
300 lbs, all Muscle
Disintegrator Cane!
Tie-Pin Gas!

Notes:
1. The second number shown, in parenthesis, on the Leaping line of the Kingpin's character sheet is from my house rule on leaping. The first number shown uses the official MP rules.

Kingpin is a trademark of Marvel Comics. Mighty Protectors is a trademark of Monkey House Games. This write-up is by B.K. Adams.

Tuesday, February 25, 2020

Converting Savage Worlds Supers to Mighty Protectors


Note: For convenience, Savage Worlds is abbreviated to SW and Mighty Protectors to MP.

STEP 1 – Convert Power Level: SW’s five power levels correspond fairly well to MP. See the Power Level and Stats Charts below for more info.

STEP 2 – Convert Attributes: SW’s five stats correspond nicely to MP’s five stats. Agility to Agility, Smarts to Intelligence, Spirit to Cool, Strength to Strength, and Vigor to Endurance. Ignore the derived statistics of: Charisma, Pace, Parry, and Toughness. See the Stats Chart below for more info.

STEP 3 – Convert Super Powers: Mathematically, 1 point of a SW super power corresponds to about 1.8 MP CPs, but for simplicity sake, just double the base SW Power cost to get an approximate MP CP cost. Where game mechanics vary widely, use MP’s core ability CPs of 10/20/30 when doing the conversion, or use your judgement when deciding how many CPs the converted power should have.

When converting damage-causing super powers use the 2-to-1 formula or the Damage Conversion Chart, whichever allows the character to stay within its power level.

STEP 4 – Convert Gear: If the piece of gear is a weapon, see if it is listed under MP’s Special Weapon C) Standard Weapon. If it is not listed, or if the gear is not a weapon, then you will have to build it using MP’s Abilities and one or more modifiers, including the Gear modifier. Any CPs spent on Gear must be taken out of CPs spent on the character’s MP Abilities.

STEP 5 – Convert Hindrances: In general, minor hindrances correspond to a (-5) CP Weakness and major hindrances are a (-10) CP Weakness. You will likely have to exclude one or more hindrances as SW super characters seem to have a lot of hindrances. See the Hindrances chart below for a detailed list.

STEP 6 – Convert Edges/Skills: For conversion purposes, Edges and Skills count as bonus MP Abilities. If there are points left over after Step 2, 3 and 4, then convert the ones that fit MP’s system. See the Edge and Skills chart below for examples.

1. Power Level
SW Power Level
MP Power Levels
MP Total CPs
Pulp Heroes
Agent*
75
Street Fighters
Low
100
Four Color
Standard
150
Heavy Hitters
High
200
Cosmic
Mega*
250

* See Random NPC Power Levels & Expanded Power Level Chart pdf at: http://monkeyhousegames.com/downloads/
SW ATTRIBUTE
MP BC
Agility
Agility
Smarts
Intelligence
Spirit
Cool
Strength
Strength
Vigor
Endurance

2. Stats Chart
SW Trait
MP Strength
MP AG, EN, IN, CL
d4
6-8
9-11
d6
9-11
12-14
d8
12-14
15-17
d10
15-17
18-20
d12
18-20
21-23
d12+1
21-23
24-29
d12+2
24-26
30-35
d12+3
27-29
36-41
d12+4
30-32
42-47
d12+5
33-35
48-53
d12+6
36-38
54-59
d12+7
39-41
60-65
d12+8
42-44
66-71
d12+9
45-47
72-77
d12+10
48-50
78-83
d12+11
51-53
84-89
d12+12
54-56
90-95

3a. Damage Chart. Use this chart when you are not sure what the CP cost should be. Each additional +1 of SW damage should correspond to +2.5 CPs. Note that "MP CPs" and "MP Avg Dmg" are based upon the MP Ability Power Blast.
SW Dmg
MP CPs
MP Avg Dmg
2d6
5
5
3d6
10
7
4d6
15
9
5d6
20
11
6d6
25
13
2d8
7.5
6
3d8
15
9
4d8
22.5
12
5d8
30
14.5
6d8
37.5
17.5
2d10
10
7
3d10
20
11
4d10
30
14.5
5d10
40
18.5
6d10
50
22

3b. Powers Chart
SW POWER
MP ABILITY
Absorption
Absorption
Ageless
Adaptation: Time
Altered Form
Stretching Abilities and/or Absorption with Replenishment and/or Adaptation
Animal Control
Telepathy, Animals Only (-5); Mind Control, Animals Only (-5) or Companion or Summoning
Aquatic
Adaptation: Drowning, High Pressure; Speed with Fast Swimming modifier
Armor
Armor
Astral Form
Astral Projection
Attack, Melee
Natural Weaponry
Attack, Ranged
Power Blast, Flame Blast, Special Weapon B, etc.
Awareness
Heightened Senses
Broadcast
Lightning Control C) Gear Control, Radio & TV Devices Only (-7.5)
Burrowing
Physical Ability J) Tunneling (see New MP Abilities pdf at: http://monkeyhousegames.com/downloads/)
Chameleon
Shape-Shifting
Construct
Adaptation: Asphyxiation, Disease, Poison, Venom; Armor; Heightened Endurance and Weakness: Unlving, 0 Heal Rate
Damage Field
Disintegration B) Disintegration Field, Flame Abilities B) Flame Aura, Lightning Control B) Electrical Field or modifier: Ability Field
Danger Sense
Heightened Senses: Detect Karma, Basic, Global, Ranged
Decay
Poison/Venom
Deflection
Heightened Defense, Gravity Control C) Gravity Well or Shield
Doesn't Breathe
Adaptation: Asphyxiation
Doesn't Eat
Adaptation: Starvation
Doesn't Sleep
Adaptation: Sleep
Duplication
Duplication
Earthquake
Vibration A) Blast with Area Effect modifier
Energy Control
Various Abilities in an Arsenal or with the Multi-Ability modifier. Abilities can include: Light Control, Weather Control, or Negation
Ensnare
Grapnel
Explode
Power Blast, Area Effect, Immunity, No Range
Extra Actions
Super Speed
Extra Limbs
Physical Ability B) Extra Limbs
Fear
Emotion Control, Fear Only
Fearless
Armor: Psychic protection
Flight
Flight (match top speed as close as possible)
Force Control
Force Field, B) Force Bolt, Grapnel or Shaping
Gifted
Mental Ability B) Photographic Memory
Growth
Size Change A) Larger
Healing
Healing
Heightened Senses
Heightened Senses
Illusion
Illusions
Immune to Poison/Disease
Adaptation: Poison, Venom, Disease
Infection
Transmutation: Human is "fatigued", Moderate: victim's Endurance is lowered by 10, EN sv@-7, Touch Range, Duration: 10 hours, PR=5
Intangibility
Non-Corporealness
Interface
Lightning Control C) Gear Control
Invent
Inventing
Invisibility
Invisibility
Jinx
Fumble Prone weakness as Ability, (10) CPs, Usable On Others
Leaping
Physical Ability F) Super Leap
Malfunction
Lightning Control C) Gear Control, Malfunction Only (-5)
Matter Control
Shaping
Mind Control
Mind Control
Mind Reading
Heightened Senses: Mental Waves
Minions
Companion or Summoning, with Multitudes modifier
Negation
Siphon
Paralysis
Paralysis Ray or Poison/Venom B) Paralytic Poison
Parry
Heightened Defense or Shield
Poison
Poison/Venom
Possession
Physical Ability K) Possession (see New MP Abilities pdf at: http://monkeyhousegames.com/downloads/)
Regeneration
Regeneration
Resistance
Invulnerability
Shape Change
Transformation
Shrink
Size Change B) Smaller
Speak Language
Mental Ability C) Translation
Sidekick
Companion
Speed
Speed
Storm
Weather Control A & B
Stun
Emotion Control, Empathic Pain Only, Touch Range (-10), Energy Damage Type (-5)
Super Attribute
Heightened Agility, Ht. Cool, Ht. Endurance, Ht. Intelligence, Ht. Strength
Super Edge
Heightened Expertise and/or Heightened Attack
Super Skill
Heightened Expertise
Super Sorcery
Inventing or Arsenal (of Spells)
Swinging
Grapnel, Swinging Only
Telekinesis
Telekinesis A) Kinetic Manipulation
Telepathy
Telepathy
Teleport
Teleport
Toughness
Durability
Uncanny Reflexes
Heightened Defense
Undead
Adaptation: Asphyxiation, Time, Disease, Poison, Venom; Durability; Weakness: Unliving
Wall Walker
Physical Ability I) Wall-Crawling
Whirlwind
Repulsion Blast, Area Effect, Stays Active: Persistent

4. Hindrances / Weakness Chart
SW HINDRANCES
MP WEAKNESS
Alien Form
Distinctive
All Thumbs
Repairs made @-3 per (-5) CPs
Allergy
The character suffers from an aversion to a condition or substance and takes a -3 penalty on all saves and rolls to hit while exposed. Common (-2.5), Uncommon (-5), Rare (-7.5)
Anemic
Reduced Endurance
Arrogant
Low Self-Control, Compulsion
Bad Eyes
Diminished Senses: Imperceptive Sight @-3 per (-5) CPs
Bad Luck
Unlucky
Big Mouth
Low Self-Control, Compulsion
Blind
Diminished Senses: Blind
Bloodthirsty
Low Self-Control, Compulsion
Cautious
Low Self-Control, Compulsion
Clueless
The character suffers a -3 penalty on Culture saves, (-5) CPs
Code of Honor
Low Self-Control, Compulsion
Curious
Low Self-Control, Compulsion
Deathwish
Low Self-Control, Compulsion
Delusional
Psychosis
Dependency
Special Requirement
Dependent
Personal Problem: Dependent
Distinctive Appearance
Distinctive
Doubting
Low Self-Control, Compulsion
Elderly
Personal Problem: Unusual Age
Enemy
Nemesis
Gimmick
Ability Loss, Accidental Activation, Linked
Greedy
Low Self-Control, Compulsion
Habit
Low Self-Control, Compulsion
Hard of Hearing
Diminished Senses: Imperceptive Hearing @-3 per (-5) CPs
Heroic
Low Self-Control, Compulsion
Illiterate
Cannot learn to read or write in any language (-5) CPs
Lame
Physical Disability: Slow
Loyal
Low Self-Control, Compulsion
Mania
Low Self-Control, Compulsion
Mean
Low Self-Control, Compulsion
Monologuer
Low Self-Control, Compulsion
Obese
Slow, Move x2/3
One Arm
Physical Disability
One Eye
Physical Disability
One Leg
Physical Disability
Out of My League
Ability Cap is lowered by 40%, (-15) CPs
Outsider
Prejudice
Overconfident
Low Self-Control, Compulsion
Pacifist
Low Self-Control, Compulsion
Phobia
Phobia
Poverty
Poverty
Power Negation
Susceptibility
Quirk
Low Self-Control, Compulsion: Rare, Character Hook
Ruthless
Low Self-Control, Compulsion
Small
Size Change A) Smaller
Stubborn
Low Self-Control, Compulsion
Ugly
Distinctive
Vengeful
Low Self-Control, Compulsion
Vow
Low Self-Control, Compulsion
Wanted
Nemesis
Weakness
Vulnerability
Yellow
Low Self-Control, Compulsion
Young
Personal Problem: Unusual Age

5a. Edges Chart
SW EDGES
MP ABILITY
Acrobat
Knowledge A) Acrobat Career (5) CPs
Alertness
Ht. Senses: Acute Sight @+3, Acute Hearing @+3 (5) CPs
Ambidextrous
Physical Ability A) Ambidexterity (2.5) CPs
Beast Master
Companion (5) CPs
Brawler/Bruiser
Natural Weaponry +2/+4 Blunt Kinetic damage, (5/10) CPs
Danger Sense
Ht. Senses: Detect Karma, Basic, Ranged (10) CPs
Dodge/Imp. Dodge
Heightened Defense: +2/+4 Physical Defense, (5/10) CPs
Followers
Companion with Multitudes modifier (5/10) CPs
Frenzy/Imp. Frenzy
Natural Weaponry: +2 to hit (5) or +4 to hit (10)
Gadgeteer
Inventing (5/10) CPs
Hard to Kill/Harder to Kill
Durability: +5/+10 Hits, (5/10) CPs
Linguist
Mental Ability C) Translation: speaks all human languages w/accent (10) CPs
Luck/Great Luck
Luck +2/+4, (5/10) CPs
Martial Artist/Imp. MA
Natural Weaponry: +1/+2 to hit, +1/+2 Blunt (5/10) CPs
Nerves of Steel
Willpower B) Pain Resistance (10) CPs
Quick
Heightened Initiative +2 (5) CPs
Rich/Filthy Rich
Wealth (5/10) CPs
Sidekick
Companion (5) or (10) CPs
Trademark Weapon / Improved Trademark Weapon
Ht. Expertise, Specialist: +2 to hit (5) CPs / Ht. Expertise, Specialist: +4 to hit (10) CPs

5b. Skills Chart
Fighting and Shooting should be converted into MP first. Others SW skills, like driving, piloting, lockpicking, etc. can become specific Knowledge A tasks.

For each die level above their Attribute level, treat Fighting and Shooting as MP Heightened Expertise +2. For example, an SW character with a d10 Agility and a d12 in Shooting should have MP Heightened Expertise +2 with his primary ranged attack ability (a d12+1 Shooting would be +4 to hit, a d12+2 equals +6 to hit, etc.) 

SW SKILL
MP ABILITY
Fighting
Natural Weaponry (to hit) or Heightened Expertise
Knowledge
Knowledge A
Languages
Knowledge C
Notice
Heightened Senses
Shooting
Heightened Expertise with Offensive Ability
Throwing
Heightened Expertise with Throwing

6. In its Rogues section, Savage Worlds Supers includes a fair selection of interesting villains of differing power levels. Shown below is the conversion of Brimstone.

Power Level: Four Color. In MP, this equates to a Standard Power Level with a total of 150 CPs

Attributes: d10, d6, d6, d10, d8. In MP, these stats equal: ST 15, EN 15, AG 18, IN 12, CL 12 (72 CPs)

Super Powers: Altered Form (6), Ranged Attack 6d6 (10), Damage Field 5d6 (10), Energy Control (9), Undead (10). Note that the SW power of Energy Control doesn't really have a corresponding MP Ability; the closest that comes to it is Negation.

In MP these powers are converted to Absorption (10 CPs), Flame Blast (20 CPs), Flame Aura (20 CPs), Negation (18 CPs), and Adaptation (20 CPs); Total Power CPs = 88

Hindrances: Alien Form, Allergy (major), Habit (major), Terminally Ill. For MP, I’ll go with Distinctive (-10) and Compulsion (-10).

Edges: Arcane Background, Berserk, Bruiser, Counterattack, Harder to Kill. I have 10 CPs left for Edges and/or Skills. I’ll go with (5) CPs of Durability which equates to Harder to Kill.

Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d12. Because Shooting is higher than the character’s Agility, and I have 5 CPs left, so I’ll go with (5) CPs of Heightened Expertise, Specialist with Flame Blast.

Putting it all down on an MP character sheet, Brimstone looks like this:

Savage Worlds is a trademark of Pinnacle Entertainment Group. Mighty Protectors is a trademark of Monkey House Games.