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.