Thursday, August 9, 2018

Legion of Super-Heroes: Colossal Boy, Dawnstar, Dream Girl

Here's three more MP write-ups of LSH heroes: Colossal Boy, Colossal Boy @96 feet, Dawnstar, and Dream Girl.

Notes:
1) I extended Size Change A) Larger to get to 96 feet tall, but Colossal Boy's sheet only reflects him at 30 feet tall, which is the height he prefers to fight at. The CPs exceed his Ability Cap.
2) I extended the Telescopic chart to get Dawnstar's tracking ability to work at Light Year ranges (treat every LY as 1" for purposes of the range penalty). This too exceeds her Ability Cap.
3) Dawnstar's wings allow her to fly in space, unlike Flight's normal 'wings' modifier, but they can also be damaged or removed per the Body Part modifier.
4) For Dream Girl's beauty, I created a new Ability called "Attractive", which gives a +2 reaction bonus for every 5 CPs.

Colossal Boy
Dawnstar
Dreamgirl

LSH #284 Cover


Colossal Boy, Dawnstar, Dreamgirl are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Wednesday, August 8, 2018

Legion of Super-Heroes Headquarters

Here's my rather skimpy write-up of the LSH Headquarters as a Mighty Protectors base. It does show the various types of gear that each Legionnaire receives, such as a Flight Ring. There are 25 active Legion members, so each member must pay 4 CPs to pay for the 100 CP cost of the base.

8-9-18: Updated & Revised
8-11-18: Revised the Flight Ring
LSH HQ
LSH HQ Pic

Legion of Super-Heroes: Blok and Chameleon Boy

Here are my MP write-ups for two more LSH characters: Blok and Chameleon Boy! Their stats & abilities reflect the pre-crisis Bronze Age of DC comics.

Notes:
1) Chameleon Boy's Animal Transformation ability exceeds his Ability Cap by a few CPs. I also 'made-up' a modifier that allows him to transform into any animal, costing +15 CPs.
2) It wasn't apparent to me what Blok's background was, but there is a mention of how he spent most of his free time at the LSH headquarter's library, so I gave him a specialty with LSH history.
3) For stats on LSH equipment see my first LSH post.

Blok
Chameleon Boy

Blok and Chameleon Boy are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Tuesday, August 7, 2018

Legion of Super-Heroes: Cosmic Boy, Lightning Lad, Saturn Girl

Here are the Mighty Protectors write-ups for the three founders of the Legion of Super-Heroes: Cosmic Boy, Lightning Lad, and Saturn Girl! Their stats & abilities generally reflect their pre-crisis depiction during the Bronze Age of superhero comics (1970-1984).
Legionnaires have the following standard equipment (consider these 'base equipment'):

  • Flight Ring: Flight 256/2048, 1393 mph (40), Persistent (5), Gear (-5), PR=0 (2.5), Multitudes x32 (25) with bonus ability Communicators: Base Cost (5), 700 mile range (5), Beacon (5), Sub-Space: 700 Light Years (5), Unlimited Battery (5), No Audio (-5), Single (-5)
  • Transuit: Life Support, 24 ten-hour charges (40), No Protection points (-5), Multitudes x32 (25)
  • Telepathy Earplug: Telepathy, Verbal (5) + Mental Ability C) Translation: fluent w/all species/planets languages (30), Gear (-5), Multitudes x32 (25)
Cosmic Boy
Lightning Lad
Saturn Girl

Cosmic Boy, Lightning Lad, and Saturn Girl are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Sunday, August 5, 2018

Red Tornado

Here's Red Tornado, the last of my MP write-ups of Bronze Age Justice League of America heroes. By modifying MP's Weather Control ability, I was able to simulate his air/wind powers without spending hundreds of CPs on separate Abilities.

Red Tornado Sheet

Red Tornado is a trademark of DC Comics. This write-up is by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Friday, August 3, 2018

Justice League of America

Here is the Justice League of America page. It shows various members of the JLA from the Bronze Age of DC Comics written-up as Mighty Protectors characters.




Thursday, August 2, 2018

Even More Teen Titans!

Here are the MP write-ups for the last of the Teen Titan heroes as shown in Bronze-Age or early Iron Age comics, including: Bumblebee, Herald, and Harlequin. I converted their stats & abilities (as shown in the New Teen Titans Sourcebook by John Terra, published 1990), into the Mighty Protectors rules.

Bumblebee MP Sheet
Herald MP Sheet
Harlequin MP Sheet

Notes:

1. Harlequin's powers are gadgets that come from her Inventing Points. Her portrait is probably a later, post-Titans depiction.
2. The Herald gains Sonic Abilities (with his horn) at some point, but I didn't include them because it wasn't in my source.

8/2/18 @1:52pm -- Fixed Harlequin's Acute Sight to show '+6' instead of '+3.' The correction is shown on the PDF.
8/2/18 @1:56pm -- Fixed a typo in Bumblebee's story text. The correction is shown on the PDF.
8/3/18 @6:40am -- Fixed a typo on Harlequin's sheet. The correction is shown on the PDF.

Bumblebee, Herald, and Harlequin are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Saturday, July 28, 2018

Converting DC Heroes to Mighty Protectors

Writeups.org has a plethora of DC heroes, written up using the DC Heroes Superhero RPG rules, also known by the acronym MEGS (Mayfair Exponential Game System).

DC Heroes (DCH) is a very different game system from Mighty Protectors (MP)... Nevertheless, I've come up with a chart that allows anyone to convert a character from DCH to MP. These guidelines are not perfect; they tend to result in approximate, or "in the ballpark", translations.

1. STATS

DCH uses 9 stats, but only 5 of those are applicable to MP; the rest are ignored.
DCH Dexterity converts to MP Agility
DCH Strength converts to MP Strength
DCH Body converts to MP Endurance
DCH Intelligence converts to MP Intelligence
DCH Will converts to MP Cool.

To derive the stats for an MP character, cross index the APs of the DCH character with the 'MP BC' column on the chart below. For example, DCH Batman has the following stats: Dex 10, Str 5, Body 6, Int 12, Will 12, Mind 12, Infl 10, Aura 8, Spirit 10. To convert his stats into Mighty Protectors, we only care about the first five stats. Converting Batman into MP gives him: 18 Strength, 21 Endurance, 33 Agility, 40 Intelligence, and a 33 Cool.

2. WEALTH

To convert DCH Wealth simply consult the chart below and cross-index the APs of the DCH character's wealth stat to find the CPs of MP Wealth ability. For example, Batman's 20 APs of wealth converts to (35) CPs of the MP Wealth ability.

3. SKILLS

Most DCH Skills translate into 'careers' as shown in the MP Knowledge ability, worth (5) CPs. However, some DCH skills, like Martial Arts and Weaponry, should be treated as powers for conversion purposes. For example, Batman's 10 APs of Martial Arts translates into (25) CPs of MP Natural Weaponry (or optionally Heightened Attack & Heightened Expertise).

DCH's Gadgetry skill is a combination of MP's Knowledge and Inventing abilities. Convert the Gadgetry APs into MP CPs, as shown on the chart below. Allocate 5+ CPs to one or more MP Knowledge 'careers' (5 cps) or 'task bonuses' (2.5 cps). Whatever CPs are left should go into the MP Inventing Points ability. For example, DCH Hawkman's Gadgetry skill of 12 APs converts into (30) CPs. For his MP character, he could have Knowledge A) Tinkerer/Repairman (5), and Inventing (25).

4. ADVANTAGES

Use your own judgement when converting advantages into MP's system. Most DCH Advantages can be converted into low CP MP abilities. For example, the DCH 'Sharp Eye' advantage translates into MP Heightened Senses, Acute Sight +6, costing (5) CPs; the DCH 'Lightning Reflexes' advantage translates into MP Heightened Initiative +2, costing (5) CPs.

5. POWERS

Use the chart below to convert the APs of DCH powers into CPs of MP Abilities. Try to use common sense when deciding which Mighty Protectors Ability corresponds to a DCH power. For example, Batman's 'laser torch' has 10 APs of 'Heat Vision' -- which sounds a lot like Light Control A) Laser. So, converting the power to MP means he has (25) CPs of Light Control A) Laser (with the Gear modifier, 'natch).

In general, any DCH power 20 APs or higher should be treated as 50 CPs in a Mighty Protectors ability. If desired, however, you can tack on additional damage with MP's Heightened Attack ability or you could extend MP's charts, which in most cases, use a doubling of effect for every 5 CPs. For example, the DCH Golden Age hero sidekick 'Thunderbolt' has 30 APs of Flight -- that's 75 CPs of MP Flight, well beyond the maximum listed. However if you double the flight speed for every additional (5) CPs one gets a x32 multiple, or 32768/524288 (178,734 mph).

6. MOVEMENT

To convert DCH movement (running, flying, swimming) use the MP BC column to determine the number of CPs of Flight or Speed. For example, 7 APs of DCH Flight is 24-26 on the MP BC column; that's 25 CPs of Flight.

7. WEAPONS

In general, if the weapon is a 'real world' weapon try to find it listed under MP's Special Weapon C) ability. If it's not there, you can use it's EV number in place of APs on the chart below to see how many MP CPs it should get. For example, the DCH Bazooka has an EV 8, which translates to (20) CPs of Special Weapon B.

8. VEHICLES

Use the DCH vehicle's Body score as AP to determine how many MP Vehicle ability CPs it should get. For example, the 18 Body of the DCH 'Ocean Liner' becomes 18 APs which equals (45) CPs of the MP Vehicle ability.

9. DCH to MP Chart (PDF)


DC Heroes Box Cover

Friday, July 27, 2018

More Teen Titans!

Here are more Teen Titan Mighty Protectors write-ups, including: Nightwing, Aqualad, Jericho, and Terra. A google sheet shows Nightwing's Arsenal.

These write-ups reflect the stats & abilities of these heroes as they were portrayed in the pre-Crisis comic books.
Nightwing MP sheet
Nightwing Origin
Aqualad MP sheet
Aqualad & Tula
Jericho MP sheet
Jericho Origin
Terra MP sheet
Terra Betrays Titans
pic

Notes:

1. Terra's Shaping and Telekinesis abilities exceed her Ability Cap.
2. Jericho's 'possession' power was a bit problematic. I came as close to simulating it without coming up with an entirely new ability.
3. Aqualad's Summoning ability has a modifier that I made up (it's not in the MP rules), "Any Sea Creature", for (+10) CPs. This is similar to the wide range of shapes for extra CPs found with the Shape-Shifting ability.

Aqualad, Jericho, Nightwing and Terra are trademarks of DC Comics. These write-ups are by B.K.Adams. Mighty Protectors is a trademark of Monkey House Games.

Monday, July 23, 2018

Speedy

Here's my Mighty Protectors write-up for Speedy, based upon stats & abilities shown in DC Heroes, 2nd Edition. This version reflects his character as he was portrayed in the 1980's. You can view Speedy's Arsenal of Trick Arrows as a google sheet.

Notes:
1. His Arsenal cost exceeds his Ability Cap by 6 CPs.
Speedy MP Sheet

Speedy Art


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

Monday, July 16, 2018

Trigon the Terrible

Here's my Mighty Protectors write-up of DC villain Trigon the Terrible! This write-up is mostly based upon very early issues of the New Teen Titans comic book, with additional material from the 2nd edition of Mayfair's DC Superheroes RPG. Trigon was created by Marv Wolfman and George Perez.

Trigon is your proto-typical inter-dimensional demonic overlord, who is vastly more powerful than any single Earth superhero, and who is bent on conquering and/or destroying anything he doesn't already control.

I gave Trigon a huge number of Inventing points, which coupled with his already high Intelligence, gives him a total of 125 points to construct spells. I also gave him a really high Knowledge Sorceror roll; this allows Trigon to make an inventing roll in 1 Round, or less, with a high degree of success. Below is a small sample of the types of spells he might use in any one adventure:

While on Earth:
1. Shape-Shifting: any human (15), enhanced realism: analytical (+10), PR=0
2. Dimensional  Travel D) Alternate Dimensions (40), PR=12
3. Mind Control: IN save @-14 vs. Psychic (40), IN+CL range, PR=8
4. Mental Ability C) Translation: any human language @fluent (15), PR=0

Anticipating Combat:
1. Disintegration Ray: 4d10 Other Dmg (50), STx2" range, PR=2
2. Super Speed: +2 Turns (20), PR=4 per Round
3. Size Change A) Larger: +40 CPs (40)
Trigon MP Sheet
Cover
Raven MC'd
Father Daughter Talk


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

Psimon

Here's my Mighty Protectors write-up of DC villain Psimon. This write-up is mostly based upon issue #3 of the New Teen Titans comic book with additional material from the 2nd edition of Mayfair's DC Superheroes RPG. Psimon was created by Marv Wolfman and George Perez.


Psimon MP Sheet
Mental Blast & Origin
Psionic Powers
TK & Sleep


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

Shimmer

Here's my Mighty Protectors write-up of DC villain Shimmer. This write-up is based upon issue #3 of the New Teen Titans comic book; her origin story text is cribbed from Comicvine. Shimmer was created by Marv Wolfman and George Perez and debuted in issue #3 of the New Teen Titans, published January 1981.

Shimmer has one super ability -- she can transform any physical object or substance into any other element or substance. In Mighty Protector terms this is the Transmutation ability (see p. 76). Any transmuted Gear gets a save to resist based on its Gear BC. Any other substance transmuted gets an EN-based saving throw based upon its mass. Find its weight in the ST Carry column of the Basic Characteristic table and read across to the Saves column to find its save.

The Transmutation ability has a (+10) modifier for more than one target, in this case "any physical object", but it doesn't have a modifier for turning those targets into "anything". For that I gave it another (+10) modifier.

Shimmer's one super-power blows past the Ability Cap for her 150 CPs, but there's really no way around that, and honestly... she's not overpowered.

In MP game mechanic terms, what effect Shimmer's transmuted substance has is up to the GM, but if its a damaging substance, like a poison or chemical, the saving throw penalty should be at least as good as the standard attack for Poison/Venom, with an EN save @-8. So when she turns an object into Ether gas, as she does in Teen Titans #3, everyone in the Area Effect should get an EN save @-8 or fall asleep.

Of course, she doesn't always have to use her power in a damaging way... she could just wave her hands and make any Gear in her area effect turn into air... or turn a section of wall into vapor. Her ability is limited only by the imagination of the GM running her.

Shimmer MP Sheet


Shimmer Cares for Mammoth

Shimmer Makes a Room Full of Ether


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

Sunday, July 15, 2018

Mammoth

Here's my Mighty Protectors write-up of DC super-villain Mammoth. This write-up is based upon issue #3 of the New Teen Titans comic book, as well as information from Comicvine. Mammoth was created by Marv Wolfman and George Perez and made his comics debut in issue #3 of the New Teen Titans, published January 1981.
Mammoth Character Sheet

Invulnerable 1 & Super-strong 1
Invulnerable 2 & Super-strong 2
Invulnerable 3 & Immovable


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

Gizmo

Here's my Mighty Protectors write-up of DC super-villain Gizmo. This write-up is based upon issue #3 of the New Teen Titans comic book, as well as information from Wikipedia. Gizmo was created by Marv Wolfman and George Perez and made his comics debut in issue #3 of the New Teen Titans, published January 1981.

Gizmo's inventions shown in that issue included: a jet-pack powered by fire extinguishers, a rocket explosive (used against Robin), a "totalizer" bomb (used against Cyborg), and a "gravity tow" (used against Starfire). When emulating his 'gravity tow', I at first used the MP Ability Gravity Increase, but the more I thought about it, the less comfortable I felt using that ability. Eventually, I settled on using Siphon: Power Blast with Suppress, with the siphoned points going into a Repulsion Blast that can only be aimed in a downward direction. This simulates that Starfire can't use her star bolts the way she wants to and that it's her same star bolts that are powering the thing.

It takes a normal character an IN-based Task Check with 1 hour spent to create an invention (see 3.1.3, p. 103). Creating an invention in 1 Round suffers a -9 penalty to this roll (see 3.0.2.7, p. 102). Gizmo, however, gets +3 for his Inventor background and another +3 because of his 'Major Facilities' and 'Mobile Facilities' Inventing modifiers. Thus, he can create a new invention in 1 Round with an IN save @-3, which for him ends up being a 12- roll. Note: a GM may apply other modifiers to this roll, as he or she sees fit.


Gizmo MP Sheet
Gizmo Flight
Gizmo Rocket
Gizmo Totalizer
Gizmo Gravity Gadget

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