Mutants & Masterminds Conversion Guide v1

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Base Raiders/Mutants and Masterminds 3E Conversion Guide - Version 1

This guide will explain how to implement the new systems introduced in the Base Raiders RPG for use in a
Mutants and Masterminds campaign. It will cover suggested modifica ons to the character crea on system, as
well as new mechanics for base crea on, goals, power interac ons, and loot. Gamemasters who wish to run a
Base Raiders campaign in Mutants and Masterminds but do not need the new systems do not need this guide
at all.
Character Crea on
Use the standard character crea on system with the following power levels to represent high, medium, or low
power games:
High Power: Power Level 10 (150 Power Points)
Medium Power: Power Level 8 (120 Power Points)
Low Power: Power Level 6 (90 Power Points)
It is recommended that player characters answer the five ques ons on p. 93 of Base Raiders in order to fill out
their character’s background.
Base Crea on
Gamemasters who wish to use the collabora ve base crea on system as described on p. 187 can do so with the
following modifica ons. Player characters cannot use untrained skills to inves gate bases. The GM sets the DC
of all skill checks to research a base in secret and it is recommended that the DC for all skill checks be at 15 and
higher. It is recommended that GMs use graded skill checks (p. 14 of Mutants and Masterminds 3rd Edi on) for
base inves ga on skill checks. Higher grade successes indicate more accurate informa on is revealed to the
players while lower grade successes indicate par ally incorrect informa on.
Goals
As in Base Raiders, a player who wants to design a goal for his character should first design a superpower to
represent the effect of the goal. Obviously, in this case, use the Mutants and Masterminds system instead of
the Strange Skill genera on. However, you may also add skills, advantages, and gear (including headquarters)
to be er model your goal. Remember that the point of a goal is to change the world, not improve your
personal character. Use the following chart to determine final point costs and number of milestones required
to complete the goal.

Tier MilestonesSkill Point


Multiplier
Personal 2 1
City 4 1.5
National6 2
Global 8 4
Cosmic 12 8
For example, a vaccine for cancer is best represented by a combina on of several elements. First, the character
needs to perform research to discover the cure, which the GM decides is a DC 30 Treatment skill check. Either
the GM can allow the character to make the skill check once every 6 months of game me if he possesses
Treatment at a high enough level or the GM could allow the character to recruit scien sts to work on the cure.
In the la er case, the character simply pays via Power Points to represent the effort in ge ng the project
underway, assuming that NPCs will make a rou ne check.
Treatment +20 (with rou ne check of 10 for a total of DC 30): 10 power points - only necessary if a character
Treatment +20 (with rou ne check of 10 for a total of DC 30): 10 power points - only necessary if a character
does not have Treatment
Immunity: cancer: 1 point.
Extra: Affect other: 1 point
Skyscraper (to represent the vaccine factory and distribu on system): 17 points
Tier: Global
Miletones: 8
Total cost: 116 without Treatment (29x4) or 76 (19x) power points to research and distribute a cure for cancer
for the en re world. Obviously, this goal would be a campaign goal, requiring mul ple sessions to complete.
Character use their own earned power points and/or use loot to pay for a goal. Mul ple PCs can pool their
resources together to pay for a goal.
Loot
The loot rules begin on p. 192 of Base Raiders, which explains how players can sell and use the loot they find in
bases. The values for loot and bulk remain unchanged. A person can normally carry 20 points of bulk and 20
bulk worth of tech supplies equals 1 loot point, for example. The ra os for selling loot varies as normal, as
described on p. 194.
Loot is converted into power points at a 5:1 ra o. In other words, 10 loot points can be turned into 2 power
points. These power points can only be used to pay off character goals, Burn (from the Power Interac on rules,
see below) or to increase the Benefit: Wealth advantage.
Power Interac on
The most complex system introduced in Base Raiders is the Power Interac on system on p. 182. In Mutants
and Masterminds, characters may gain addi onal superpowers, as described in Base Raiders, but the effects
are based on how many points the new power costs over their remaining available points. The excess cost is
called Burn and remains un l the character can pay for it through experience and loot.
For example, consider a medium power character who has gained 5 power points from adventuring and has
not spent any points. He started with 150 points (which were all spent during character crea on) but none of
the 5 points he gained from play have been spent. He gains a new superpower by drinking a magic po on. The
new power costs 12 points. He now has 7 points of Burn. To determine the effects of Burn, consult the
following table below:
Burn Effect
0 None - the character operates normally.
1-5 Strained: The character’s Stamina is reduced by 1. If it is already -5, then
reduce another physical a ribute (Strength, Agility, Dexterity, or
Figh ng) by 1.
5-10 Miscibility: The character must take 1 consequence from the Miscibility
table.
11-15Major Strain: The character must halve his Will Defense and lower
Toughness by 1. If Tough is at -5, then the character loses a point in an
a ribute of the player’s choice.
16-20Unstable: The character must take 1 new consequence from the
Miscibility table.
21-30Death Throes: The character’s body starts to burn away. The character
will die in a manner of hours equal to his current Will defense, with a
minimum of 1 hour of me.
31+ System Shock: The character dies from massive internal shock. He lives
for a number of minutes equal to his current Will defense.
All side effects of Burn end when the character loses all Burn. All lost stats are recovered.
Miscibility Consequences: When a character gains enough Burn to take a miscibility consequence, use the
following entries.
Minor Consequences: Each minor consequence costs ALL of the character’s Hero Points (the character does
NOT start the game with any Hero Points, nor can the character earn any)
Cosme c flaw: The character’s appearance changes slightly but no ceably. Hair may change color, voice
sounds different, or the character may gain or lose weight. The character s ll looks approximately the same
and will not stand out any more than he has in the past. A human s ll looks human, but an alien s ll looks
alien. People familiar with the character will no ce the difference and the character takes a -2 penalty when
making a social skill against them.
Persistent stress: The character suffers a -1 penalty on all damage resistance checks.
Weakened Power: One of the character’s superpowers loses 1 rank of power.
Weakness: The character gains a new Weakness complica on.
Moderate Consequences: each moderate consequence costs 1 Hero Point per game session. In other words,
the player character starts with no Hero Points, but may earn Hero Points during game play normally.
Inefficient Power Mixture: One of the character’s Powers becomes drama cally weaker. The character’s
highest ranked power is reduced to half of its ranks (round down).
Major physiological change: The character undergoes a physical transforma on that radically changes his
appearance, to the point where he can no longer pass as a normal member of his species.. Humans look
alien or monstrous. If he goes out in public, he will be labeled a monster or freak. Police will a empt to
arrest or kill him. Aliens and other non-human characters never change to the point where they look human
though. If this consequence is removed because the character’s burn lowers, his appearance reverts to
normal.
Cyclic Power: The character must have two super powers to take this consequence. The GM chooses one of
the character’s powers and halves its power rank. Once per session, the GM may choose a new power to
halve. The other power returns to normal ranks. In other words, the character has to halve the ranks
(round down) of one of his super powers at all mes. A super power never goes above its normal rank with
this Miscibility Consequence.
Major Weakness: The character becomes debilitated (see p. 109 of Mutants and Masterminds) in one ability of
the character’s choice.
Severe Consequences: Each Severe Consequence is free.
Nullified Power: One of the character’s other superpowers no longer works. The character may not choose the
power that inflicted this Miscibility consequence on him. If the point cost of the nullified power is lower
than the new power, the character permanently loses a number of Will and/or Toughness defense equal to
the difference in point cost. If the character cannot do this, the character cannot use either power un l he
can lower his burn ra ng.
Temporary: The power will not last very long, but you don’t know when it will end. The GM determines how
long the power will last, but it should not last more than 24 hours. The character follows all rules for this
power while it is in effect, including burn. The character takes a -2 penalty to all damage resistance checks.
Once the character loses the power he regains all the points spent on the power.
Grotesque Physiological Trauma: The character’s body rejects the new ability, causing massive trauma. The
character survives, but is crippled or deformed in a way determined by the GM. Common traumas are
paralysis of a limb, losing sight or hearing, or developing a serious weakness to a common s mulus like
sunlight or water. In addi on, the character’s Toughness, For tude and Stamina are reduced by half (round
down).
Posi ve Consequences: A character may never have more than 1 posi ve consequence at any given me.
Addi onal Power: The newly acquired power awakens a hidden power within the character. The character
gains an addi onal power but must pay for it without gaining any addi onal burn. The addi onal power has
the same power source as the one that triggered this consequence.

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