MSHRPG To D20 Rules
by John Reyst
Fighting converts to BAB
Feeble |
+0 BAB |
Poor |
+1 BAB |
Typical |
+2 BAB |
Good |
+4 BAB +1 bonus combat feat |
Excellent |
+8 BAB +2 bonus combat feat |
Remarkable |
+12 BAB +4 bonus combat feat |
Incredible |
+16 BAB +8 bonus combat feat |
Amazing |
+20 BAB +12 bonus combat feat |
Monstrous |
+30 BAB +16 bonus combat feat |
Unearthly |
+40 BAB +20 bonus combat feat |
Agility converts to Dexterity
Feeble |
3-5 Dexterity |
Poor |
6-9 Dexterity |
Typical |
10-11 Dexterity |
Good |
12-13 Dexterity |
Excellent |
14-15 Dexterity |
Remarkable |
16-17 Dexterity |
Incredible |
18-19 Dexterity |
Amazing |
20-29 Dexterity |
Monstrous |
30-39 Dexterity |
Unearthly |
40+ Dexterity |
Strength converts to Strength
Feeble |
1-5 Strength |
Poor |
6-10 Strength |
Typical |
11-15 Strength |
Good |
16-20 Strength |
Excellent |
21-25 Strength |
Remarkable |
31-32 Strength |
Incredible |
48-50 Strength |
Amazing |
60 Strength |
Monstrous |
65-70 Strength |
Unearthly |
75+ Strength |
Endurance converts to Constitution
Feeble |
3-6 Constitution |
Poor |
10-11 Constitution |
Typical |
12-13 Constitution |
Good |
14-15 Constitution |
Excellent |
16-17 Constitution |
Remarkable |
18-19 Constitution |
Incredible |
20-29 Constitution |
Amazing |
30-39 Constitution |
Monstrous |
40-49 Constitution |
Unearthly |
50-59 Constitution |
Reason converts to Intelligence
Feeble |
3-5 Intelligence |
Poor |
6-9 Intelligence |
Typical |
10-11 Intelligence |
Good |
12-13 Intelligence |
Excellent |
14-15 Intelligence |
Remarkable |
16-17 Intelligence |
Incredible |
18-19 Intelligence |
Amazing |
20-29 Intelligence |
Monstrous |
30-39 Intelligence |
Unearthly |
40+ Intelligence |
Intuition converts to Wisdom
Feeble |
3-5 Wisdom |
Poor |
6-9 Wisdom |
Typical |
10-11 Wisdom |
Good |
12-13 Wisdom |
Excellent |
14-15 Wisdom |
Remarkable |
16-17 Wisdom |
Incredible |
18-19 Wisdom |
Amazing |
20-29 Wisdom |
Monstrous |
30-39 Wisdom |
Unearthly |
40+ Wisdom |
Psyche converts to Will Saves
Feeble |
-4 to Will saves |
Poor |
-2 to Will saves |
Typical |
Base / No modifier to Will saves |
Good |
+1 to Will saves |
Excellent |
+2 to Will saves |
Remarkable |
+3 to Will saves |
Incredible |
+4 to Will saves |
Amazing |
+5 to Will saves |
Monstrous |
+6 to Will saves |
Unearthly |
+7 to Will saves |
Powers
Which Powers (and which Extras and Power Stunts to assign) to convert to are often obvious.
Feeble |
1 |
Poor |
2 |
Typical |
4 |
Good |
6 |
Excellent |
8 |
Remarkable |
10 |
Incredible |
12 |
Amazing |
14 |
Monstrous |
16 |
Unearthly |
18 |
Example: The Thing converted
Fighting |
Incredible becomes |
+8 BAB |
Agility |
Good becomes |
12-13 Dex |
Strength |
Monstrous becomes |
65-70 Str |
Endurance |
Monstrous becomes |
40-49 Con |
Reason |
Good becomes |
12-13 Int |
Intuition |
Good becomes |
12-13 Wis |
Psyche |
Remarkable becomes |
+3 to Will saves |
Body Armor:
Damage Reduction[Physical] 10/-
Damage Reduction[Energy] 5/-
Resistances:
Fire 15
Sonic 5
Pilot: Air (12 ranks)
Pilot: Space (12 ranks)
Feats:
Contacts: Fantastic Four
Contacts: Avengers
Contacts: US Government
Example: She-Hulk converted:
Fighting |
Remarkable becomes |
+6 BAB |
Agility |
Excellent becomes |
14-15 Dex |
Strength |
Monstrous becomes |
65-70 Str |
Endurance |
Amazing becomes |
30-39 Con |
Reason |
Typical becomes |
9-11 Int |
Intuition |
Good becomes |
12-13 Wis |
Psyche |
Excellent becomes |
+2 to Will saves |
Body Armor:
Damage Reduction[Physical] 10/-
Damage Reduction[Energy] 5/-
Resistances:
Heat/Cold 10
Disease 10
Alter Ego
Law Skill
Feats:
Contacts: Bar Association
Contacts: Avengers
Contacts: Fantastic Four
Contacts: Bruce Banner