SilvercatMoonpaw wrote:Thanks for the effort, but I think I agree with HANZO and M&M powers just won't convert over. The systems are too different.
The systems are actually pretty compatible. In fact, every True 20 power can be recreated with the M&M 2e rules, in a very straightforward manner.
I agree. Well, anyway, for *most* powers. Some of them are a bit of a pain.
If you really want to scrap the True 20 power system, then you can. Just replace it with M&M powers, each requiring the character to spend a feat, as normal, to use it at a rank equal to his Adept level. Total modifiers (extras and flaws, power feats and drawbacks) must equal +0. All powers subject to GM approval.
I don't think it necessarily has to equal +0, though that is a simple guideline.
I view "adept level" as basically, "ranks in the Magic power". Then the feats one spends on powers are just Alternate Power feats. You can spend 2*(adept level) on a power, and it can't have a rank above your adept level. This may be too much for some campaigns, but I think it's doable.
One caveat: Some powers MUST be recosted. The M&M Armor power is ludicrously good in True20, to name the most egregious example. Unless Warriors and Experts are allowed to buy Strike and Blast.
There will be a lot of corner cases, where you'll have to keep an eye on how it plays out in game, but it should work if you really want to use M&M powers in True 20. Be aware that Adepts will be come gods, unstoppable by anything other than a properly powered Adept.
You could come up with Warrior and Expert power lists, more restricted than the Adept one, but still able to let them keep up in their core competencies. Unlike Adept powers, they would (mostly) not risk Fatigue and would not show up as supernatural.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."