TEXT: 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. 
  
SOURCE: textdata/thevault/Base Raiders/Conversion Guides/Mutants & Masterminds Conversion Guide v1.pdf