TEXT: Green Ronin
  Mutants & Masterminds First Edition/Second Edition Conversion Guide
  Page 1
  MUTANTS & MASTERMINDS 1e to 2e CONVERSION NOTES
  This file offers guidelines for converting between the first and second editions of the Mutants & Masterminds Superhero
  Roleplaying Game, published by Green Ronin Publishing. It is available from www.mutantsandmasterminds.com and may
  be freely distributed, so long as it is not altered in any way.
  While no conversion system is one hundred percent accurate, these guidelines should allow you to use first edition
  characters in second edition games fairly easily.
  Except where specified otherwise, all page references are to the second edition of Mutants & Masterminds.
  POWER LEVEL
  Power level in M&M 2e is a function of the campaign rather than the character, but player characters can remain the
  same power level, just make their current PL that of the campaign (since, presumably all the PCs in an M&M campaign
  are the same PL). Starting power points remain the same: power level x 15.
  ABILITIES
  To determine a character’s ability scores in M&M 2e, double the Super-Ability rank (if any) and add it to the character’s
  base ability score. So a character with Dexterity 18 and Super-Dexterity 6 has (6 x 2 + 18) or Dexterity 30. Keep in mind
  that ability bonuses are limited to PL+5, except for Strength and Constitution, which are also limited by power level
  guidelines on damage and Toughness save modifier.
  If an M&M 1e character has no Super-Abilities, just use the same ability score in 2e.
  ATTACK & DEFENSE BONUS
  Abilities do not directly add to attack or defense bonus in M&M 2e. Instead, take the character’s total first edition attack
  and defense bonuses (including ability bonuses) and buy them for the second edition version, keeping in mind the power
  level limits, which may require the character to have a lower bonus in one or both categories. Attack and defense bonus in
  M&M 2e both cost 2 power points per +1 bonus.
  SKILLS
  M&M 2e has a shorter skill list than 1e. Some redundant skills have been consolidated and eliminated. Replace those
  skills as follows. If the character has multiple instances of the same replacement skill (like Acrobatics and Balance) use the
  highest skill rank or bonus.
  Note that in M&M 2e, skills also cost less therefore skill-intensive characters have less need for high ability scores in
  order to have higher skill bonuses. You may wish to lower the abilities of such characters in 2e, adding additional skill
  ranks to compensate.
  Balance: This skill is a function of Acrobatics in M&M 2e.
  Craft: M&M 2e has a specific list of Craft specialties; choose the one(s) most appropriate for the character.
  Demolitions: This skill is a function of Craft (chemical) and Craft (mechanical) in M&M 2e.
  Forgery: This skill is a function of Craft in M&M 2e.
  Hide: This skill is a function of Stealth in M&M 2e.
  Innuendo: This skill is a function of Bluff (sending messages) or Sense Motive (perceiving messages) in M&M 2e.
  Jump: This skill is a function of Acrobatics in M&M 2e.
  Knowledge: M&M 2e has a specific list of Knowledge specialties; choose the one(s) most appropriate for the
  character.
  Listen: This skill is a function of Notice in M&M 2e.
  Move Silently: This skill is a function of Stealth in M&M 2e.
  Open Lock: This skill is a function of Disable Device in M&M 2e.
  Read Lips: This skill is a function of Language in M&M 2e. Characters should acquire lip-reading as fluency in a
  language (the same with things like sign language).
  Repair: This skill is a function of Craft in M&M 2e.
  Science: This skill is subsumed into Knowledge in M&M 2e; assign the character the appropriate Knowledge
  specialties like life sciences or physical sciences.
  Spot: This skill is a function of Notice in M&M 2e.
  Taunt: This skill is a function of Bluff in M&M 2e for characters with the Taunt feat. Assign the character ranks in
  Bluff (if necessary) and the Taunt feat.
  
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  Mutants & Masterminds First Edition/Second Edition Conversion Guide
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  FEATS
  Mutants & Masterminds Second Edition adds a number of new feats, revises some others, and removes a few feats found
  in the first edition of the game. Generally speaking, any 1e feats still found in 2e convert directly. For other feats, use the
  following guidelines:
  Aerial Combat: This feat is an example of the Favored Environment feat (an aerial environment, specifically).
  Attack Finesse: This feat does not exist in M&M 2e, since ability scores do not affect combat bonuses.
  Dodge: Convert this feat to the Dodge Focus feat in M&M 2e.
  Evasion: Convert this feat to the Defensive Roll feat in M&M 2e, applying sufficient ranks to raise the character’s
  Toughness save bonus to previous levels (but within power level guidelines).
  Expertise: This feat is called Defensive Attack in M&M 2e, but otherwise works the same.
  Far Shot: This feat does not exist in M&M 2e.
  Fame: This feat does not exist in M&M 2e.
  Great Fortitude: This feat does not exist in M&M 2e, replace it with a direct increase to the character’s Fortitude
  saving throw bonus.
  Headquarters: This feat is part of the Equipment feat in M&M 2e.
  Heroic Surge: This feat does not exist in M&M 2e; it is now a normal function of hero points.
  Hero’s Luck: This feat is called Luck in M&M 2e.
  Indomitable Will: This feat is an example of the Second Chance feat in M&M 2e.
  Infamy: This feat does not exist in M&M 2e.
  Instant Stand: This feat is called Instant Up in M&M 2e.
  Iron Will: This feat does not exist in M&M 2e; replace it with a direct increase to the character’s Will saving throw
  bonus.
  Lighting Reflexes: This feat does not exist in M&M 2e; replace it with a direct increase to the character’s Reflex saving
  throw bonus.
  Move-By Attack: This feat is called Move-by Action in M&M 2e.
  Multishot: This feat does not exist in M&M 2e. Use the Autofire extra for effects requiring it.
  Photographic Memory: This feat is called Eidetic Memory in M&M 2e.
  Point Blank Shot: This feat does not exist in M&M 2e.
  Rapid Shot: This feat does not exist in M&M 2e. Use the Autofire extra for effects requiring it.
  Rapid Takedown: This feat is a second rank of Takedown Attack in M&M 2e.
  Rapid Healing: This feat does not exist in M&M 2e; replace it with one or more ranks of Regeneration.
  Rapid Strike: This feat does not exist in M&M 2e. Use the Autofire extra for effects requiring it.
  Sidekick: This feat generally requires a greater expenditure of power points than in M&M 1e.
  Skill Focus: This feat does not exist in M&M 2e. Replace it with additional ranks in the appropriate skill.
  Surprise Strike: This feat is called Sneak Attack in M&M 2e.
  Talented: This feat does not exist in M&M 2e. Replace it with additional ranks in the appropriate skills.
  Toughness: This feat does not exist in M&M 2e. Replace it with ranks in Protection.
  Two-Weapon Fighting: This feat, along with Improved Two-Weapon Fighting, does not exist in M&M 2e.
  Underwater Combat: This feat is an example of the Favored Environment feat (an aquatic environment, specifically).
  Whirlwind Attack: This feat does not exist in M&M 2e. Replace it with a touch range area attack power, if desired.
  SUPER-FEATS
  Mutants & Masterminds Second Edition does not have super-feats like the first edition. All super-feats except for the
  following should be replaced with the appropriate Super-Senses:
  Amphibious: This is Immunity 1 (drowning), plus the Environmental Adaptation (aquatic) feat, if desired.
  Durability: This is Immunity 40 (lethal damage, Limited to shifting it to non-lethal). Note the considerable increase in
  cost.
  Extra Limb: This is one or more ranks in the Additional Limbs power.
  Penetrating Attack: This is the Penetrating extra applied to a power.
  Power Immunity: This is Immunity 1 (your own powers).
  Power Stunt: This is the Alternate Power feat in M&M 2e.
  True-Sight: This is Immunity 5 (illusions).
  
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  Mutants & Masterminds First Edition/Second Edition Conversion Guide
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  POWERS
  Mutants & Masterminds Second Edition makes a number of adjustments to powers as well as introducing a number of
  new powers.
  Generally speaking, convert ranks in a first edition power to the same number of ranks in the second edition power of
  the same name. A few powers work differently, with specific cases mentioned below.
  Power Changes
  Some powers have changed from M&M 1e to M&M 2e. The major changes for converting characters are outlined below.
  Extras: Powers as extras of other powers does not exist in Mutants & Masterminds Second Edition. Such powers
  should be acquired separately, or possibly as Alternate Power feats of a base power.
  Power Stunts: M&M 1e power stunts are the equivalent of M&M 2e Alternate Power feats, and should be converted
  accordingly. In M&M 2e, “power stunt” refers specifically to a power feat acquired using extra effort and/or the spending
  of hero points.
  Movement Powers: Generally, movement rates are somewhat faster in M&M 2e, which doesn’t use tactical movement
  on a grid. You can usually halve the rank of a 1e movement power to get a suitable 2e power rank.
  Equivalent Powers
  The equivalent M&M 2e power for each M&M 1e power is shown below. In many cases the equivalent power is exactly
  the same; in others, it requires some adjustment.
  First Edition Power
  Second Edition Power
  Absorption
  Absorption (Physical/Energy)
  Alternate Form
  (Alternate) Form
  Amazing Save
  Purchase additional saving throw bonus directly
  Animation
  Animate Objects
  Armor
  Device (with Protection)
  Astral Projection
  Astral Form
  Blending
  Concealment (visual, Blending)
  Boost
  Boost (Trait)
  Clinging
  Super-Movement (wall-crawling)
  Combat Sense
  Super-Senses (danger sense)
  Comprehend
  Comprehend
  Corrosion
  Corrosion
  Cosmic Power
  Cosmic Energy Control
  Create Object
  Create Object
  Datalink
  Datalink
  Dazzle
  Dazzle
  Deflection
  Deflect
  Density Control
  Density
  Dimensional Travel
  Super-Movement (dimensional)
  Disintegration
  Disintegration
  Drain
  Drain (Trait)
  Duplication
  Duplication
  Elasticity
  Elongation
  Energy Blast
  Blast
  Element Control
  (Element) Control
  Energy Field
  Strike with the Aura extra
  ESP
  ESP
  Fatigue
  Fatigue
  Flight
  Flight
  Force Field
  Force Field
  Gadgets
  Device and/or the Inventor feat and appropriate Craft and Knowledge skills.
  Growth
  Growth
  Healing
  Healing
  Illusion
  Illusion
  Immovability
  Immovable
  Incorporeal
  Insubstantial 4
  Invisibility
  Invisibility
  Leaping
  Leaping
  
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  Mutants & Masterminds First Edition/Second Edition Conversion Guide
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  Luck
  Luck Control
  Mental Blast
  Mental Blast
  Mental Protection
  Mind Shield
  Microscopic Vision
  Super-Senses (microscopic vision)
  Mimic
  Mimic (Trait)
  Mind Control
  Mind Control
  Natural Weapon
  Strike (Mighty)
  Neutralize
  Nullify
  Obscure
  Obscure
  Paralysis
  Paralyze
  Plant Control
  Plant Control
  Possession
  Possession
  Postcognition
  Super-Senses (postcognition)
  Precognition
  Super-Senses (precognition)
  Protection
  Protection
  Regeneration
  Regeneration
  Reincarnate
  Regeneration (Resurrection, Reincarnation)
  Running
  Speed
  Sensory Protection
  Sensory Shield
  Shape Matter
  Transform
  Shapeshift
  Morph (for appearance only), Shapeshift (to duplicate traits)
  Shrinking
  Shrinking
  Slick
  Trip (Ranged)
  Slow
  Paralyze
  Snare
  Snare
  Sorcery
  Magic
  Space Flight
  Space Travel
  Spinning
  Spinning
  Strike
  Strike (possibly Mighty)
  Stun
  Stun
  Suffocate
  Suffocate
  Super-Ability
  Enhanced Ability (or simply a higher ability score, see Abilities)
  Super-Senses
  Super-Senses or an increased Notice skill
  Super-Skill
  Purchase increased skill ranks
  Super-Speed
  Super-Speed
  Super-Strength
  Super-Strength (plus possibly Enhanced Strength)
  Swimming
  Swimming
  Swinging
  Super-Movement (swinging)
  Telekinesis
  Telekinesis
  Telepathy
  Telepathy
  Teleportation
  Teleport
  Telescopic Senses
  Super-Senses (extended)
  Time Control
  Time Control
  Transfer
  Transfer
  Transformation
  Transform
  Tunneling
  Burrowing
  Weapon
  Device (with Strike)
  Weather Control
  Weather Control
  DRAWBACKS & COMPLICATIONS
  Weaknesses from Mutants & Masterminds First Edition become drawbacks and complications in Second Edition.
  Drawbacks grant a variable number of additional power points for character creation, while complications award
  additional hero points when they come up during play. See pages 122–127 of M&M 2e for details.
  Convert the character’s Weaknesses (if any) to the nearest equivalent drawbacks or complications, using the following
  guidelines.
  
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  Mutants & Masterminds First Edition/Second Edition Conversion Guide
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  First Edition Weakness
  Second Edition Drawback/Complication
  Berserker
  Complication
  Disabled
  Disability
  Disturbing
  Complication
  Naive
  Complication
  Quirk
  Complication
  Susceptible
  Weakness
  Transformation
  Involuntary Transformation
  Unlucky
  Complication
  Vulnerable
  Vulnerable
  DEVICES
  Use the Device power in M&M 2e to create all devices and see the guidelines in Chapter 7 for handling devices and
  equipment of all kinds. Pre-existing game information for most common equipment can be found in this chapter.
  DETERMINING NPC POWER LEVEL
  Since power level and power point total are independent of each other in Mutants & Masterminds Second Edition, the
  power level of non-player characters (heroes or villains) is not determined by their power point total. Instead, use the
  power level limits given on page 24 of M&M 2e and determine the character’s power level in reverse, based on the
  highest applicable bonus or trait.
  For combat traits, it’s easiest to average together attack bonus and damage, and defense bonus and Toughness to
  determine the character’s overall combat power level, then check skill ranks, power ranks (for saving throw DC modifiers),
  save bonuses, and ability score modifiers for any that may be above this power level.
  Generally speaking, M&M 2e NPCs are lower power level, although they may have the same or more power points
  than their first edition versions.
  CONVERTING CAMPAIGNS
  It’s up to individual Gamemasters as to when and how to convert their Mutants & Masterminds campaigns over to the
  Second Edition of the game. The simplest way of doing this is to allow players to re-design their heroes using the same
  number of power points, setting the campaign power level the same as the overall power level of the heroes in M&M 1e.
  Some characters may come out costing slightly more or less in M&M 2e. You can require players to reduce cost or
  spend the additional points to come out to the same point total as before, or ignore the discrepancies and have characters
  with slightly different point totals that are as true as possible to the originals. You might want to make the point total of
  all the characters that of the most expensive character, letting the other players spend some bonus power points to raise
  their characters up to that total, just to keep everything even.
  When converting NPCs and villains, you don’t need to concern yourself with power point totals, since they can have
  as many points as you wish. Just use the guidelines on converting traits, and figure out the resulting power level from the
  character’s final scores.
  Since no conversion system is one hundred percent accurate, you may need to “eyeball” some conversions to get a
  result that looks and feels right, even if it’s not a 100% faithful conversion from one edition to the other.
  USING FIRST EDITION CHARACTERS
  For the most part, M&M 1e character stats are still usable with the Second Edition. Ability bonuses, skill bonuses, power
  ranks, and combat bonuses work essentially the same. Just keep the campaign’s power level in mind. Some M&M 1e
  characters have unusually high combat bonuses by M&M 2e standards due to ability modifiers. Lower these to match the
  campaign’s limits, and you should be able to use the character with a minimum of effort.
  Other game stats from M&M 1e products, particularly things like check Difficulty Classes and such, remain the same
  between editions. So it’s an easy matter to run a first edition adventure with the second edition: simply convert the major
  NPCs, and you’re ready to go!
  FURTHER QUESTIONS
  Do you have questions about Mutants & Masterminds Second Edition? If so, feel free to drop by
  www.mutantsandmasterminds.com and visit www.atomicthinktank.com for our M&M forums, where you can get the latest
  news, information, and feedback from your fellow M&M players.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/2nd Edition/Mutants & Masterminds - 2nd Edition - 1e to 2e Conversion Guide.pdf