Mutants & Masterminds: Difference between revisions

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A tabletop RPG from [[Green Ronin]] Publishing, ''[[Mutants]] [[Magic Ampersand|&]] [[Diabolical Mastermind|Masterminds]]'', also known as ''[[Fan Nickname|M&M]]'', describes itself as "The World's Greatest [[Superhero]] [[Tabletop Games|Role-Playing Game]]." [[DC Comics]] sure seemed to think so. The game uses a heavily modified version<ref> So heavily modified that it is now legally ''not'' a version</ref> of the [[D 20D20 System]] from ''[[Dungeons and Dragons|Dungeons & Dragons 3rd Edition]]'', and its [[Point Build System|point-buy character creation system]] is designed to allow players to create just about any character they can think of. In fact, the "Roll Call" section of [http://www.atomicthinktank.com the Atomic Think Tank], the official ''Mutants & Masterminds'' forum, contains fan-submitted stats for [[Ultimate Showdown of Ultimate Destiny|pretty much every fictional character that's ever existed]], from [[Superman]] to [[Sailor Moon]] to [[Scooby Doo|Shaggy Rogers]]<ref>Even [[Trope-tan]]</ref>.
 
[[Green Ronin]] has recently published ''DC Adventures'', a licensed [[Tabletop Games|RPG]] based on [[The DCU]] and using the 3rd edition of the ''M&M'' rules.
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* [[Badass Normal]]: The system is designed to ensure that these can compete. It comes from making the game mechanics generic. So your ranged damage +10 ability could be described as heat vision or an electrified batarang. The system doesn't care.
* [[Changing Clothes Is a Free Action]]: If you have the right feat or power.
* [[Character Level]]: "Power Level" (not to be confused with [[Power Levels]]), though they don't mean quite the same thing as in other [[D 20D20 System|d20-derived]] games. "Power Points" are what actually increase your character's abilities -- Power Level only restrict how you can spend your points (e.g., the total amount of damage you do per attack cannot exceed your power level without trading off from your attack bonus).
* [[Charm Person]]: Essentially the effect of using the Love aspect of Emotion Control.
* [[Class and Level System]]: [[Averted Trope|Averted]]. Both the core rulebook and most of the supplements include templates for popular character archetypes, but they are only suggestions.
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* [[Rule of Cool]]: Assumed to be the law of the universe by default.
* [[Rule Zero]]: Notably, this game some specific mechanics for it. The gamemaster sets the "power level" of the game which caps many key bonuses. Gamemaster fiat allows the gamemaster to arbitrarily create obstacles to prevent players from ruining the adventure in exchange for which the hero earns a hero point they can use later thereby awarding players for initiative and creative thinking.
* [[The Six Stats]]: As a game using the [[D 20D20 System]], M&M 1E and 2E had them. 3E changed the names on everything, and added "melee attack bonus" and "ranged attack bonus" as abilities (with attendant skills) instead of being handled by a separate value.
* [[Solar-Powered Magnifying Glass]]: In "High Noon", part of the Lame Mage Evil Genius adventures, Dr. Null {{spoiler|posthumously}} launches a doomsday device that deploys a cloud of small nanotechnology crystals that float around and focus beams of indiscriminate destruction from the sun's rays to destroy major cities.
* [[Standard Status Effects]]: M&M has several of them. Pretty much every non-Damage attack power qualifies -- Confuse, Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, Stun, etc. 3E condenses them all into a single customizable power, Affliction.