Mutants & Masterminds: Difference between revisions

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* [[Immortality]]: All eleven types can be purchased even as a starting character though some of the types are pretty expensive.
* [[Linear Warriors, Quadratic Wizards]]: [[Averted Trope|Averted,]] since there are no [[Class and Level System|character classes]]. True [[Badass Normal|Badass Normals]], lacking any powers or devices which give them powers, are at something of a disadvantage in combat and raw power. But they can make up for it in [[Weak but Skilled|other ways]].
* [[MinmaxersMinmaxer's Delight]]: Since the system favors [[Character Customization]], in order to best reflect [[Superhero|the source material]], character creation requires more [[Game Master]] oversight than most RPGs.
** Attacks with Perception as their range can hit anyone the character can perceive with an accurate sense (sight, touch, or some super-sense alternative), at any range, without requiring an attack roll. There are only minor disadvantages such as the modest cost increase, the inability to aim blind, and no ability to boost damage through critical hits or combat maneuvers. Some groups use [[House Rules]] to ban or mitigate it by forcing such attacks to allow an additional saving throw instead or by stipulating that Perception range attacks be at a rank below PL.
* [[New Powers as the Plot Demands]]: This ability is built into the core mechanics of the system, for all characters. A mechanic called Extra Effort allows a PC to temporarily gain a new power at the cost of becoming fatigued (though a Hero Point can negate that penalty).