Mutants & Masterminds: Difference between revisions

no edit summary
m (typo fix)
No edit summary
Line 20:
* [[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.
* [[Clothing Damage]]: While the system assumes [[Magic Pants]] by default, the Smash action may be used against any object held or ''worn'' by a target. The obvious use is against [[Powered Armor]] or other worn trinket with actual stats it's easy to deliberately destroy clothes if the plot requires it.
* [[Comic Book Tropes]]: Most of these are assumed to be in effect by default.
* [[Competitive Balance]]: The tradeoff mechanic allows for characters of the same Power Level to perform differently, sacrificing, for example, accuracy for damage, or vice versa.
Line 73 ⟶ 74:
* [[The Six Stats]]: As a game using the [[D20 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.
* [[Shoot the Rope]]: A noose, being less than an inch of rope thick, has 0 toughness and as an unattended inanimate object takes a penalty when attacked making this pretty easy. A sniper rifle is guaranteed to break a noose if it hits, while anything less has a very good chance.
* [[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.
* [[Stealth Expert]]: Quite possible to build, although the way in which skills are capped means that it's just as easy for someone on the other side to have enough Notice bonus to counteract your Stealth bonus, bringing it back to approximately a 50/50 chance. Also, the use of various super-senses like the ability to sniff out enemies or [[X-Ray Vision]] means that you [[Useless Useful Stealth|may auto-fail according to some GMs]].