Mutants & Masterminds: Difference between revisions

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* [[Homing Projectile]]: A power feat called Homing can allow many powers to work like this.
* [[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]].
* [[Minmaxers 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.
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* [[One-Hit Kill]]: The system separates all characters into two types, "Heroes/Villains" and "Minions." When "Heroic" characters fail a saving throw against an attack, the degree of harm they suffer is directly proportional to the margin by which they failed the roll. If a Minion fails a save, they automatically suffer the worst possible result of the attack.
* [[One Stat to Rule Them All]]: Mostly [[Averted]] from 2E up, though it's been noted that high-Strength/Toughness builds are statistically more likely to win a fight than high-Defense/Accuracy builds, even if they're at the same Power Level. Constitution/Stamina is as close as it comes. Every 2PP you spend on it gives you +1 to 3 different values, which would each cost 1PP per +1 to purchase independently. It's the only Ability that's cost-effective no matter what.
* [[Play -By -Post Games]]: There are several on the Internet, hosted on both the official M&M forums and third-party sites. [[Freedom City Play By Post]] is the [[Shameless Self Promotion|largest, most active, and longest-running]].
* [[Player Mooks]]: sidekicks and minions.
* [[Point Build System]]: Necessary in order to accurately reflect the source material -- you can mix-n-match powers, abilities, and skills to make anything from a [[Flying Brick]] to a [[Badass Normal]].
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* [[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 20 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.
* [[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]].
* [[Stock Super Powers]]: And quite a few non-stock ones too. You'd be hard-pressed to find a character or ability from [[Superhero]] comics that you can't build, in several different ways.
* [[Superhero]]: Although the system can be used to simulate any genre of fiction, this is the assumed default for M&M games.