Mutants and masterminds pdf 3e




















Select a Collection. Save to Collection. Tip Designer. Share this thing. Send to Thingiverse user. Remixed from: Select a Collection. Print Settings. May 20, Jun 11, Mar 15, Similarly, he gives his hero Presence 3 and Awareness 2, both above average, but not his strongest suits.

Lastly, since he sees his hero as a real combat expert, Jon gives him Fighting 8. Each ability rank costs 2 power points, so Jon has spent 68 of his points, just over a third. Next, he looks at skills. He wants his hero to be quite skilled and makes a wish list of the skills he wants.

He starts out assigning 8 ranks to each of those skills—knowing skills cost 1 power point per 2 ranks—but that would use up more than his re- maining points! That leaves him with 53 power points remaining.

He buys up his Dodge from 5 for his Agility to 14 for 9 points and his Parry from 8 for his Fighting to 14 for 6 points. He increases Will from 2 for his Awareness to 8 for another 6 points and gives his hero Fortitude 8, adding 5 points to his basic Stamina 3.

His hero has Toughness 3 from his Stamina and his Toughness defense can be up to 6, given his Dodge and Parry of He takes 3 ranks of Defensive Roll, giving his hero a total Toughness rank of 6, for 3 points. That brings Jon to equipment. He puts together a list of equipment, including an array of weapons for his hero. He asks Jon to make them devices, taking them as powers with the Removable modifier see page His 15 points worth of equipment needs 3 ranks of the Equipment advantage, which Jon notes.

Looking over the power effects, he puts together the following devices:. The rest he wants to put into other advantages. He also decides to give him a headquarters, the Roost, worth another 15 equipment points. That brings his Equipment rank up to 6, for the remaining 3 points. Jon notes some Complications he thinks might suit his hero, getting some ideas he can give the GM to earn extra hero points during the game. His hero is motivated by justice above all else, even if it means operating outside of the law.

He believes right and wrong are not mere abstract concepts. Not everyone agrees with his activities, however, so he keeps his true identity as Jack Cooper, dotcom millionaire, a secret.

Motivation--Justice: The Rook is looking to bring justice to those who deserve it—whether it be the victims of a crime or the perpetrators. He believes in right and wrong no matter the circumstance. Identity: No one knows the Rook is actually Jack Cooper, and he plans to keep it that way for as long as he can. Right off, Julia knows Princess is strong, really strong. That Strength is enough for Princess to lift a hundred tons!

She can heft that car with ease! Julia gives her Stamina 12 to match. Julia wants Princess to be a capable close-up fighter, so she gives her Fighting 6. Next up: powers. Julia wants Princess to be fast and tough. She gives her 4 ranks of Speed, allowing her to keep up with a slow-moving car, and assigns her 5 ranks in Im- munity allowing her to ignore cold, disease, heat, pressure, and radiation along with some Impervious Toughness 8 ranks and Regeneration 2 ranks.

Given her great Strength and Agility, Julia also sees Princess as being able to jump re- ally far, so she gives her 7 ranks in Leaping as well. Julia looks over the advantage list, taking notes as she goes. She likes the idea of Princess being a real toughy: having things like Diehard and Ultimate Tough- ness, along with Interpose allowing her to take the hit for a teammate. But she also wants her to be quick and inspirational. Julia asks the Gamemaster about one more advantage: she wants Princess to have a secret identity, but not to have to wear a mask.

She and the GM agree that stretches even the normal comic credulity a bit without some sort of ex- planation. The GM agrees, but says that it should be a Feature effect see page rather than a Benefit advantage in that case. She looks at defenses first: Fortitude and Toughness are already maxed- out by her Stamina 12, and she notes that.

She decides to go to the limit with all three of them, for a total cost of 11 points, leaving 13 to spend. She puts 4 ranks each into Acrobatics and Athletics, and 3 into Stealth. Since a lovely young woman lifting a truck can be pretty impressive, she decides to give Princess 4 ranks of Intimida- tion, and rounds it out with 6 ranks of Perception. Looking at Complications, Julia decides Princess has a boyfriend who was present when she gained her powers and therefore knows her secret identity.

Lastly, her heroine is motivated by a desire to help people. Julia shows the character sheet and her sketch of Princess in costume to the Gamemaster for approval. Identity: Jessica keeps her secret life as Princess a secret. These abilities influence most things your character does. Stronger characters can lift greater weights, more agile characters have better balance, tougher characters can soak up more damage, and so forth.

Strength, Dexterity, Agility and Stamina are physical abilities, whereas Fighting, Intellect, Awareness, and Presence are mental abilities. Each above-average ability pro- vides a bonus on certain die rolls; while below average abilities apply a penalty.

Abilities start at rank 0, the baseline average for an adult human being. They can go as low as —5 truly terrible and as high as 20, with higher values reserved for truly cosmic beings and forces.

The ability rank is added to, or subtracted from, die rolls when your character does something related to that ability. For example, your Strength rank affects the amount of damage you do when punching someone.

Your Intellect rank comes into play when you roll skills based on Intellect, and so forth. Sometimes your rank is used to calculate another value, such as when you use your Agility to determine how good you are at avoiding harm with your reflexes your Dodge defense. Increasing an ability rank by 1 costs 2 —5 Completely inept or disabled power points, so putting two points into Strength, for ex- ample, raises it from 0 to 1. Remember a rank of 0 is av- —4 Weak; infant erage, 2 is a fair amount of talent or natural ability, 3 is —3 Younger child exceptional, 4 extraordinary, and so forth.

See the Ability —2 Child, elderly, impaired Benchmarks table for guidelines. Each rank you lower an 3 Gifted ability gives you an additional two power points to spend 4 Highly gifted elsewhere. You cannot lower an ability rank below —5, 5 Best in a nation which is itself a serious deficiency. A character can have a superhuman ability rank without necessarily being anything other than an amazingly talented, well-trained human being.

A character apply it. Your Strength rank applies to: with a high Intellect rank tends to be knowledgeable and well-educated. Your Stamina dom. Pres- er hazards. Whenever an ability rank changes, all traits associated with the ability change as well.

Debilitated ability ranks usually result from a power af- fecting your character. Ability ranks cannot be lowered any further once they are debilitated. These beings automatically fail any check requiring the absent ability. The additional effects of an absent ability are as follows:. Creatures with no Stamina suffer and recover from damage like inanimate ob- jects see Damaging Objects under the Damage. They are immune to fatigued and exhausted defenses apart from Toughness and Fortitude, if conditions, but cannot exert extra effort.

Creatures they are alive. They have chapter. They have no Fortitude defense. Animate, but nonliving, constructs such as ro- instinct or pre-programmed instructions. Anything bots or zombies have Strength, Agility, and Dexterity, and with no Intellect is immune to mental effects and in- may have ranks of Awareness and Presence if aware of teraction skills and has no Will defense.

It is an in- since they are not living things. See Constructs in the animate object, not a creature. For more on defenses in general and how you use them, see Chapter 8. It includes reac- Will defense is based on Awareness rank. It measures tion time, quickness, nimbleness, and overall coordina- mental stability, level-headedness, determination, self- tion, used to avoid ranged attacks or other hazards where confidence, self-awareness, and willpower, used to resist reflexes and speed are important.

It associated abilities. You can increase your defenses above incorporates constitution, ruggedness, metabolism, and the values granted by your ability ranks by spending pow- immunity.

Parry defense is based on Fighting. This reflects that greater-than-normal Toughness is virtually always some sort of special ability. See the Advantages and Powers chapters for various options for improving Toughness, notably the De- fensive Roll advantage and the Protection effect. Limits on your mobility, focus, and reac- tion time adversely affect them.

If you are vulnerable, your Dodge and Parry defense ranks are halved divide their normal values by 2 and round up , and if you are defense- less, they are both reduced to 0! So you might make a Fortitude re- sistance check for your hero to overcome a toxin, for ex- ample, or a Dodge resistance check to avoid a trap just as it is triggered, and so on.

Each skill has a rank, used as a bonus to the die roll when using the skill. To make a skill check, roll:. Determine the degree of suc- trained in that skill. You can use some skills even if you cess normally and then increase it by one degree. Some skills may not be used untrained. If you use a skill untrained, the Give your hero skill ranks by spending power points: 2 skill ability modifier still applies to the skill check. Skill ranks do not all need to be as- signed to the same skill.

You can split them between differ- ent skills. Those Miscellaneous modifiers to skill checks include modifiers with the right combinations of skills and advantages can for circumstances, and bonuses from advantages or pow- even hold their own against super-powered opponents.

The higher the total, the better the result. Based on the circumstances, your result must match or beat a particular number to use the skill successfully.

The harder the task, the higher the number you need to roll. See Checks, page 12, for more information. Many skills can only be used if you are trained in them. Attempts to have, you make a skill check as normal.

Safe to say the character is a pro, able to routinely han- dle tasks that would prove too much for someone less skilled. The GM decides if a particular use of an interaction skill is effective against a group, and may Certain skills, called interaction skills, are aimed at deal- apply modifiers depending on the situation. The general ing with others through social interaction.

Interaction rules for interaction still apply: everyone in the group skills allow you to influence the attitudes of others and get must be able to hear and understand you, for example, or them to cooperate with you in one way or another. Since you suffer a —5 on your skill check against them. Mindless interaction skills are intended for dealing with others so- subjects are unaffected, as usual.

First, you must be able to interact with the subject s of the skill. You need prehensile limbs reason, you have a —5 circumstance penalty to your skill and a Strength rank or some suitable Precise power effect check see Circumstance Modifiers in The Basics.

If your physical ma- Interaction skills work best on intelligent subjects, ones nipulation capabilities are impaired in some fashion such with an Intellect rank of —4 or better. Characters lacking the ability your point. Try convincing use them to oversee or assist the work of others see Team a rock to be your friend—or afraid of you—sometime. Checks, page Characters may be able to use skills for tasks other than those given here. The GM sets the DC and decides the results in those cases.

The format for skill descriptions is given here. Some skills may have trained only aspects, in which case Skill Name: What the skill is called. GMs may feel free to this notation is still listed, and the untrained aspects are change the names of some skills to better suit the style of called out in the skill description. See the skill description for details. See the entry on Expertise for more information. Not having the proper tools is a —5 circum- 15 Balance beam stance penalty to the skill check see Circumstance Modi- 20 Tightrope fiers, page You are vulnerable while balancing.

If your at- degrees of failure usually means you slip and end up tempt to catch someone else gets more than one degree prone and may suffer additional effects, depending on of failure, you fall as well. A successful acrobatic maneuver may provide you a circumstance bonus on certain follow-up actions, if the GM sees fit.

A 10 A rope failed check means you remain prone. A —10 An air duct, chimney, or other area fall reduced to rank 0 damage does no damage and you where you can brace against two quickly roll to your feet as a free action. Otherwise, you are opposite walls prone at the end of a fall. Any time you fail a resistance check while climb-.

Failure means you fall. Attempting such a climb without tools incurs a —5 ing animal mounts, and swimming. A fall with a dam- slope, wall, or other steep incline at your ground speed age rank of 0 or less, such as a fall of 6 feet or less, inflicts rank minus 2 as a move action. A perfectly smooth, flat, no damage.

You are prone at the end of a fall. A failed Athletics check indicates you make no progress, JUMPING and two or more degrees of failure means you fall from whatever height you attained unless you are secured The result of an Athletics check is the distance in feet with a safety harness or other equipment. Make an Ath- you can clear in a running long-jump. If you make a stand- ing jump, divide the distance in half.

A successful DC 10 Athletics check allows you to swim So a hero might have Close Combat: Swords, but Close your ground speed rank minus 2 as a move action. If the Combat: Melee Weapons is too broad. Close Combat: Un- check fails, you make no progress through the water dur- armed is an option, meaning skill with unarmed strikes ing the action.

With more than one degree of failure, you like punches and kicks. However, this bonus does not ap- go under. If underwater, you must hold your breath to ply to other forms of unarmed combat maneuvers, includ- avoid drowning see page Deception is the skill of getting others to believe what you want them to believe. It covers things like acting, bluffing, fast-talk, trickery, and subterfuge.

Two circumstances can a serious risk. Some people pick up ranks in Per- ception, although most get by using the skill untrained.

These additional skills help round out a character and provide some background color and—who knows? A scientist is likely to have ranks in Technology. A pilot should have Vehicles, while a doctor should have Treatment in addition to Expertise: Physician. A few ranks in such skills may be a smart investment.

If the eavesdropper gets at least two degrees of suc- cess, he also understands the message. Whether trying to send or pick up on a message, more than one degree of You can use makeup, costumes, and other props to change failure on the check means the receiver misinterprets the your appearance.

Your Deception check result determines message in some fashion. You can use Deception to mislead an opponent into taking Disguise is heavily dependent on circumstances: favor- a potentially unwise action, such as trying to hit you while able ones include appropriate costuming and a subject standing in front of an electrical junction box or at the edge resembling your normal appearance, while unfavorable of a precipice. If your Deception check opposed by Decep- circumstances include disguising yourself as a member tion or Insight succeeds, your opponent is heedless of the of a different race or sex, or not having sufficient props potential danger and may hit the junction box or lose his which can be up to a —5 modifier.

If you are imperson- balance and fall, if his attack against you fails. On the other ating a particular individual, anyone who knows that hand, if the attack succeeds, it might slam you into the junc- individual gets a circumstance bonus to the Perception tion box or send you flying off the edge.

Expertise is a broad skill encompassing knowledge and training in a variety of specialized fields, particularly pro- FEINTING fessional disciplines and scholarship.

Each is considered a separate skill and training in each is acquired separately, You can use Deception as a standard action to mislead an so a former police officer turned district attorney might opponent in combat. If your Deception check succeeds, the tar- If you are trained in an Expertise, you can practice and get is vulnerable against your next attack, until the end of make a living at it. The GM sets DCs for specific tasks using the You can use Deception to send covert messages using guidelines provided in The Basics chapter under Checks, word-play and double-meanings while apparently talking keeping in mind that most job-related checks should be about other things.

The DC for a basic message is Com- considered routine see Routine Checks in that section. The recipi- You can also make Expertise checks to see if your charac- ent of the message must make a Insight check against the ter knows the answer to a particular question related to same DC to understand it.

So, for example, a police detec- tive is going to be trained in Investigation and probably Insight and Perception in addition to Expertise: Police Anyone listening in on your innuendo can attempt a In- Officer, the same for an intrepid reporter with Expertise: sight check against the message DC. If successful, the Journalism. A scientist might be trained in Technology eavesdropper notices a message hidden in your conversa-.

In this case the Gamemaster may prefer players limit themselves to only what Expertise skills their heroes have rather than what they may or may not know about a given situation. See the Hero Points section for guidelines. This list is by no means exhaustive, the GM should feel free to add to or modify this list as needed to suit the game and the characters in it.

Example: Figuring out a particular clue involving a government conspiracy requires an Investigation or Expertise: Poli- tics check. Expertise: Journalism might suffer a —5 penalty, but could still be useful especially if the character works a legal or political beat as a reporter , while Expertise: Cooking is no help at all, and cannot be used for the check unless the player comes up with a very clever explanation!

Performance true intent. You can also use the skill to tell when someone is skills, such as acting or music, may rely on Presence. The behaving oddly or for assessing trustworthiness. GM sets the ability modifier as needed for the specific Ex- pertise check. Success means you pick up on a flaw in the illusion, tions in the Characteristics chapter. See the Illusion effect in the Powers chapter for details.

If you succeed, you no-. Two or more degrees of sight or Will defense whichever has the highest bonus. If failure on either check mean you misinterpret the signs, your check succeeds, you may treat the target as friendly, so the GM may make these checks for you in secret.

If your target clearly has a superior position, you suffer a circumstance penalty. Make an Insight check when called to do so to resist or With more than one degree of failure on your check, the overcome the effects of certain interaction skills, such target may actually do the opposite of what you want!

Suc- as Deception or Intimidation. Make an Intimi- dation check as a standard action. If it succeeds, your tar- get is impaired a —2 circumstance penalty on checks un- til the end of your next round. With four or more degrees of success, the target is disabled a —5 penalty until the end of your next round. If the group has you at a disadvantage, you suffer the usual circum- stance penalty on your check. Compare your check re- sult against a single resistance check made by the GM for the entire group.

Your Intimidation check must have the same effect on every member of the group that is, you cannot demoralize some and coerce others, for ex- ample. Example: Rocky is facing down Pack-Rat in one of his many bolt holes around Emerald City when the big rat commands a pack of his street thieves to keep Rocky from following him. The street kids are all Thugs, so they have a resistance rank of 0 their Insight and Will ranks are tied.

Since Rocky is attempting the same effect on every member of the group, he makes a single opposed check. You know how to search for and study clues, gather in- formation through interviews and surveillance, and ana- lyze evidence to help solve crimes.

The GM may make In- vestigation checks for you in secret, so you do not know exactly what you have found, or if you may have missed something. Perception allows you to immediately notice things, while an Investigation check allows you to pick up on details with some effort. This assumes no obvious reasons exist why information would be withheld.

The degree of the To determine how long it takes to search a given area, take check result determines the completeness and detail of the total area measurement in square feet, yards, or miles , the information. Information ranges from general to pro- find the time measurement for that distance, and add 2. Searching a square mile takes the time rank of 1 mile rank 8 , plus 2, or two hours time rank Two Specific.

If the check fails, an mors, gossip, and the like. With more than one degree question. This function of Investigation does not give you clues where none exist. It simply allows Failure on the Investigation check means you waste time you to extract useful information from evidence and clues turning up nothing of value. An additional degree of failure you have found. The base DC 15, modified by the time elapsed since the evidence was left, and whether or not the scene was dis- turbed.

For actively following a subject, see Tailing in the Stealth skill description. So hearing a noise from 50 feet away is a types. Noticing something obvious to a sense is DC 0. Less obvious things are DC 10 or so, hidden things DC 20 or more, and discerning details requires at least three de- The GM usually makes Perception checks secretly so you grees of success, as usual. The common sorts of Perception You can make a Perception check every time you have the checks are: opportunity to notice something new.

Various sensory effects provide modifiers on Perception Make a check against a DC based on how loud the noise checks see the Powers chapter for details. Normal conversa- tion is DC 0, a soft noise DC Something in all of which helps to get your point across, make a good plain sight is DC 0, while something subtle or easily over- impression, negotiate, and generally win people over to looked may be DC 5, 10 or more. Visual perception is also your way of seeing things. Non-player characters each have an initial attitude to- You can make Perception checks involving other sense wards you or your cause.

Most of the time,. The GM may consider you ferent attitude. Hostile or interfere with you. Ranged Combat: Throwing is an option and in- cludes both thrown weapons and objects a character sim- Acts as socially expected Indifferent ply picks up and throws. The bonus from a Ranged Combat skill applies only to at- Will chat, advise, Favorable tack checks with the particular attack, not to defenses.

For and offer limited help. Persuading someone is at least a standard action, usually quite a bit longer. Stage magicians use Sleight of Example: The heroes must convince the imperi- Hand legitimately as a performance skill, but it is most ous King of Atlantis that the surface world is not commonly known for its criminal applications.

The he- roes try to convince the king further, but any ad- You can use Slight of Hand to contort your body. Make a ditional checks need at least the same degree of DC 30 Sleight of Hand check to fit through a tight space success as the first to get his attitude to favorable, wide enough for your head but too narrow for the width where he is willing to call off the attack, and more of your shoulders, or to reach through an opening wide than one degree of failure on any check moves his enough for your hand, but too narrow for your arm.

This takes at least a minute per check. The bouncing Escaping from a grab is an Acrobatics or Athletics check. Bandit has no fear of the rent-a-cop, so he decides See Grab in the Conflict section and Contorting, previ- to have some fun.

He has Skill Mastery for his Stealth ously, for details. A whopping 19 plus 12 for a total of 31! A good roll, but no enough. While using Stealth, you ception check and notices the attempt if his check result can move at your speed rank minus 1 with no penalty. Us- go unnoticed. Stealth to remain undetected. You can run around a corner so you are out of sight and then use Stealth, but others know which way you went. Of course, if on its complexity, as shown on the Building Items table.

If the check fails, you did not pro- relative to that person. More than one degree of failure on the check may you the momentary distraction needed to make a Stealth produce an accident or other unfortunate side-effect at check while people are aware of you. This check, however, is at a —5 You can also use Technology to repair damaged items, with penalty because you have to move quickly.

Failure on the check means you spend the time, but make no progress. You can use Stealth to tail someone at your normal Two or more degrees of failure may indicate further dam- speed. This assumes you have some cover or conceal- age to the item or an accident similar to building it. If the subject is worried about being followed, he can make a Percep- You can reduce the time rank to build or repair an item by tion check opposed by your Stealth check every time 1 by taking a —5 penalty to your skill check.

If the subject notices you, make a Deception check, opposed by Insight. If you You can also attempt jury-rigged, or temporary, repairs. A failed Deception check, total of —10 to the DC to build the item , and allows you to or being noticed a second time, means the subject knows make the Technology check as a standard action. Howev- something is up and reacts accordingly. Without the proper tools or equipment, you take a the structure.

This requires at least a minute and a DC 10 —5 penalty to Technology checks for highly unfavorable Technology check. Failure means the explosive does not go off as planned, while more than one degree of failure means the charge goes off while you are setting it! In all cases, the explosive deals normal damage to all other targets.

You can make an explosive device more difficult to dis- arm. To do so, choose a disarm difficulty class before mak- ing your check to set the detonator. Your DC to set the detonator is the desired disarm DC.

Failure means the explosive fails to go off as planned. Two or more degrees of failure mean the explosive goes off as the detonator is being installed!

Disarming an explosive also requires a Technology check. The DC is usually 10, unless the person who set the deto- nator chose a higher disarm DC previously. If you fail the check, you do not disarm the explosive. With more than a degree of failure, the explosive goes off. Setting or disarm- ing a detonator is a standard action. See Inventing, page , for details.

The Gamemaster sets the DC of the check based on the level of security:. Failure on your skill check means nothing happens, but you can keep trying. More than one degree of failure sets off the security or trap, if it is possible to do so. The check DC and effect of Treatment depend on the task: As a standard action, a successful Treatment check stabi- lizes a dying character. Each time the character makes a resistance check against 15 Provide long-term care.

If your subject has a particularly unusual biology an alien, for example you may also suffer a circumstance Use this skill to operate vehicles, from ground vehicles like penalty.

You can use the Treatment skill on yourself, but only to diagnose, provide care, or treat disease or poison. Make a check only when operating the vehicle in a stressful or DIAGNOSIS dramatic situation like being chased or attacked, or trying to reach a destination in a limited amount of time.

You can diagnose injuries and ailments with an eye to- You can also make Vehicle checks to perform various ma- ward further treatment. This takes at least a minute. You can provide care for up to your Challenging bootlegger reverse, Treatment rank in patients at one time.

The check to revive is a standard action. A suc- mounts. For that, use the Expertise: Riding skill, based on cessful check removes the condition. Other conditions Agility, with the same guidelines as given for Vehicles skill the patient may have remain, so reviving someone inca- checks.

You is in the modern world. Advantages cost 1 power point per rank. Some advantages have no ranks and are acquired only once, effectively at rank 1. It also says if the advantage can be acquired in ranks and the effects of doing so. Your opponent op- formed. The effects of additional interaction skills on animals normally, and do not have to ranks of the advantage if any are noted in the text of speak a language the animal understands; you commu- each advantage.

Characters not have the advantage for comparison. See Magical Inventions, page , for details. Accurate Attack Trade effect DC for attack bonus. All-out Attack Trade active defense for attack bonus. Chokehold Suffocate an opponent you have successfully grabbed. Defensive Attack Trade attack bonus for active defense bonus. Evasion Circumstance bonus to avoid area effects. Fast Grab Make a free grab check after an unarmed attack. Favored Environment Circumstance bonus to attack or defense in an environment.

Grabbing Finesse Substitute Dex for Str when making grab attacks. Improved Aim Double circumstance bonuses for aiming. Improved Disarm No penalty for the disarm action. Improved Grab Make grab attacks with one arm. Not vulnerable while grabbing. Improved Hold —5 circumstance penalty to escape from your holds. Improved Smash No penalty for the smash action. Improved Trip No penalty for the trip action.

Move-by Action Move both before and after your standard action. Power Attack Trade attack bonus for effect bonus. Precise Attack Ignore attack check penalties for either cover or concealment. Prone Fighting No penalties for fighting while prone. Quick Draw Draw a weapon as a free action.

Redirect Use Deception to redirect a missed attack at another target. Set-up Transfer the benefit of an interaction skill to an ally. Takedown Free extra attack when you incapacitate a minion. Uncanny Dodge Not vulnerable when surprised or caught off-guard. Weapon Bind Free disarm attempt when you actively defend. Weapon Break Free smash attack when you actively defend. Leadership Spend a hero point to remove a condition from an ally. Luck Re-roll a die roll once per rank.

Seize Initiative Spend a hero point to go first in the initiative order. Ultimate Effort Spend a hero point to get an effective 20 on a specific check. Benefit Gain a significant perquisite or fringe benefit.

Diehard Automatically stabilize when dying. Equipment 5 points of equipment per rank. Extraordinary Effort Gain two benefits when using extra effort. Fearless Immune to fear effects. Instant Up Stand from prone as a free action. Interpose Take an attack meant for an ally. Minion Gain a follower or minion with 15 x rank power points. Our goal is to provide high-quality video, TV streams, music, software, documents or any other shared files for free! Registered users can also use our File Leecher to download files directly from all file hosts where it was found on.

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Superheroes have been a part of our culture for generations. They have become a kind of modern mythology — tales of champions and villains with powers and abilities beyond those of ordinary mortals, locked in a never-ending battle of good versus evil. Superheroes have been a part of the world of roleplaying for quite some time, too. Now this newest edition takes the game a step further.

All you need now are some dice, some friends, and your imagination to join the never-ending battle for justice!

Gamemasters, you can check out the Gamemastering chapter to create your own adventures. Whole worlds of action and adventure are now in your hands! In essence, it is like when you used to pretend to be a superhero as a kid, just with rules and dice, and sitting around a table with friends rather than running around in a homemade cape although you can still wear the cape, if you really want to. The Gamemaster sets up the story, tells the other players what is happening, and controls the actions of the villains and supporting characters.

The other participants, the players, each take the role of a specific hero, the main characters of the story. Things proceed in a back-and-forth manner, with the GM explaining the unfolding story how a supervillain is robbing the bank and trying to escape with his ill-gotten gains, etc.

In the process, the whole group creates an exciting story, just like you find in the comic books. Like all games, roleplaying games have rules. Is the hero strong enough to tear a car door off with her bare hands? Did too! However, you only need one essential rule: if it makes for a fun and interesting story for your group, then do it! No set of mechanical rules is going to encompass every possible situation, and sometimes the rules will return odd or even nonsense results. When that happens, feel free to overlook the rules and do what is the most fun.

This book contains all the information you need to play the game. The Basics chapter starts you off with a quick overview of how the game works.

After you read it, flip through the rest of the book and see the various options for creating heroes. Then you can read the following chapters thoroughly to see which options appeal to you the most. Your character might be The possibilities are almost limitless! For more information, visit www. Green Ronin Publishing maintains the website www.

They give you an inside look at how the game works and how to ensure you and your group get the most out of it.

It is designed as a complete stand-alone game system.



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