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/Mutants & Masterminds General/

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Thread replies: 12
Thread images: 4

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M&M General: Jack is Back Edition

>What is Mutants and Masterminds?

"Mutants & Masterminds, or M&M for short, is an adventure roleplaying game in which you, the players, take on the roles of fictional superheroes having thrilling adventures in an imaginary world. One player, the Gamemaster, takes on the job of creating that world and the stories for the other players to take part in. Together, you create your own tales of heroic action and adventure, like your favorite superhero comic books, television shows, or movies. You don’t need any expensive computers or video game systems to take part though. You just need a book, some friends, and plenty of imagination."

The game is currently in its 3rd edition.

>Links
>official site:
http://mutantsandmasterminds.com/

>official forum:
http://roninarmy.com/

>Atomic Think Tank archive (Created when Atomic Think Tank merged with he official forums. Has a lot of community made content including builds of DC and marvel characters that better approximate the abilities of the official facsimiles.)
http://www.atomicthinktank.com/viewforum.php?f=23&sid=c2d27a35f0971d109aa12e5b2ae8bdb7

>ITT:
Have you ever been a part of a game which used any Variant Rules like No Power Level Limits?
What do you think about the new Advantage Holding Back from the Hero High supplement?
How do you usually handle Super Saiyan-esque forms barring either of these rules?
>>
>>51097217
Oh, also, how well or how do you handle things such as Physical Corruption in games? Do you just wing it or do you use a subsystem to determine when someone becomes irrevocably tainted?
>>
Hm. I haven't played with many variant rules. I did have a player in a short-lived 2e game I ran a few years back who played a Thor-expy who had Holding Back, but the game didn't last long enough for him to use it.

2e's Mecha and Manga has rules for increasing power levels like Super Saiyans with the Battle Form power, kind of a middle point between Boost and Alternate Form.

2e also had rules for taint in the Mastermind's Manual, which basically boiled down to taint-induced Drawbacks.
>>
>>51100694
I'm actually using 3e, and have a player character in my game that might get some new powers from said Corruption. However, she's going to get some nasty Complications as well.
>>
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>>51097217
Okay, so I have a player who's character summons swarms of rather sizable monsters (at least the size of a person). I went ahead and gave the summon 16 Growth for the swarm's overall size and Insubstantial 2: Gaseous to replicate usual swarms stats.

How accurate to an actual swarms of sizable minions would these stats actually be?

Also, same player has an Array with Uncontrolled powers and then a full form which she uses all her powers with Extra Effort. How often should the Uncontrolled powers switch? How should a "full form"s bundled powers work if all of the powers given in the Alternate Form have the Tiring modifier?
>>
I like the idea of Mutants and Masterminds, but I've always found the combat system to be rather unsatisfying. You can have all these amazing and fantastic powers but when it comes to a fight the simplest options tend to always be the best and actually applying weirder powers in interesting ways, a staple of comic books, requires a lot of 'Mother may I?' with the GM.
>>
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Who /pulp/ here?

I want to run a campaign in Prohibition era not-Chicago about masked heroes fighting anarchists and spies, gangsters and the occasional mad scientist for the common man.

I don't want to get too crazy with the powers but I know for a fact that one of my friends who'd join this game wants to play a speedster. If I allow it, I'm thinking he'd have to constantly take a "wonder drug" or something to keep him speedy, with some side effects obviously.
>>
>>51105143
I have no specific answers beyond the character sounds like a complicated clusterfuck to run and play. Summon and other extra-actor powers are a red flags and lots of overlapping extras and weaknesses in AND on an array aren't going to streamline the issue.
>>
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Bump
>>
>>51108874
and from me.
>>
>>51107543
Elaborate on what are amazing and fantastic powers and what are the simple ones and we might be able to help.

>>51108239
Yeah Summon really sucks when you go beyond one Summon unit. Also trying to have a solid ruling as to how the Uncontrolled modifier works for their Array modes. Randomized? By GM whim? The one that's least convenient at the time?
>>
>>51107803
I remember that the first Mutants and Masterminds 3e game I played we had a Speedster powered literally by Cocaine in Justice League Miami.
Thread posts: 12
Thread images: 4


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