Mutants & Masterminds

Mutants & Masterminds ( often referred to as "M & M " for short ) is a superhero role-playing by Green Ronin Publishing. It is based on the mechanism introduced by Wizards of the Coast d20 system, but differs in crucial aspects of this. The basic rule book first appeared in 2002 and was replaced in 2005 by a second edition. A German translation does not exist yet.

The control system of M & M is tailored to create superhero characters modeled after American comics and play. By setting some basic parameters, in particular the power level and the power available Points to equivalents of all known cartoon characters can be replicated, by ( almost) normal people in colorful costumes to cosmic forces that regularly over the fate of entire solar systems decide. This usually mechanical implementation of superpowered M & M has distinct similarities to other superheroes systems such as Hero and Aberrant, but pursues its own design philosophy, which is aimed at medium complexity, fast play and neglect minor details.

The system itself is generic and is not associated with a specific background world. However, there are several source books with various scenarios that use the M & M system.

Control mechanisms

The control system of Mutants & Masterminds is released under the Open Game License ( OGL ) and therefore also contains many of the D & D and other d20 top systems known building blocks. Characters possess the usual attributes, skills, talents, and saving throws, and all non-trivial actions are decided by a toss of a twenty- sided die (d20 ) plus modifiers against a difficulty. In order to meet the special requirements of a superhero game, but the system also omitted some basic d20 mechanisms and leads for an other solutions.

Power Level and Power Points

M & M has no classes or levels, but uses a points -based system in which characters can essentially be composed of the available elements freely selectable. There are two overarching parameters, which together form a rough framework for the skills of the player characters, namely the power-level, the total number of power points available. The Power Level sets the upper limit for possible modifiers to dice rolls proof and therefore provides a measure of the maximum penetration of the characters represents the number of power points determines how many different powers and abilities can have a character, and is thus a measure of the flexibility of the characters. Both values ​​can be set independently by the GM and define in their combination the approximate power level of player characters. For a campaign in the style of the X -Men, for example, the GM would probably define an average power level, but few PowerPoints distribute ( since the forces of most X -Men are relatively powerful, but also very limited ). A ajar Batman character, however, had only a small power level, but a lot of PowerPoints ( he does not have overpowering forces, but is extremely flexible). A Superman - waste would eventually after a good power, and many PowerPoints require ( many different and very powerful abilities ).

Super powers

To map the variety of possible super powers of a character control technology, these are mapped to a limited number of generic effects that can then be adapted to the desired concept by additional modifiers (Tools, Power Feats, Flaws and Drawbacks ). The peculiarities of a specific force that is resulting from the combination of effect modifiers and / or differences in the description by the player. One possible effect could be to force "Flight" that allows a character with a certain speed (determined by the power level) through the air to move. This effect fits both a psyker with telekinesis powers, a wing- beating bird-man and a Gadgeteer with a jetpack on your back, ie all these characters have the same base power to represent their flying ability. The differences arise from the description and modifiers: the psionicist must possibly constantly focus on in order to keep themselves in the air ( Flaw: Concentration), the bird man is dependent on freedom of movement of its wings ( Drawback: Power Loss ), and the Gadgeteer is without his jetpack helpless (rule technically not a Flaw, but he has the power "Device", with whom he has other forces cheaper ).

As a special modifier, there is a Power Feat called Alternate Power, which allows a character to possess a collection of thematically linked together forces, of which it is but only one at any given time available. For example, the above mentioned Psionicist probably not only fly itself, but also raise other people and objects telekinetically. Since he has but to focus on its respective target, he can only have one of two forces ( flying or telekinesis ) apply simultaneously. He therefore needs only one of the two forces to pay the normal number of power points and can take much cheaper than the other Power Feat.

Saving throws against damage

Unlike in most d20 systems are available in M & M no hit points. Instead, damage effects by an additional saving throw, the so-called Toughness Save handled. This is rolled against a difficulty which arises from the strength of the deleterious effect. A failed saving throw means that the character is a violation of state einhandelt, which is more serious, the more the level of difficulty was missed. Can only just misguided throw causes no more than a deduction on all other Toughness Saves ( so a character with each hit is brought closer to a worse state) while 'deviated previous litters stun the character in the short term, knock out or even hurt mortally. This mechanism is intended to reflect the known from the comics Combat dramaturgy in which the struggle of luck and can often turn quickly and the participants can put away a lot of hits seemingly harmless to be sent only to by a decisive blow on the boards.

Hero Points

Hero Points are a dramaturgical tool that allows player characters to go out at crucial moments over their forces routinely used. A player can get a Hero Point for example for use to repeat a failed die roll ( the maneuver is indeed failed in each test run, but when it comes down to it, it works of course), an existing power briefly about their normal level also to increase ( at the crucial moment grows the character beyond itself ) or a special trick, especially one Alternate Power to draw for a one-time application of the sleeve ( a character with wind forces can stir up his enemies round sand or leaves, so that they can not see anything - control technology an application of force " Obscure " as Alternate power).

Characters possess at the beginning of an adventure usually only one Hero Point to gain in the course of history but more Hero Points added, such as when they behave particularly heroic or suffered setbacks and defeats. This is to help replicate typical action schemas from the comics, such as the defeat of the hero at the first encounter with the super villains, from which then the second time a triumphant victory (the player characters have since accumulated by complications and exploits Hero Points, so that they are in the second fight effectively more powerful than the first, although have not changed their permanent values).

Scenarios

The basic rule book assumes no particular scenario and can be used with any background worlds; Advice on this can be found in a separate chapter. However, there are additional source volumes for different game worlds.

The oldest and best-known scenario for M & M 's "Freedom City", a city in the tradition of Metropolis or Gotham City, to pretty much every known comic phenomenon is an analog of the "Freedom League " ( according to the Justice League ) to the " Claremont Academy" (according to the Xavier Institute).

Other source books are " Crooks ", " Nocturnals ", " Noir ", " Lockdown" and " Golden Age".

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