Does anybody else here ever play Mutants and Masterminds? Want to play? I could GM a game of Mutants and Masterminds, taking place in my fictional setting of San Delgado (a Californian city that mirrors New York), or in another city if you'd prefer.
For those uninitiated into M&M, it's a superhero PnP game. You play as a superhero of your own creation, similar to Batman or Superman, and solve crime and nefarious world-destroying plots. Pretty basic stuff. If you don't have any books, I can help guide you along. Just have a superhero idea in mind. Any superpower will do, M&M is extremely flexible. I might have to veto or weaken your power idea if it's too strong, however.
If you want to play, just post up a character sheet as per the example below. We'll go for PL 10. You don't have to be as detailed as I am, I put in a lot of notation for my own purposes. Backstories are encouraged, but not required.
Razzledrazz
PL 10
STR 10
DEX 10
CON 11
INT 14
WIS 16
CHA 10
ATTACK BONUS: +10
DEFENSE BONUS: +10 = 5 base + 5 dodge
TOUGHNESS SAVE: +0 (up to +10 with Force Field)
FORTITUDE SAVE: +5 = 5 base + 0 CON
REFLEX SAVE: +8 = 8 base + 0 DEX
WILL SAVE: +14 = 11 base + 3 WIS
SKILLS
Bluff: +8 = 8 ranks + 0 CHA
Concentration: +11 = 8 ranks + 3 WIS
Craft (Chemical): +6 = 4 ranks + 2 INT
Disable Device: +4 = 2 ranks + 2 INT
Escape Artist: +2 = 2 ranks + 0 DEX
Knowledge (Arcane Lore): +14 = 12 ranks + 2 INT
Knowledge (History): +14 = 12 ranks + 2 INT
Knowledge (Theology and Philosophy): +14 = 12 ranks +2 INT
Profession (Librarian): +7 = 4 ranks + 3 WIS
FEATS
Ritualist (pg. 63): Able to create and cast arcane rituals using Knowledge (Arcane Lore). See page 131 of Core Rulebook.
Distract (pg. 60): Able to use Bluff to daze an opponent in combat. Using a standard action, make a skill check against your target’s opposing check (Bluff, Sense Motive, or Will save, whichever has the highest bonus). If you succeed, target is dazed (able to defend normally but take no action) for one round. Targets gain +1 for each previous Distract attempt.
Takedown Attack (pg. 64): When an attack neutralizes an enemy, another within five feet can be struck as well. For minions, this will continue as long as an attack neutralizes an enemy. Cannot move between strikes.
POWERS
Magic 20 (UP pg. 167, this cost 40 power points, will support 80, uses 80 total): Able to cast a variety of spells with the magic descriptor. There are forty power points in this array. All powers in this array have the magic descriptor. Magical spells are listed below:
- Magic Missile (Blast 10, UP pg. 139): A ranged attack fired from the hands. It also has two ranks of ‘split attack’, meaning that the Magic Missile can split its attack amongst three targets, sharing the attack roll and dealing damage to said targets in any way the user sees fit (as long as the sum adds up to 10). Affects insubstantial. (23 pp total)
- Bursting Magic Missile (Area Burst Blast 5, UP pg. 139): A ranged attack fired from the hands, which explodes in a burst of mystical energy on contact. Affects insubstantial. Those caught in the burst can use a Reflex DC of 15 to take half damage. (17 pp total)
- Pulsating Fists (Strike 10, UP pg. 192; Linked to Stun 10, UP pg. 79): The fists glow with each strike, sending jolts of magical energy through the opponent’s body. Whenever a melee attack is successful with this power, the target must first roll for toughness (damage of 10). Afterward, there is a chance of stunning. The target must succeed on a Fortitude DC of 20. If it fails, they are dazed. If it fails by 5 or more, they are stunned. If they fail by 10 or more, they are unconscious. (31 pp)
- Shell of the Great Turtle (Force Field 10, UP pg. 158): Able to cast a continuous protective force field around self. The shell will wrap itself around the target’s form, allowing both mobility and protection. The shell adds 10 to Toughness saving throws. The shell is attuned to the wearer’s will, meaning that if the user will only be protected when it wants to be. (31 pp)
- Spinal Tap (Paralyze 4, UP pg. 70):
Shell of the Great Turtle (Device 2, Force Field 10, UP pg. 158): This amulet enables the user to cast a continuous protective force field around self. The shell will wrap itself around the target’s form, allowing both mobility and protection. The shell adds 10 to Toughness saving throws. The shell is attuned to the wearer’s will, meaning that if the user will only be protected when it wants to be. (8 pp)
Ring of Regeneration (Device 2, UP pg. 145; Regeneration, UP pg. 73): The Ring of Regeneration makes the wearer harder to kill. If the wearer dies, they can make a DC 10 recovery check a day later to come back to life. A full round’s rest can also allow recovery checks for injuries and staggered conditions. Bruises and unconsciousness can be healed as a standard action, provided the recovery check succeeds. In order to be brought back to life, the individual must be wearing the ring when they take the damage. Putting the ring on an already dead person does not bring them back to life. The target can still heal if the ring is taken from them after the damage is dealt. If the body is cremated, or otherwise permanently destroyed, then the target is dead for good. (8 pp)