rando1000's Mutants and Masterminds 2nd edition (Completed) (Inactive)

Game Master rando1000

Mutants and Masterminds 2nd edition, set in Freedom World (default setting for 2e). Characters will form their own beginning hero group.


1 to 50 of 113 << first < prev | 1 | 2 | 3 | next > last >>

2 people marked this as a favorite.

This is the split out thread from Jaster's thread. I'm re-posting some information here from that thread.

World wise, I'd like to use Freedom World as a base (M&M 2e standard setting). It's got analogues to many DC standard heroes but is pretty streamlined and has a couple Marvel-esque features as well.

Biggest houserule I employ is the Hit Point variant from Mastermind Manual. A lot of people don't dig it, and if it's a deal killer I understand, but standard M&M combat frustrates the heck out of me.

Another big one is I basically say only Feats can overcome PL limits. In other words, you can Power Attack to get a temporary trade off of hit bonus for extra damage, but if you've maxed out your Defense by the PL, shrinking won't do anything to raise it higher (if you haven't maxed out your Defense at full size, shrinking will take you until the point where it IS maxed out). So essentially, PL is a hard limit except for round to round effects of usually just a couple points, or using normal trade offs to permanently change your maximums. If you have a specific question, just ask.


If you dont mind, i will try to post a character. never really played MM so this is very new

Can i send you my sheet and maybe help me out? :P


I'm thinking a PL 5 game, which is relatively low power; think X-Men or Teen Titans power level.

I was originally co-opting a game I thought was abandoned, but that GM has since returned, so I'm a little less prepared for player questions than I'd like to be, but I've run several campaigns using these rules and my house rules, and I've run several hero campaigns in different systems, so I'm pretty confident I can get a decent campaign figured out in short order.

Not sure who has access to a 2e rulebook, but I think I can post PL maximums, purchase costs, etc. without IP infringement.

Ability Scores are the same as Pathfinder, but work a little differently. For example, Strength does not add to attack bonus, and Dex does not add to Defense. You need to purchase attack bonus and Defense separately.

PL 5 Maximums
Max Save DC (for others against your powers: +5 (essentially DC 15 in PF)
Max Saving Throw (your saves): 10
Max Attack/Defense Bonus: +5
Max Ability Score: 30
Max Skill Ranks: 10
Max DR: 10/15 (10 normal, 15 impervious)
Max Hitpoints: 40 (Con Bonus x 10 + 20; more than 40 is lost until PL is increase).

PL limits cannot generally be overcome; if your character surpasses PL in any way (there are some exceptions, explained later), the excess will simply not apply until the campaign's PL is increased.

PL 5 characters start with 75 Power Points (PP hereafter) to build their characters.

Cost:
Ability scores start at 10. Each rank above that is costs 1 PP.
Attack and Defense are each 2 PP for each +1.
Save Bonus is 1 PP (Con, Dex and Will add bonuses as in PF).
Skills 1 PP/4 ranks
Feats 1 per Feat Rank (some Feats have ranks; I may place limits on the number of Ranks; for example I think I'll limit Improved Initiative to 2 Ranks, at least initially.)
Powers have a variable cost. If you don't have access to the rulebook, I can help you work it out in PM based on your concept.
Drawbacks get you extra PP, but I'm limiting it to 3 extra total.

Here's an official character sheet, listen on an official source so it should not violate anything...

char sheet

Since the Hit Point system, including DR, HP and damage from attack, is alternate rules, it's not listed on the sheet. You'll need to just list those in another area. Also, the HP system negates the Toughness Save, so ignore that completely.


I have the mechanics on Herolab, so i can build a character. but if its suitable, i do not know

My idea is a jester character. Sense manipulation. quirky abilities, etc.
Ill build him at 75 and ill send it to you. if thats okay?


Yeah, sounds great. The houserule stuff can be determined from the RAW character pretty easily. Keep in mind what I said about PL limits though. Consider PL hard limits except in rare circumstances (such as Power Attack, for example), or if you've chosen a permanent PL trade-off.


Posting interest. Will get started on something.


Dotting in.


I might be willing to try this one as well. Is it possible to play something like a necromancer-themed character?


Uret Jet wrote:
I might be willing to try this one as well. Is it possible to play something like a necromancer-themed character?

You might have to spin it a bit, but possibly. Like a spirit summoner, or someone with extra-dimensional skeletal allies or something. raising actual dead humans in game to zombie flesh is probably a bit counter genre, at least for the good guys.


Okay, we'll see how it goes the next few days. I'm willing to give it a shot if I get at least 3 committed players, but if not, I'll have to drop it for now. Which, I guess if there's not enough demand, is probably for the best. My other game's going well enough, I can't complain.


Simply one of numerous possibilities! I'll take a gander at the 2e pdf, and see if I can get a handle of it as well.


How would you rule a transform power, where I "flatten" non-living things.


inxpitter wrote:
How would you rule a transform power, where I "flatten" non-living things.

Probably just a ranged effect of some sort, whereby the item needs to make a saving throw. The volume of the thing would probably need to be taken into account using the time and value progression table.

So something like:

Two-Dimensional Object
Effect: Alteration
Action: Standard
Range: Ranged
Duration: Sustained
Cost: 3 points per rank
Character can remove the three-dimensional aspect from an object, in effect "flattening" the object for the duration of the power. Characters can flatten up to 5 lbs of object at rank 1. Each successive rank moves the potential total weight effected up 1 on the Time and Value Progression Table, so that at rank 2, the character can sustain up to 10 lbs, at rank 3, 25 lbs, at rank 4 50 lbs, etc.

Objects are allowed a saving throw with a DC equal to the ranks of power +10 (DC 15 at rank 5). Attended objects would get the attender's Save if it's better.

I'd allow you to take higher than 5 ranks to get more volume, but the save would still be limited to 15 until the PL is raised.


gah, now I have to figure out if Origami Hero is for your campaign or the other one. Hmm...


Hmmm, Ideas I'm thinking of here:

A hero with glass manipulation, though the volume she can control is limited to say, a pair of glasses. However as compensation, she has extreme control over even just that amount, and a clever mind to make the most out of a little.

A support/healer type hero, who works by rewinding select portions of someone back in time to before wounds even occurred, could posibly even fully revive people are 'rebuild' things that've been broken or destroyed.

The latest in long line of powerful necromancers, who's decided to rebel against his family's sinister reputation. Instead of raising the physical by force, he inquires and asks permission to bind spirits back to the mortal plane for short periods of time, before letting them return to the afterlife.


Love the glass idea, the trade off is pretty cool and can be used pretty well.

Which one of these do you like best:
1. Can create "gates" that are connected which turns me playing a table top version of Valve's Portal.
2. A very limited form of telekinesis that can only affect buttons, switches, levars, and knobs.
3. Anything within a certain radius is fully powered while it remains in range of the hero. This is uncontrolled.
4. Hero can place a temporary "brand" on someone/something. While branded, can be controlled and manipulated freely. Must be touched by hand to be branded, one for each hand.


Uret Jet wrote:

Hmmm, Ideas I'm thinking of here:

A hero with glass manipulation, though the volume she can control is limited to say, a pair of glasses. However as compensation, she has extreme control over even just that amount, and a clever mind to make the most out of a little.

A support/healer type hero, who works by rewinding select portions of someone back in time to before wounds even occurred, could posibly even fully revive people are 'rebuild' things that've been broken or destroyed.

The latest in long line of powerful necromancers, who's decided to rebel against his family's sinister reputation. Instead of raising the physical by force, he inquires and asks permission to bind spirits back to the mortal plane for short periods of time, before letting them return to the afterlife.

Any would work. The second one might be hardest to work out, Time Control is funky and I'd have to be pretty limiting with your use of it, but if certainly could be done. The ability to undo collateral damage, even on a limited scale would make the team more popular than some...

Your necromancer spin is also interesting.


I'd imagine it really just being a 'healing or 'repairing' power, flavored as being time-related, so it could help do away with the complexities involved. BUT, we shall see. I'm going to finally crack this book open and see what there needs to be seen. Perhaps while reading, I'll get a more solid idea of my direction.

Though currently I feel inclined to the necromancer. Clearly the 'Raven' to our 'Teen Titans'.


Definitely sounds good. If you flavor the power as time related, you could easily flavor other powers similarly, either at start or later in game.


inxpitter wrote:


Which one of these do you like best:
1. Can create "gates" that are connected which turns me playing a table top version of Valve's Portal.
2. A very limited form of telekinesis that can only affect buttons, switches, levars, and knobs.
3. Anything within a certain radius is fully powered while it remains in range of the hero. This is uncontrolled.
4. Hero can place a temporary "brand" on someone/something. While branded, can be controlled and manipulated freely. Must be touched by hand to be branded, one for each hand.

I can see either 1 or 2 being a gimmick from a more skilled hero, like an additional small power tacked on top of an already really skilled person. Useful, but not defining the character.

3 could almost just be a drawback to any other concept related to power use.

4 would definitely be unique. I'm not sure if I like that idea better or your flattening things idea, but they serve roughly the same purpose: control of objects in the environment. So either one is okay.


One thing I would definitely like to see reflected in the PCs is the following skills: Investigate, Gather Information, Computers, Knowledge(Various).

I can easily throw in a couple NPCs to help out with a party this size (in a hero game, I find a couple NPC heroes a good source of plot lines and subplots), but giving them point on the above skills generally results in the GM leading the party around by the nose, and I'd like to avoid that. So if you can think of ways those might fit in with your characters, that would be useful.


Well, my character has jack of all trades

but if you need "ranks" too, i can maybe add Computer?


Seth86 wrote:

Well, my character has jack of all trades

but if you need "ranks" too, i can maybe add Computer?

Jack of all trades is definitely a help. I checked your skills but didn't look at Feats before I posted, so thanks for pointing that out. Investigation and Gather information are probably most critical. Let's see what the others come up with. I don't want to modify anyone's concept with something that totally doesn't fit. If nothing else I'll have to gear the adventures toward lower requirements in those areas, but I can do that if necessary.


1 person marked this as a favorite.

I just like my Harlequin idea. Harley tries to fit with Joker. This guy just likes using his powers. For fun or otherwise =^^=


So are we gonna be a sort of teen titans like team? Do we all know each other? I need to look up this setting.


I'm started to get a Teen Titans vibe off the group, and actually I had that idea going in, so it would work well. No need to absolutely limit your age to Teen, but young heroes would certainly work well.

As far as the setting, don't worry too much about it. Most of the heroes in this campaign world are centered on a place called Freedom City. It's got analogues to many DC and Marvel heroes. The Freedom League replaces the Justice League, there's a school called Clairmont that's basically Xavier's school from X-men, but with the retired Raven (ne Batman) running the place, etc. At the very end of the established lore, the Freedom League expands to be kind of like Justice League Unlimited (a space HQ, lots of members to send on missions, etc), but most of that will just be background for your team. I'm planning on making you mostly self-sufficient.


So beastboy. Heh. The joker in the group. =^^=

My character is a mutant/alien mix...
GUYVER-like


Or "Joker's Daughter" if you want to go really old school (circa 1976).


Know of her... but thats where it stops :P


Seth86 wrote:
Know of her... but thats where it stops :P

I think if you read every story she was ever in, it would still stop there.


Heh heh

Good to know


I might make him a kid just to fit the feel! I'm gonna need a couple days to get myself settled though, if that's alright, what with the book,reading and character making 'n all that.


No rush. It's going to take me a few days to get an intro together. I do have a discussion thread open; feel free to post thoughts there.


Got it. Made a character concept I like.

Basic premise is an already dead hero, but has "tied" his soul to his body through a spool of spirit string and so remains "alive" to still be a hero.

His body is still technically dead so he uses his internal spool to stitch it back together leave a lot of those surgical lines. Usually wears a lab coat as his former hero identity was a support medic of sorts.

He still has a lot of medical expertise and can heal on the fly, but now has a seemingly endless internal spool of powerful string he can manipulate to do many various things.

Enjoys playing pranks, though might technically be older than most, still looks like a kid and behaves as one. He theorizes its something to do with his brain.

I know this kinda moves in on your territory Uret (if you go with the healer) so I'll keep thinking in case you want to go for that one).


Nitpick: PL 5 is not Teen Titans or X-Men level. It is MUCH lower than that. Those would be 10 or 12 (higher for the big leagues X-Men).

PL 8 is like...Green Arrow.

PL 5 is closer to the average Shield or Cadmus agent. Highly trained normal humans who might be decked out in decent gear, or REALLY low key heroes like The Question or something.


Nevertheless, PL 5 is what I'm going with. I don't necessarily want "Teen Titans" exactly, just lower power heroes who will fill a similar role in the game world. PL 5 doesn't HAVE to mean normal people with gear, it can also represent characters with very limited powers.

Dark Archive

Oh HELLZ yes!

Rando, if you can stomach anymore of what I like to call Atlasatisfaction, then Imma gonna get sumpin together. =)


Atlas2112 wrote:

Oh HELLZ yes!

Rando, if you can stomach anymore of what I like to call Atlasatisfaction, then Imma gonna get sumpin together. =)

Sounds good! we're missing a super-strength paragon type, or a skill based batman/green arrow type, or any of the other archtypes not already represented.


Dot


Hmmm hmmmm, Idea~! I think I would actually like to go with a time-focused character, which I suppose does create some turf stepping what with two healers. However, more healing is never a bad thing! His abilities will likely be primarily related to his healing/repairing by rewinding things backwards through time, but I'm thinking of some ways to use it offensively. Perhaps by using an affliction effect of some sort, he hinders foes by temporarily 'pausing' them in the timestream.

His powers are innate through mutation, and operate so long as he believes they can operate. However... he himself isn't aware of this, and actually thinks his powers are manifested through his inventions, which frankly, are basically paperweights in reality.

So, if a villian removes one of his 'devices', despite the fact he still has his powers, they cease to produce any effect since he no longer believes they would work.


Uret Jet wrote:

Perhaps by using an affliction effect of some sort, he hinders foes by temporarily 'pausing' them in the timestream.

That's essentially the "paralysis" power in Core Rules, so I see no problem with it. They will, of course, get a save.


That brings up a point. I've had horrible experience with people modifying powers so that they can do them infinite numbers of times in a round, or so that powers that would normally give a save do not allow a save, no matter how many power points you're willing to shell out for it. I'm going to have to rule against such modifications pretty aggressively. There has to be a challenge to encountering villains; nothing that would normally be a Standard action is going to be a Free Action with no save. I'd ask that you manipulate powers only to the extent that they need to make your concept work, and not for crazy advantages.

Note I haven't noticed anyone doing this yet, but I've had it ruin campaigns before. Maybe that's a failing on my part, but I like to have good old fashion superhero action; I don't want the game to turn into a battle of wits between me and the player. I get little enjoyment out of such things.


Currently thinking paragon/flyer of some kind. Not 100% together yet, but that seems to be where I'm headed.

Rando, when designing our characters, should we include vehicles and/or headquarters? (or will we part of a team with a HQ?)

Also, what are you looking for in submissions? General background and description, full character stats, etc.


I'll go with another concept, plenty of cool ideas to go around with out overlapping characters.

DM, what do you think about mimic characters? Specifically copying powers, traits and such?

Or how about possession/mind control as a base powerset?


I'm thinking a somewhat controversial hero who codename is "Hijack." Possible former villain but reformed. Main powers would be Possession and Mindcontrol maxed.

Other concept is an adaptable hero with either Nemesis or Mimic as the base power. Made to adapt and change to the scenario, and gives a fun whatever's available feel.

I'm leaning towards the first one, but want to be sure that'd be okay. I know it might not fit the theme or you might not like the idea of mind control.


BOth sounds pretty neat, mate. Mr. Rando, would his 'healing' be able to apply to objects, since he's just rewinding time? Also, saw the time-control power already, pretty cool, but he's certainly not at that level just yet.


My character is going to be a telekinetic, able to manipulate objects on a micro as well as macro scale, so he can alter their molecular structure. He'going to be blind, but have an "atomic sense" to partially compensate. I'm having a little trouble figuring out how to best create it, though. I guess it would be a Super-sense: detect usable as a free action at range (so it works like a normal sense), with the acute, accurate, & radius enhancements and add in the blindsight and microscopic vision (4 pts) senses? That's a whopping 15 points, though. Would that work, and how much would it reduce the blindness drawback? I think it would be worth only 1-2 points, as it wouldn't affect him that much.

I was also wondering how protection powers like Force Field work with the hit point system?


1 person marked this as a favorite.

Ahem, For the moment, I present Stopwatch! I'm still reading through some of the book, I admittedly got a bit antsy and skimmed some things so I could create him, so let me know if I messed up somewhere glaringly obvious or otherwise. His main powers Ar centered around rewinding (healing), pausing (Paralyze), and fast-forwarding (Disintegrate) someone or something in time, with his primary focus being rewinding in order to heal people's wounds. I also gave him Time Sense, for flavor, and two powers centered around the fact that he passively resets his body-clock. IE, Immunity to aging, and he has regeneration.

Story wise, I imagine him as being from an influential family of some sort and thus has access to some nice funds. Despite the fact his powers aren't actually device-induced, he still has a knack for inventing things. His intelligent mind also comes in handy with the ability to form plans when given the chance, since he really is more of a support roll then a front-liner, and he knows it. Lastly, he's quite a charming and charismatic fellow, born from natural good looks and years spent among the upper class.

Let me know if I should consider changes somewhere, or if I did things wrong at some point.


Uret Jet wrote:

Ahem, For the moment, I present Stopwatch! I'm still reading through some of the book, I admittedly got a bit antsy and skimmed some things so I could create him, so let me know if I messed up somewhere glaringly obvious or otherwise. His main powers Ar centered around rewinding (healing), pausing (Paralyze), and fast-forwarding (Disintegrate) someone or something in time, with his primary focus being rewinding in order to heal people's wounds. I also gave him Time Sense, for flavor, and two powers centered around the fact that he passively resets his body-clock. IE, Immunity to aging, and he has regeneration.

Story wise, I imagine him as being from an influential family of some sort and thus has access to some nice funds. Despite the fact his powers aren't actually device-induced, he still has a knack for inventing things. His intelligent mind also comes in handy with the ability to form plans when given the chance, since he really is more of a support roll then a front-liner, and he knows it. Lastly, he's quite a charming and charismatic fellow, born from natural good looks and years spent among the upper class.

Let me know if I should consider changes somewhere, or if I did things wrong at some point.

I like it. Got a good character sense and plenty of room to "power up." If I go Hijack, we might be lacking in brawling heroics.

1 to 50 of 113 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Mutants and Masterminds 2e All Messageboards

Want to post a reply? Sign in.