Mutants And Masterminds Book Of Magic Pdf

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Trudi Miranda

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Aug 4, 2024, 8:38:29 PM8/4/24
to guigrovylul
Aswith anything in Mutants and Masterminds, if you have a particular theme in mind, then you'll want to make the character creation process a collaborative effort with you as the DM having a full presence.

Try and make the mutants and masterminds powers bit your first session.


The reason I say this is because the M&M system is designed to basically give you the option of playing literally whatever you want. While a player might think it's awesome to play a character that can shrink down into the subatomic "mini universe" (or vice versa with the macro universe), or have a speed that reaches travelling to distant stars... It's likely something that won't fit with what you had in mind for your campaign.


Other than that... some of the more modern concepts might leak through into the realm of weirdness for standard fantasy gaming. Things like "radiation" as a power source or damage type might be hard to pin down (can it bypass fire resistance? does it damage undead?).

This is a fairly easy one though, as the "power source" can be pretty much limited by you as GM, so just try and stick with things that can be properly defined in the Pathfinder/D&D rules already (so the elements, sonic and force, and alignments, pretty much.. anything else could be considered "untyped" and thus potentially *much* stronger than the others).


It's been a while, so I can't remember all the different power ideas, but there could be a number of things that could break the game when taken to an extreme level (even staying within the power level 6). Duplicating yourself being one potential issue...


Equipment (and dedicated equipment) works a bit differently (or under different assumptions from standard D&D), so that could become a weird hitch as well, if anyone picks one of those types of powers.


However, what this will do is give non-spellcasters a non-magical way to gain in versatility. I'd heavily suggest reading up on.. what's it called.. power containers? arrays?

Give a bunch of non-magic options as powers in a container, and then make a variant power with the same points using only one extra point. The caveat being that they can't be used at the same time (a defensive power would turn off if you use an offensive power tied to that container, etc).


_

Overall, this sounds like a neat idea. Sounds like a great way to make the "heroes" in an E6 game more unique. Like, there's a reason they are "better than the average human", with the M&M rules beign used to define how.


Shapeshifting / Morph (Metamorph). With these powers, the character can add a set number of powers, and can replicate the abilities of a Druid, at the lowest level of scary, to rearrange their stats. Unlike a Druid, with Metamorph, a character could take every point they've got, and spent it in different places, to create a 'tank' build and a 'blaster' build and a 'defensive' build, for surprisingly few points spent, allowing them to take an action and be flat-out awesome at any specific thing they've got a form for. This, at the worst, allows a clever player to gain all the egregious benefits of 'min-maxing' to optimize for one situation, and then utterly avoid it's drawbacks, by switching to a completely different min-maxed build.


Boost can theoretically allow one to 'cheat' the limits. In M&M, just about any effectively-designed character is already at those limits, meaning that a rule that Boost *doesn't* allow one to go over the limits, means that it's a power that does exactly nothing. It's a quandary what to do with this power, although many GMs allow it to soft-break the limits for a very short time, under certain circumstances, to keep it under control.


M&M was not designed to mix with another system. Pay very close attention to how a power like Nullify (magic) or Immunity will impact your game. The power to fire off at will Nullify magic fields, auras or blasts would be a fairly limited-use, highly-specific tool in the X-Men, and would probably be so over-the-top that Elminster would cap your @$$ in the Forgotten Realms.


Note that power costs assume a super-hero world, not D&D. Total invisibility, all day long, is FOUR of those 30 CP you are thinking of awarding. Total incorporeality, providing effective immunity to most forms of attack, is 20 of those 30 CP. At will Flight equal to a Fly spell? 2 CP. It's also relatively cheap to take the Ressurection / Reincarnation add-on to Regeneration, and make a character that might be killable, but won't stay dead for long, and certainly won't need a 9th level Cleric or a crapload of diamonds to get back up.


Shield, Protection and Strike are likely to completely change the AC/DR/Atk numbers, as anyone who wants to spend 6 CP can have a +6 bonus to their AC (via Shield), 6 pts of DR/everything (via Protection, assuming that Protection converts to DR...), and +6 damage on their melee or hand-to-hand attacks from Strike (w/ the Mighty power feat, so that it adds to their Str bonus, and perhaps even purchased as an addition to their 'magic sword').


Transform is the power that, even by superhero standards, is pretty darn broken, which is why Sersi isn't an Avenger, because she's got the power to turn Thor into a puddy tat and Iron Man's armor into a tinfoil helmet. (It's also why classic Element Lad had to be written out of Legion of Three Worlds, because he can wave his hand and turn any foe, including the 'unstoppable' Superboy Prime, into a warm, wet fart of methane gas, expanding on the breeze.) It's the only power that, even in a superhero game, I'd be leery of allowing at full power, without some sort of mitigating factors. It kinda has to be there, in a set of rules meant to allow one to stat up Sersi, Element Lad, Firestorm, Shimmer, Zatanna, etc. but it's just way too good.


I would strongly suggest playing under one rules system or the other. Either use M&M with Warriors & Warlocks for inspiration, or use PFRPG rules, and add whatever super-powers you want as special feats, racial abilities, whatever that you wish, perhaps even via some sort of 'enhanced' template that the PCs take, and gives them some of these super-powers, but using PF rules mechanics instead of M&M rules mechanics.


Instead of growth, X number or rounds, or minutes, of enlarge per day (perhaps even 'greater enlarge' at higher levels, granting higher str bonuses, or even larger size options at the cost of using up more of his daily uses).


If you choose to go with M&M 2e rules, here's some very rough ideas as to how to build the old Iconic D&D party using that system (note that I didn't even try for accuracy, being more interested in capturing the flavor, which is why the Cleric is just flat out different than the Wizard, instead of being 'just another spellcaster').


Several posts after Naull include templates for the Eberron races, the core races, and various others (aasimar, tiefling, duergar, svirfnebpudigumplestanifraniwhatsiwhoozles, aquatic elf, drow, various genasi, half-dragon, lizardfolk and dragonblooded).


For all the reasons Set has mentioned and more, it's probably a good idea to take anything a player wants to do with the Powers system of M&M and figure out how to limit or tone it back into a semblance of what can be done in D&D.


In M&M, moreso than in D&D, the GM has to be the limiter and say "No". This is quite fundamentally different from how people play D&D since 3e (but not, strangely, previous editions of D&D), so it can depend on the group on how this will be received.

I don't think I'd have a problem with doing something like this with my current set of players, but they are mostly people who I DM'd 2e D&D with, and a new player who's willing to work with a DM on gameplay...


And that's just my first thoughts. This could work, but you'll have to be ready to say 'no' alot. You could, however, set up a bunch of pre-built point buys for your characters, then let them choose from your list.


---And THEN entirely RE-create the characters in M&M from scratch, using the Pathfinder character sheet as a baseline/guideline for the abilities I want to give my character (so I know I don't forget anything). And then advance my character from there. That way I can simply add points to abilities I already have than try to make things mesh. And MOREOVER--I don't have to worry about clumsy conversion from HP to Toughness, which would be a real pain.


For example, say I make a first level half-elven fighter according to Pathfinder rules. I will put this below a spoiler to mitigate the Wall of Text: Spoiler: I give him, say (with 15 point buy), Str 15 Dex 14 Con 13 Int 10 Wis 12 Cha 8, and then for his racial ability score adjustment, boost Con to 15. He's got his various racial abilities (immunity to sleep, low-light vision, etc.). I give him two feats. I note his BAB and base saves, etc.


I then, using that character sheet I just created, make a PL 1 or 2 character in M&M. I don't have M&M's rules in front of me so I can't remember if that would be an appropriate equivalent power level, but bear with me; hopefully you have the idea.


This character's ability scores cost 14 power points total. I spend 2 power points to give him an attack bonus of +1. I spend 2 power points to give him a base Fortitude bonus of +2. I spend another power point to give him a Toughness Save of +1 (or to the extent that the Power Level allows, since he's a fighter he should have max toughness). I spend 2 points for each of his feats, plus another point for his Half Elf Adaptability trait (the bonus skill focus). I put some power points into the Power: Awareness (Low Light Vision) (I think that counts as 1 or 2 points) and to the Power: Immunity (Magic Sleep--that's fairly limited so it's probably a low point cost; again, sorry, I don't have the rules in front of me), and give him some kind of limited Mind Shield, to boost his saves versus Enchantment Spells (a boost to Will saves from mind-affecting abilities with the descriptor "Magic"). And so on and so on.

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