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Mutants & Masterminds (Tabletop Game)

 Mutants & Masterminds (Tabletop Game)
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TVTItem
 Mutants & Masterminds (Tabletop Game)
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Mutants & Masterminds (Tabletop Game)
 Mutants & Masterminds (Tabletop Game)
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MutantsAndMasterminds
 Mutants & Masterminds (Tabletop Game)
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A tabletop RPG from Green Ronin Publishing, Mutants & Masterminds, also known as M&M, describes itself as "The World's Greatest Superhero Role-Playing Game." DC Comics sure seemed to think so. The game uses a heavily modified versionnote So heavily modified that it is now legally not a version of the d20 System from Dungeons & Dragons 3rd Edition, and its point-buy character creation system is designed to allow players to create just about any character they can think of. In fact, the "Roll Call" section of the Atomic Think Tank, the official Mutants & Masterminds forum, contains fan-submitted stats for pretty much every fictional character that's ever existed, from Superman to Sailor Moon to Shaggy Rogersnote Even Trope-tan.Green Ronin also published DC Adventures, a licensed RPG based on The DCU and using the 3rd edition of the M&M rules.The Freedom City 'verse is the default setting for M&M (and the place for FC-specific tropes).
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Dropped link to Manga: Not a Feature - IGNORE
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DBTropes
 Mutants & Masterminds (Tabletop Game) / int_134ca130
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Super-Reflexes
 Mutants & Masterminds (Tabletop Game) / int_134ca130
comment
Super-Reflexes: As with everything else, there are several ways to build this power. Improved Initiative will help your PC go first in combat. Quickness will let her complete routine tasks quickly. Defensive Roll will help her avoid attacks, as will buying up her Defense bonus and/or Reflex saving throw. The Anime-inspired 2E supplement, "Mecha and Manga", added the "Bullet Time" feat which allows for additional standard actions (but only one attack) when combining Extra Effort and a Hero Point. The Masterminds Manual came out with optional rules for extra attacks per round years previously. But in both cases, most GMs avoid both rules like the plague, for two reasons: First, in an effects-based system like M&M, any "single" attack can be described as a flurry of multiple blows in rapid succession - which the "Mecha and Manga" system even supports as a melee version of Autofire. Second, being able to force a second consecutive saving throw in a game where every save might be your character's last if she fails it badly enough means something a lot different than a chance to chip away a few more hit points from a big pile.
 Mutants & Masterminds (Tabletop Game) / int_134ca130
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 Mutants & Masterminds (Tabletop Game) / int_14beeefd
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Darker and Edgier
 Mutants & Masterminds (Tabletop Game) / int_14beeefd
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Darker and Edgier: The 2nd edition core rulebook includes variant rules for this variant playstyle.
 Mutants & Masterminds (Tabletop Game) / int_14beeefd
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1.0
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 Mutants & Masterminds (Tabletop Game) / int_14dfb81
type
Power Creep, Power Seep
 Mutants & Masterminds (Tabletop Game) / int_14dfb81
comment
Power Creep, Power Seep: When converting existing characters to the game, interpretations of their level of power vary widely. A common pastime on the official forums is to try and stat godlike characters such as Galactus as playable, rules-legal starting characters. Of course, now that DC Adventures is here, characters are receiving official stats. In addition, canonically, heroes receive 1-2PP per arc of the adventure and every 10-20PP, gain a new Power Level.
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 Mutants & Masterminds (Tabletop Game) / int_15385326
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You Can't Thwart Stage One
 Mutants & Masterminds (Tabletop Game) / int_15385326
comment
You Can't Thwart Stage One: If the players look like they'll thwart stage one, the GM is encouraged to cheat, put the plot back on the rails, and give the PCs some Hero Points in compensation.
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Teenage Mutant Samurai Wombats
 Mutants & Masterminds (Tabletop Game) / int_1a66a8a
comment
Teenage Mutant Samurai Wombats: in its continuing mission to homage every comic book trope ever, the game finally got round to this one in the Superteam Handbook supplement, with four young female rabbits who were mutated into humanoids and became the Shadow Knights.
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The GM Is a Cheating Bastard
 Mutants & Masterminds (Tabletop Game) / int_1c5096df
comment
The GM Is a Cheating Bastard: Some uses of "GM fiat", where things happen to the PCs with them getting a chance to respond, are allowed, but give the affected players a Hero Point in compensation.
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Set Swords to "Stun"
 Mutants & Masterminds (Tabletop Game) / int_259dd888
comment
Set Swords to "Stun": By default, damage is non-lethal in 2E. 3E makes all damage non-lethal.
 Mutants & Masterminds (Tabletop Game) / int_259dd888
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 Mutants & Masterminds (Tabletop Game) / int_2639f6eb
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Status Effects
 Mutants & Masterminds (Tabletop Game) / int_2639f6eb
comment
Status Effects: M&M has several of them. Pretty much every non-Damage attack power qualifies — Confuse, Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, Stun, etc. 3E condenses them all into a single customizable power, Affliction.
 Mutants & Masterminds (Tabletop Game) / int_2639f6eb
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Nobody Can Die
 Mutants & Masterminds (Tabletop Game) / int_2bb951b8
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Nobody Can Die: Backed up by the mechanics to varying degrees across editions - see Kick Them While They Are Down and Non-Lethal K.O..
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Omniglot
 Mutants & Masterminds (Tabletop Game) / int_2df4fa08
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Omniglot: Achievable with 6PP of the Comprehend power (for reference, a default starting superhero gets allotted 150PP).
 Mutants & Masterminds (Tabletop Game) / int_2df4fa08
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The Bad Guy Wins
 Mutants & Masterminds (Tabletop Game) / int_2e8441c9
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The Bad Guy Wins: The book "Crooks" has rules for if this happens, which basically allows the villain to spend "villain points" to make the world Darker and Edgier
 Mutants & Masterminds (Tabletop Game) / int_2e8441c9
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Thou Shalt Not Kill
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Thou Shalt Not Kill: A possible complication is a code of honor that prevents a hero from killing his opponents.
 Mutants & Masterminds (Tabletop Game) / int_2f94135c
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Gender Flip
 Mutants & Masterminds (Tabletop Game) / int_34889673
comment
Gender Flip: The game's Teenage Mutant Ninja Turtles analogue are the Shadow Knights, who are all female. Notably, the Expies of Splinter and Shredder are also female.
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Class and Level System
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Class and Level System: Averted. Both the core rulebook and most of the supplements include templates for popular character archetypes, but they are mostly intended to speed up character generation.
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Rule of Cool
 Mutants & Masterminds (Tabletop Game) / int_36e63b81
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Rule of Cool: Assumed to be the law of the universe by default.
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Your Mime Makes It Real
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comment
Your Mime Makes It Real: The 3rd party supplement "Escape from Alcatraz" has The Mysterious Mime, a marooned alien who was adopted by a circus troupe and channels its telekinesis through miming.
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Non-Lethal K.O.
 Mutants & Masterminds (Tabletop Game) / int_41d128e4
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Non-Lethal K.O.: Even with super-strength, no matter how high the damage, the worst that can happen to a target is being KOed when using non-lethal damage. In the third edition this is enforced for all damage - no amount of damage of any type can do more than incapacitate someone, and they only stand even a chance of dying if damaged again (see Kick Them While They Are Down, above).
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Player Mooks
 Mutants & Masterminds (Tabletop Game) / int_44f9bbcf
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Player Mooks: Sidekicks and minions.
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When Trees Attack
 Mutants & Masterminds (Tabletop Game) / int_4a9c731e
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When Trees Attack: The villainous Green Man and his brides from the Freedom City setting is all about this.
 Mutants & Masterminds (Tabletop Game) / int_4a9c731e
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Homing Projectile
 Mutants & Masterminds (Tabletop Game) / int_4b4ac0ca
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Homing Projectile: A power feat called Homing can allow many powers to work like this.
 Mutants & Masterminds (Tabletop Game) / int_4b4ac0ca
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 Mutants & Masterminds (Tabletop Game) / int_51add02b
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Damage Typing
 Mutants & Masterminds (Tabletop Game) / int_51add02b
comment
Damage Typing: "Lethal" and "Nonlethal." Under the default rules, all damage is assumed to be the latter unless specifically stated otherwise, but all attacks can inflict either type. The third edition does away with this distinction, treating all damage as nonlethal until it is directed at a character that is already incapacitated.
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Grappling with Grappling Rules
 Mutants & Masterminds (Tabletop Game) / int_57a77ad8
comment
Grappling with Grappling Rules: In 2E, about as bad as any other d20 game with the caveat that particular powersets have grapple bonuses that can guarantee success. The system was changed for 3E/DCA to reduce the ridiculous levels of grapple bonuses at the expense of making it very difficult for even an optimized grappling build to secure a hold.
 Mutants & Masterminds (Tabletop Game) / int_57a77ad8
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Dump Stat
 Mutants & Masterminds (Tabletop Game) / int_5d1eb74d
comment
Dump Stat: Every Ability score except Constitution (see One Stat to Rule Them All below) can fall into this trap, depending on the character concept. Most of the Abilities exist only to fuel Skills, and maybe Saving Throws, so if there aren't enough of either that your character cares about investing in, then they're not an efficient purchase. And Strength only matters if you care about heavy lifting or melee damage. Charisma in 1E/2E, and its 3E successor, Presence, are the best examples by far. Constitution can be a dump stat in 3E. Constitution is mostly good for raising Toughness & Fortitudenote (It also handles recovery checks, which are nothing to sneeze at, but are more of a "downtime" factor than a combat one.), and it costs exactly the same to buy them both up directly (the situation is a bit different in 2E, where Constitution also added to recovery checks). In fact, robot or undead heroes dump their Constitution all the way down to zero and buy immunities and protectionnote (and regeneration) to compensate. Dexterity can also be a dump stat. Raising an ability score is expensive, so it's only worthwhile if the score boosts an attack and multiple skills. Dexterity only boosts two skills, Sleight of Hand and Vehicles, neither of which are useful for many character concepts, and while it applies to ranged attacks (an important ability) it's cheaper to just put points into the Ranged Attack advantage instead. In 1E and 2E, Dexterity boosted the skills of Acrobatics, Escape Artist, and Stealth, and also affected initiative bonuses and reflex saves, but some of these benefits were moved to Agility in 3E and Reflex was eliminated in favor of Dodge. Lastly, in 3E, Fighting adds to Parry and Close Combat at the exact same cost as buying those abilities directly.
 Mutants & Masterminds (Tabletop Game) / int_5d1eb74d
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 Mutants & Masterminds (Tabletop Game) / int_6411dac8
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BadassNormal
 Mutants & Masterminds (Tabletop Game) / int_6411dac8
comment
Badass Normal: The system is designed to ensure that these can compete. It comes from making the game mechanics generic. So your ranged damage +10 ability could be described as heat vision or an electrified batarang. The system doesn't care.
 Mutants & Masterminds (Tabletop Game) / int_6411dac8
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 Mutants & Masterminds (Tabletop Game) / int_674a6f11
type
Play-by-Post Games
 Mutants & Masterminds (Tabletop Game) / int_674a6f11
comment
Play-by-Post Games: There are several on the Internet, hosted on both the official M&M forums and third-party sites. Freedom City Play By Post is the largest, most active, and longest-running.
 Mutants & Masterminds (Tabletop Game) / int_674a6f11
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 Mutants & Masterminds (Tabletop Game) / int_7ab81664
type
Kick Them While They Are Down
 Mutants & Masterminds (Tabletop Game) / int_7ab81664
comment
Kick Them While They Are Down: In the third edition, this is the only way anyone can die. Characters only move to "Dying" status after failing a resistance check against damage after already being incapacitated. After that, they still only die if they accumulate three or more degrees of failure on a DC 15 Fortitude check, or get finished off again by another source of damage they fail to resist. Thus, barring GM fiat, in order to kill anything, one would have to first incapacitate it, then "finish it off" with yet another attack, and then finish it off again to complete the job - even if the target is a gerbil and the attack is a planet-destroying superweapon.
 Mutants & Masterminds (Tabletop Game) / int_7ab81664
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 Mutants & Masterminds (Tabletop Game) / int_7af4e315
type
Keystone Superpower
 Mutants & Masterminds (Tabletop Game) / int_7af4e315
comment
Keystone Superpower: In 1E, there were several powers, such as Cosmic Powers that have a bundle of powers that can be bundled together. There are also Secondary Effect Power Stunts that are similar to alternate effects/powers in later editions, in being cheaper, but only being able to be used in replacement of the base power. They were all some more limited in what they could replace. In 2E and 3E, any Power can be made into an "Array" through the use of Alternate Powers/Effects, which lets you assign multiple Powers under the same base power to reduce the cost in Power Points. The trade-off is that you can only use one specific Power in your Array per turn, and because all such items are considered to be part of the same power, nullifying or weakening one removes or weakens all of them. To use an example suggested by the Hero's Handbook, "Magnetism" is a Control power that, by itself, gives a ranged Blast attack. It can be made into an Array with Move Object so long as the objects moved are metal in nature.
 Mutants & Masterminds (Tabletop Game) / int_7af4e315
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Charm Person
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comment
Charm Person: Essentially the effect of using the Love aspect of Emotion Control.
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Self-Damaging Attack Backfire
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comment
Self-Damaging Attack Backfire: One of the common setups for application of the first level of Side Effect is that the negative effect happens on a miss, or if the defender makes their resistance check.
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Linear Warriors, Quadratic Wizards
 Mutants & Masterminds (Tabletop Game) / int_812ee32b
comment
Linear Warriors, Quadratic Wizards: Averted, since there are no character classes. True Badass Normals, lacking any powers or devices which give them powers, are at something of a disadvantage in combat and raw power. But they can make up for it in other ways. A minor example of this is with Power Stunts (expending energy to do something that fits inside the "theme" of your power) and Arrays (a number of different powers that easily fit under the umbrella of a single one), since vaguely-defined powers like magic or energy control can more easily encompass this than straightforward powers like super strength or flight. Even then, though, simple creativity or comic book science can go a long way.
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type
Solar-Powered Magnifying Glass
 Mutants & Masterminds (Tabletop Game) / int_82b78473
comment
Solar-Powered Magnifying Glass: In "High Noon", part of the Lame Mage Evil Genius adventures, Dr. Null posthumously launches a doomsday device that deploys a cloud of small nanotechnology crystals that float around and focus beams of indiscriminate destruction from the sun's rays to destroy major cities.
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Artistic License – Law
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comment
Artistic License – Law: One of the sourcebooks "Crooks!" has an optional rule where you can determine the result of a villain's trial with a single d20 roll, with modifiers based on how bad the crime was, how rich they are, and more. The designers admit this isn't very realistic but point out that a realistic trial system would likely be pretty boring.
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 Mutants & Masterminds (Tabletop Game)
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Mutants & Masterminds (Tabletop Game) / int_8391b1c7
 Mutants & Masterminds (Tabletop Game) / int_8448fdd0
type
Superhero
 Mutants & Masterminds (Tabletop Game) / int_8448fdd0
comment
Super Hero: Although the system can be used to simulate any genre of fiction, this is the assumed default for M&M games.
 Mutants & Masterminds (Tabletop Game) / int_8448fdd0
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_8448fdd0
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_8448fdd0
 Mutants & Masterminds (Tabletop Game) / int_85c07524
type
PowerLevel
 Mutants & Masterminds (Tabletop Game) / int_85c07524
comment
In addition, canonically, heroes receive 1-2PP per arc of the adventure and every 10-20PP, gain a new Power Level.
 Mutants & Masterminds (Tabletop Game) / int_85c07524
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_85c07524
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_85c07524
 Mutants & Masterminds (Tabletop Game) / int_89dc8f16
type
The Ages of Superhero Comics
 Mutants & Masterminds (Tabletop Game) / int_89dc8f16
comment
The Ages Of Super Hero Comics: The core book actually has a historical summary of every major age, encouraging GMs to use them as a guide for the tone of a campaign. The Golden Age of Comic Books: The game assumes a default setting of the present, but there is a sourcebook dealing with this era. The Silver Age of Comic Books: Another "historic supers" setting, sharing a sourcebook with The Bronze Age of Comic Books. The Bronze Age of Comic Books: This is one of several "historic supers" settings, sharing a sourcebook with The Silver Age of Comic Books. The Iron Age Of Comic Books: The game assumes a default setting of the present, but there is a sourcebook dealing with this era. The Modern Age of Comic Books: The tone and setting assumed by default for the game. A modern day supers 'verse where the Darker and Edgier excesses of the Iron Age are over, and there's a bit of Silver Age idealism returning to the world. Manga: Not actually an "Age" per-se, but there is a 2E sourcebook that lets players build everything from Sentai and Magical Girls to Mecha and Mons Trainers.
 Mutants & Masterminds (Tabletop Game) / int_89dc8f16
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_89dc8f16
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_89dc8f16
 Mutants & Masterminds (Tabletop Game) / int_8b387569
type
The Six Stats
 Mutants & Masterminds (Tabletop Game) / int_8b387569
comment
The Six Stats: As a game using the d20 System, M&M 1E and 2E had them. 3E changed the names on everything, and added "melee attack bonus" and "ranged attack bonus" as abilities (with attendant skills) instead of being handled by a separate value.
 Mutants & Masterminds (Tabletop Game) / int_8b387569
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_8b387569
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_8b387569
 Mutants & Masterminds (Tabletop Game) / int_8dff7e48
type
Stealth Expert
 Mutants & Masterminds (Tabletop Game) / int_8dff7e48
comment
Stealth Expert: Quite possible to build, although the way in which skills are capped means that it's just as easy for someone on the other side to have enough Notice bonus to counteract your Stealth bonus, bringing it back to approximately a 50/50 chance. Also, the use of various super-senses like the ability to sniff out enemies or X-Ray Vision means that you may auto-fail according to some GMs.
 Mutants & Masterminds (Tabletop Game) / int_8dff7e48
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_8dff7e48
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_8dff7e48
 Mutants & Masterminds (Tabletop Game) / int_8f3a20a
type
Heroic Spirit
 Mutants & Masterminds (Tabletop Game) / int_8f3a20a
comment
Heroic Spirit: Represented by the Extra Effort and Hero Point rules, which allow PCs to, for example, get a Heroic Second Wind or temporarily gain New Powers as the Plot Demands.
 Mutants & Masterminds (Tabletop Game) / int_8f3a20a
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_8f3a20a
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_8f3a20a
 Mutants & Masterminds (Tabletop Game) / int_92248a9
type
Rule Zero
 Mutants & Masterminds (Tabletop Game) / int_92248a9
comment
Rule Zero: Notably, this game some specific mechanics for it. The gamemaster sets the "power level" of the game which caps many key bonuses. Gamemaster fiat allows the gamemaster to arbitrarily create obstacles to prevent players from ruining the adventure in exchange for which the hero earns a hero point they can use later thereby awarding players for initiative and creative thinking.
 Mutants & Masterminds (Tabletop Game) / int_92248a9
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_92248a9
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_92248a9
 Mutants & Masterminds (Tabletop Game) / int_923be466
type
Game System
 Mutants & Masterminds (Tabletop Game) / int_923be466
comment
Game System: A derivative of the d20 mechanic from D&D3E, though with a completely different character creation system (a Point Build System instead of a Class and Level System). The third edition remains d20 based, but strips out many of the D&D terms and mechanics (such as the division between ability scores and ability modifiers).
 Mutants & Masterminds (Tabletop Game) / int_923be466
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_923be466
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_923be466
 Mutants & Masterminds (Tabletop Game) / int_9b8671cf
type
As Lethal as It Needs to Be
 Mutants & Masterminds (Tabletop Game) / int_9b8671cf
comment
As Lethal as It Needs to Be / Almost Lethal Weapons: Sometimes the lethal weapon is lethal, sometimes not depending on drama. The former covers the minion rule in that whether you get killed depends on who you are.
 Mutants & Masterminds (Tabletop Game) / int_9b8671cf
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_9b8671cf
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_9b8671cf
 Mutants & Masterminds (Tabletop Game) / int_9d184483
type
Changing Clothes Is a Free Action
 Mutants & Masterminds (Tabletop Game) / int_9d184483
comment
Changing Clothes Is a Free Action: If you have the right feat or power.
 Mutants & Masterminds (Tabletop Game) / int_9d184483
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_9d184483
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_9d184483
 Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
comment
Competitive Balance: The tradeoff mechanic allows for characters of the same Power Level to perform differently, allowing for generalized Jack of All Stats characters or specialized characters that make tradeoffs such as sacrificing accuracy for the sake of raw power. Since offense and defense are nearly always evenly balanced with respect to one another and speed is not factored into the tradeoff system, however, archetypes common in other systems such as the Glass Cannon and the Fragile Speedster are nearly always averted.
 Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
featureApplicability
-1.0
 Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
 Mutants & Masterminds (Tabletop Game) / int_9f63d4f1
type
Our Vampires Are Different
 Mutants & Masterminds (Tabletop Game) / int_9f63d4f1
comment
The superhero universes this game is based off of tend to be this way, so the rules support the necessary flexibility to build anything from vampires to dinosaurs to ninjas to ringwraiths.
 Mutants & Masterminds (Tabletop Game) / int_9f63d4f1
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_9f63d4f1
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_9f63d4f1
 Mutants & Masterminds (Tabletop Game) / int_a414c3f0
type
One-Hit Kill
 Mutants & Masterminds (Tabletop Game) / int_a414c3f0
comment
One-Hit Kill: The system separates all characters into two types, "Heroes/Villains" and "Minions." When "Heroic" characters fail a saving throw against an attack, the degree of harm they suffer is directly proportional to the margin by which they failed the roll. If a Minion fails a save, they automatically suffer the worst possible result of the attack.
 Mutants & Masterminds (Tabletop Game) / int_a414c3f0
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_a414c3f0
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_a414c3f0
 Mutants & Masterminds (Tabletop Game) / int_a6327754
type
Touch the Intangible
 Mutants & Masterminds (Tabletop Game) / int_a6327754
comment
Touch the Intangible: This appears as the "Affects Insubstantial" power feat (2e) or flat-value modifier (3e), which grants 50% effectiveness the first time it's taken and 100% effectiveness the second.
 Mutants & Masterminds (Tabletop Game) / int_a6327754
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_a6327754
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_a6327754
 Mutants & Masterminds (Tabletop Game) / int_a7b8ba72
type
Point Build System
 Mutants & Masterminds (Tabletop Game) / int_a7b8ba72
comment
Point Build System: Necessary in order to accurately reflect the source material — you can mix-n-match powers, abilities, and skills to make anything from a Flying Brick to a Badass Normal.
 Mutants & Masterminds (Tabletop Game) / int_a7b8ba72
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_a7b8ba72
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_a7b8ba72
 Mutants & Masterminds (Tabletop Game) / int_a9e14a3b
type
Flying Firepower
 Mutants & Masterminds (Tabletop Game) / int_a9e14a3b
comment
Flying Firepower: One of the sample hero archetypes is called "Energy Controller," and has the basic package of Flight, Hand Blasts, and a Force Field.
 Mutants & Masterminds (Tabletop Game) / int_a9e14a3b
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_a9e14a3b
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_a9e14a3b
 Mutants & Masterminds (Tabletop Game) / int_ab7b9269
type
You All Meet in an Inn
 Mutants & Masterminds (Tabletop Game) / int_ab7b9269
comment
You All Meet in an Inn: The two stock adventures from the rulebook are "You all meet when supervillains rob a bank while you're in line in your secret identity" and "You all meet when a benefactor invites you to form a super team".
 Mutants & Masterminds (Tabletop Game) / int_ab7b9269
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_ab7b9269
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_ab7b9269
 Mutants & Masterminds (Tabletop Game) / int_afc52a86
type
Ninja Pirate Zombie Robot
 Mutants & Masterminds (Tabletop Game) / int_afc52a86
comment
Ninja Pirate Zombie Robot: You can make just about any character you like with this system. Examples can be found in Roll Call, the character thread area of the Atomic Think Tank.
 Mutants & Masterminds (Tabletop Game) / int_afc52a86
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_afc52a86
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_afc52a86
 Mutants & Masterminds (Tabletop Game) / int_b21ed2d2
type
Experience Points
 Mutants & Masterminds (Tabletop Game) / int_b21ed2d2
comment
Experience Points: "Power Points." In a refreshing change of pace from most RPGs, they function identically to the points characters receive at character generation.
 Mutants & Masterminds (Tabletop Game) / int_b21ed2d2
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_b21ed2d2
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_b21ed2d2
 Mutants & Masterminds (Tabletop Game) / int_b28b2006
type
Minmaxer's Delight
 Mutants & Masterminds (Tabletop Game) / int_b28b2006
comment
Min Maxers Delight: Since the system favors Character Customization, in order to best reflect the source material, character creation requires more Game Master oversight than most RPGs. Attacks with Perception as their range can hit anyone the character can perceive with an accurate sense (sight, touch, or some super-sense alternative), at any range, without requiring an attack roll. There are only minor disadvantages such as the modest cost increase, the inability to aim blind, and no ability to boost damage through critical hits or combat maneuvers. Some groups opt to ban or mitigate it by forcing such attacks to allow an additional saving throw instead or by stipulating that Perception range attacks be at a rank below PL. Various forms of power "arrays" allow characters to have various powers at a dramatically lower price than they would take to buy them all normally. Generally this comes with the balance factor that they cannot all be used at once. For instance, a shapeshifter has a finite budget for their alternate forms, but can use any combination of powers that they can afford within that budget. "Alternate Powers" ("Alternate Effects" in 3E) are bought at almost no cost, with the stipulation they cannot be used simultaneously with the power to which they're attached, and that they cannot be more expensive than their 'parent'. As these systems are ripe for abuse, the books caution GMs about allowing power arrays that amount to "all the powers I want my Hero to have" rather than reflecting a coherent theme.
 Mutants & Masterminds (Tabletop Game) / int_b28b2006
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_b28b2006
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_b28b2006
 Mutants & Masterminds (Tabletop Game) / int_b6e1d40b
type
Acceptable Breaks from Reality
 Mutants & Masterminds (Tabletop Game) / int_b6e1d40b
comment
Acceptable Breaks from Reality: The core book even points out how many things like realistic consequences of certain powers or logistical concerns like keeping track of ammo, vehicle fuel, or monetary cost of equipment are often Hand Waved in favor of having fun in a setting that runs on Superhero Tropes and Rule of Cool.
 Mutants & Masterminds (Tabletop Game) / int_b6e1d40b
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_b6e1d40b
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_b6e1d40b
 Mutants & Masterminds (Tabletop Game) / int_b72ae7
type
Omnidisciplinary Scientist
 Mutants & Masterminds (Tabletop Game) / int_b72ae7
comment
Omnidisciplinary Scientist: Made the rule in 3E where there's one skill, Technology, for all inventors and one skill, Expertise: Science, for all scientists. Even in 1E and 2E, since most skills dealing with science and technology are based on the Intelligence stat, building one of these is both easy and cost-effective.
 Mutants & Masterminds (Tabletop Game) / int_b72ae7
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_b72ae7
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_b72ae7
 Mutants & Masterminds (Tabletop Game) / int_b798d379
type
One Stat to Rule Them All
 Mutants & Masterminds (Tabletop Game) / int_b798d379
comment
One Stat to Rule Them All: Mostly averted from 2E up, though it's been noted that high-Strength/Toughness builds are statistically more likely to win a fight than high-Defense/Accuracy builds, even if they're at the same Power Level. Constitution/Stamina is as close as it comes. Every 2PP you spend on it gives you +1 to 3 different values, which would each cost 1PP per +1 to purchase independently. It's the only Ability that's cost-effective no matter what.
 Mutants & Masterminds (Tabletop Game) / int_b798d379
featureApplicability
-1.0
 Mutants & Masterminds (Tabletop Game) / int_b798d379
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_b798d379
 Mutants & Masterminds (Tabletop Game) / int_bf9ed416
type
Immortality
 Mutants & Masterminds (Tabletop Game) / int_bf9ed416
comment
Immortality: All the various subtropes can be purchased even as a starting character though some of them are pretty expensive.
 Mutants & Masterminds (Tabletop Game) / int_bf9ed416
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_bf9ed416
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_bf9ed416
 Mutants & Masterminds (Tabletop Game) / int_c1c29f00
type
Character Level
 Mutants & Masterminds (Tabletop Game) / int_c1c29f00
comment
Character Level: "Power Level" (not to be confused with Power Levels), though they don't mean quite the same thing as in other d20-derived games. "Power Points" are what actually increase your character's abilities — Power Level only restrict how you can spend your points (e.g., adding up the strength of your attack and its accuracy together cannot exceed your PL times two, so you can't raise one sky-high without sacrificing the other; same goes for pairing up several kinds of defences with each other).
 Mutants & Masterminds (Tabletop Game) / int_c1c29f00
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_c1c29f00
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_c1c29f00
 Mutants & Masterminds (Tabletop Game) / int_c26e2b1
type
New Powers as the Plot Demands
 Mutants & Masterminds (Tabletop Game) / int_c26e2b1
comment
New Powers as the Plot Demands: This ability is built into the core mechanics of the system, for all characters. A mechanic called Extra Effort allows a PC to temporarily gain a new power at the cost of becoming fatigued (though a Hero Point can negate that penalty). Variable Powers, such as "Nemesis" and "Shapeshift," allow characters to gain new traits as the situation demands without the need for Extra Effort or Hero Points. But they are very expensive, so the character pays a high premium for the flexibility. Further, when using "Nemesis" the GM picks what powers you get.
 Mutants & Masterminds (Tabletop Game) / int_c26e2b1
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_c26e2b1
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1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_c26e2b1
 Mutants & Masterminds (Tabletop Game) / int_c27bb61b
type
Alliteration & Adventurers
 Mutants & Masterminds (Tabletop Game) / int_c27bb61b
comment
Alliteration & Adventurers: Mutants & Masterminds, along with 2E supplements Wizards & Warlocks and Mecha & Manga, feature Dungeons & Dragons-style names, with an occasionally teased supplement for teen comics to be named Hunks & Heartbreakers.
 Mutants & Masterminds (Tabletop Game) / int_c27bb61b
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_c27bb61b
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_c27bb61b
 Mutants & Masterminds (Tabletop Game) / int_ce6555f0
type
Lighter and Softer
 Mutants & Masterminds (Tabletop Game) / int_ce6555f0
comment
Lighter and Softer: The 2nd edition core rulebook includes variant rules for this variant playstyle.
 Mutants & Masterminds (Tabletop Game) / int_ce6555f0
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_ce6555f0
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_ce6555f0
 Mutants & Masterminds (Tabletop Game) / int_d4fa75fc
type
Easy Levels, Hard Bosses
 Mutants & Masterminds (Tabletop Game) / int_d4fa75fc
comment
Easy Levels, Hard Bosses: Being based on comic books, Mooks and the rank-and-file goons villains hire rarely be a challenge to a regular hero, let alone a team of them. Their bosses, on the other hand, are all but guaranteed to be as tough as one of the heroes, if not tough enough to take the entire team at least on stage one of their evil plan.
 Mutants & Masterminds (Tabletop Game) / int_d4fa75fc
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_d4fa75fc
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_d4fa75fc
 Mutants & Masterminds (Tabletop Game) / int_d7105837
type
Swiss-Army Hero
 Mutants & Masterminds (Tabletop Game) / int_d7105837
comment
Swiss-Army Hero: One of the easy ways to pile more abilities into a character is to play one of these by buying Alternate Powers for Alternate Form.
 Mutants & Masterminds (Tabletop Game) / int_d7105837
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_d7105837
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_d7105837
 Mutants & Masterminds (Tabletop Game) / int_e1ff8ff6
type
Fantasy Kitchen Sink
 Mutants & Masterminds (Tabletop Game) / int_e1ff8ff6
comment
Fantasy Kitchen Sink: The superhero universes this game is based off of tend to be this way, so the rules support the necessary flexibility to build anything from vampires to dinosaurs to ninjas to ringwraiths. The default Mecha and Manga setting is explicitly intended as an anime-genre kitchen sink: there's martial artists, mech pilots, sorcerers, Mons trainers and Magical Girls.
 Mutants & Masterminds (Tabletop Game) / int_e1ff8ff6
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_e1ff8ff6
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_e1ff8ff6
 Mutants & Masterminds (Tabletop Game) / int_e5421161
type
Expy
 Mutants & Masterminds (Tabletop Game) / int_e5421161
comment
Expy: The default setting, Freedom City, is filled to overflowing with familiar characters with different name and artwork. Players would be hard-pressed to create a character who isn't very similar to one or more existing comic book superheroes. And that isn't a bad thing.
 Mutants & Masterminds (Tabletop Game) / int_e5421161
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_e5421161
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_e5421161
 Mutants & Masterminds (Tabletop Game) / int_e545924c
type
Mons
 Mutants & Masterminds (Tabletop Game) / int_e545924c
comment
The default Mecha and Manga setting is explicitly intended as an anime-genre kitchen sink: there's martial artists, mech pilots, sorcerers, Mons trainers and Magical Girls.
 Mutants & Masterminds (Tabletop Game) / int_e545924c
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_e545924c
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_e545924c
 Mutants & Masterminds (Tabletop Game) / int_e5ccbfd5
type
Universal System
 Mutants & Masterminds (Tabletop Game) / int_e5ccbfd5
comment
Universal System: Being a Point Build System revolving around supers, the game tries its best to allow for any superhero to be built from Superman to Cyclops to Doctor Doom to even Cardcaptor Sakura.
 Mutants & Masterminds (Tabletop Game) / int_e5ccbfd5
featureApplicability
1.0
 Mutants & Masterminds (Tabletop Game) / int_e5ccbfd5
featureConfidence
1.0
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutants & Masterminds (Tabletop Game) / int_e5ccbfd5
 Mutants & Masterminds (Tabletop Game) / int_eb4ee9eb
type
Guns Are Worthless
 Mutants & Masterminds (Tabletop Game) / int_eb4ee9eb
comment
Guns Are Worthless: May or may not be in play, depending on the characters' power level. At low levels, they're a legit threat; by mid-level, it would take a really terrible roll (or a really fragile character) to even cause a bruise, and at a high level it's almost impossible to hurt someone with a normal gun.
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type
Distracted by the Sexy
 Mutants & Masterminds (Tabletop Game) / int_f10d3363
comment
Distracted by the Sexy: In the supplement about Japanese media Mecha & Manga, there's a feat called "Distracting Looks" that allows your character to provoke this reaction to reduce targets' effectiveness with social skills. Both Second and Third Edition provide the "Attractive" feat/advantage, which provides a bonus to Deception and Persuasion checks when interacting with someone who might find your looks appealing, as well as the Fascinate feat/advantage that allows the player to make skill checks to hold someone's attention.
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All-Accessible Magic: Anyone can buy a Feat (later renamed an Advantage) called Ritualist, which permits the casting of lengthy spells that demand props and ingredients, but only the very special people have superpowers that allows them to use magic easily and instantly.
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Selective Magnetism
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comment
In 2E and 3E, any Power can be made into an "Array" through the use of Alternate Powers/Effects, which lets you assign multiple Powers under the same base power to reduce the cost in Power Points. The trade-off is that you can only use one specific Power in your Array per turn, and because all such items are considered to be part of the same power, nullifying or weakening one removes or weakens all of them. To use an example suggested by the Hero's Handbook, "Magnetism" is a Control power that, by itself, gives a ranged Blast attack. It can be made into an Array with Move Object so long as the objects moved are metal in nature.
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Hit Points
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comment
Hit Points: Averted completely and replaced by damage saving throws. Characters are knocked out/killed by failing the save by a large enough margin, and narrower failures penalize subsequent saves until the character is healed, making this gradually more likely. The Mastermind's Manual presents these as an official house rule.
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Polyglot
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comment
Polyglot: Notoriously expensive to build. It's generally cheaper to simply pay to become an Omniglot then roleplay it as limited to whatever languages you would have taken.
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Comic Book Tropes
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Comic Book Tropes: Most of these are assumed to be in effect by default.
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type
Talking Is a Free Action
 Mutants & Masterminds (Tabletop Game) / int_ff5a74c8
comment
Talking Is a Free Action: Par for the course in a game that has roots in d20 and comic books. The game even alludes to how much chatter happens between characters in the source material, with heroes making witty quips and villains monologuing about their master plans.
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Mutants & Masterminds (Tabletop Game)

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 Mutants & Masterminds (Tabletop Game)
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Politically Incorrect Villain / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Popular Game Variant / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Possession Implies Mastery / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Power Levels / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Powered Armor / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Practically Joker / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Private Profit Prison / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Projectile Spell / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Psychic Block Defense / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Random Power Ranking / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Recruit Teenagers with Attitude / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Reed Richards Is Useless / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Refugee from TV Land / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Reincarnation / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Reincarnation Romance / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Reptiles Are Abhorrent / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Research, Inc. / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Robot Kid / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Roboteching / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Rule Zero / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Self-Damaging Attack Backfire / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Shipless Faster-Than-Light Travel / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Sidekick Glass Ceiling / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Silly Simian / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Snake People / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Solar-Powered Magnifying Glass / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Space Pirates / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Splash Damage Abuse / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Stage Magician / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Stat Death / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Stepford Suburbia / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Steven Ulysses Perhero / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Stone Wall / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Straw Vegetarian / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Summon Bigger Fish / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super-Empowering / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super Mob Boss / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super-Reflexes / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super-Senses / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super-Speed / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super-Strength / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Super Weapon, Average Joe / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Superhero Stories / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Superman Substitute / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Swiss-Army Superpower / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Tabletop Games of the 2000s / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Talk Like a Pirate / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Talking Is a Free Action / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Technopath / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Teenage Mutant Samurai Wombats / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Teleport Cloak / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Ageless / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Alcatraz / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Baroness / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Battle Didn't Count / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Butcher / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Fantastic Faux / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Jailer / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Klan / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Poorly Chosen One / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Role-Playing Game / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Six Stats / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Spark of Genius / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Speedster / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Triads and the Tongs / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
The Worm That Walks / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Thematic Rogues Gallery / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
They Call Him "Sword" / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Thieving Magpie / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
This Is My Boomstick / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Time Stands Still / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Tin Tyrant / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Totally Radical / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Touch the Intangible / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Training "Accident" / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Trans Equals Gay / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Transformation Is a Free Action / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Trick Arrow / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
True Sight / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Ultimate Universe / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Under City / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Underground City / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Universal Ammunition / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Universal System / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Unskilled, but Strong / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Vancian Magic / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Villain: Exit, Stage Left / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Villainous Underdog / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Wardens Are Evil / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Where I Was Born and Razed / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Win to Exit / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Winds of Destiny, Change! / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
With Great Power Comes Great Perks / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Wizarding School / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Wonder Twin Powers / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Wonder Woman Wannabe / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Word of God / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
You Can't Thwart Stage One / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
You Fight Like a Cow / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Your Mime Makes It Real / int_69071a1b
 MutantsAndMasterminds
sameAs
Mutants & Masterminds (Tabletop Game)
 d20 System (Tabletop Game)
seeAlso
Mutants & Masterminds (Tabletop Game)
 MutantsandMasterminds
sameAs
Mutants & Masterminds (Tabletop Game)
 Mutants & Masterminds (Tabletop Game)
hasFeature
Dark Age of Supernames / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Luck Manipulation Mechanic / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Mutant Draft Board / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Orichalcum / int_69071a1b
 Mutants & Masterminds (Tabletop Game)
hasFeature
Time Travel Escape / int_69071a1b