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Mutants and masterminds 3e builds
Mutants and masterminds 3e builds








Being affected by them or the incidents in New York or Sokovia is fine, just so long as you don't have reason to be on communication terms with them. I would prefer that your backstories not place you with the Avengers. No time travel/reading? I am considering that utility/movement powers (the ones not normally regulated by PL) will be regulated by it, but I will only make this call if those powers actually pose a problem.ġ4. If you would like to attempt something, I will usually have you roll it.ġ3. If I want a roll to be hidden, I will do it. Some schisms in methods are okay, just not enough that the other characters wouldn't associate with you.ġ2. If you are the only one that feels that crushing someone's heart for selling drugs is okay, you should probably edit the concept. Don't break up the party, at least not at the beginning. Mystic powers should be fairly rare, as Doctor Strange and his part of the world are an oddity in the Marvel universe.ġ0. Scientific curiosity, friendship, anything that keeps the group semi-cohesive. Everyone should have some possible connection to mutants, though it just has to extend to be willing to follow plot hooks involving them. No time-travel, though, as that opens up terrible cans of worms.Ĩ. This generally isn't a problem for combat abilities that are inherently restricted (the exception may be ridiculous multi-Afflictions or Area effects that cover horrendously large areas), but I have seen issues with abilities like super-speed that are taken to ridiculous levels. Per the norm in M&M, superpowers are subject to nerfing/redistribution as needed. Gold/money is handled by the PL in this system.ħ. You are not at the level of the Avengers, but you are powerful enough to be potential leaders for the superhero community.Ħ. I'm looking for 3-5 players, though this may increase at a later point.ĥ.

mutants and masterminds 3e builds

You will come across other heroes, but you must create your own support network.ģ. The superhero community at large is broken, and any cells are isolated and sometimes hunted. If you become a semi-official team, you will be the only active one in the world following the reduction of the Avengers down to Vision, the Iron Patriot, Spider-Man, and Iron Man.

mutants and masterminds 3e builds

Knowledge of a divide between mutants, inhumans, or just otherwise gifted people like Captain America is unknown. No dealing with "Why don't the Great Lakes Avengers handle this?" We have the Avengers as the only well-known superheroes, a variety of upstarts making trouble in New York City, and reports of various supers acting across the world without organization.

mutants and masterminds 3e builds

This will be the Marvel Cinematic Universe, because I know that one best and I feel like there is more freedom for a group of new superheroes to stand out.










Mutants and masterminds 3e builds