Tag: mechanics

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  • Quick Rule Notes

    Basically, the Mutants and Masterminds system is d20. Rolling high is good; a natural 20 is an auto-success, while a 1 may not necessarily fail. There are no "fumbles", but there are "degrees of failure" in which failing by a lot is worse than just barely …

  • Character Creation

    I recommend following this basic guide to building your character unless you already have a good handle on the system. You know, actually, I recommend this guide anyway. You may want to tab between this guide and the [[Quick Rule Notes]] and [[House …

  • House Rules

    *Some Important Things to Know* If I say "hero" I mean your character. This character doesn't have to be particularly nice, though it may be easier to get along with others if your goals don't involve their skulls on spikes. The flavor of the world …

  • Socketry

    Sockets are technological whatchamacallits that allow for swappable enhancements to a user's actual body. They have to be _surgically installed_, which naturally means there's a recovery time and then some time to learn how to use the new bits properly, …

  • Character Template

    Player's Character *Character Name* Power Level 10 [150 Power Points remaining] *BELIEFS* * Here's one. * Here's one. * Here's one. *STATS* [0 pts] STR 10 DEX 10 CON 10 INT 10 WIS 10 CHA 10 Attack 0 Defend 0 *SAVES* [0 pts] …

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