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Mutants & Masterminds: The World’s Greatest Superhero RPG! Mutants & Masterminds, or M&M for short, is an adventure roleplaying game in which you, the players, take on the roles of fictional superheroes having thrilling adventures in an imaginary world.
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It is considered by many to be one of the best supers rpg, it came a couple of years ago, but the publisher got the Marvel license taken from them. Here is a link to the game.Margaret Weis is supposedly coming out with a generic setting for the rules late next year, called Heroic Role-playing.It also uses the same system that a few other great new games have been using.Smallville, Leverage, Cortex Plus Hackers Guide, and Firefly (not the Serenity RPG, that was something different).It gets mentioned A LOT on here, and I would recommend checking it out if you have ever wanted comic book super heroes. I was lucky enough to get it right before they gave up the license it was costing them too much money vs the volume sold.love it.It's not for everyone, though.to do the coolest stuff with it requires a mind for crunch building an appropriate pool, but also the self-control to do what makes sense cinematically. I've seen countless powergamers struggle with the 'give and take' aspects of the mechanics the coolest stuff requires plot points.which in turn require moments of weakness, along with the 'Why would I ever do anything except a head-on attack?'
One.Finding out they're making a generic one is awesome.looking forward to it!. Each 'chunk' of the character sheet is combined to build a dice pool.Solo / Buddy / Team: How you're working with other characters. You're always guaranteed this die.The distinctions in the upper right are unique to each character.personality traits or other interesting aspects that could work for or against the character. If it works for, add a D8 to the pool. If it works against, add a D4 instead and gain a Plot Point moments of awesome currencyPower Sets you can use one die from each grouping; SFX are bonuses, and give two characters with the same powers a way to set themselves apart. Limits are ways they can blow up in your face, causing a moment of weakness.Specialties are the analog to most games' skills, and are pretty versatile.
They're able to be split: a D8 can become 2D6, or a D10 can become 2D8, depending on your needs for the situation.The coolest thing about the system is the interplay between characters. If someone is injured / stressed out / losing their resolve, if you can leverage that in some way you get to add it to your pool.but only one.The mechanics are unique: You roll the entire pool, and select 3 dice. Add up the face value of 2 of them to get your result, the number of sides on the third is how effective the action was. Every roll is a delicate balance of give and take: Bigger dice tend to give better results.but sometimes you'll want to take a lower result for a stronger effect.There are some other nuances.such as how Plot Points are spent, and support/utility actions above and beyond 'I puncha you face!' , but that should get you through the character sheet.