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Mutants and masterminds character builder
Mutants and masterminds character builder








mutants and masterminds character builder

This post is getting long enough as it is, so I'll cut it here. However, because we didn't roll a 16 naturally for our IQ, we don't get to do the exploding dice thing. Our IQ is now 16, meaning we get a bonus to all our skills. This gives us +1 to IQ and MA, +1d6 (2) to PS and 20 points of SDC. How do we determine what type? By rolling on another chart! 88 means that we're a humanoid ape. How do we do that? With a dice roll of course! 99 means that we're an alien of one stripe or another. Now we're onto the fun part of character building, step 3.

mutants and masterminds character builder

When that runs out it's useless, and I have yet to find any rules on the maintaining or repair of armor. Armor doesn't make us harder to hit, but whenever it gets whacked it takes the hit to its own SDC pool rather than ours.

mutants and masterminds character builder

Once all our SDC goes away, then we start taking hit point damage. SDC represents our ability to shrug off wounds, while hit points are actual life threatening injuries. We have hit points equal to our PE plus 1d6 (so 11), and SDC is determined by our hero type. On to step 2, hit points and Structural Damage Capacity. If that turns up as a 6, well roll and add again chum! People complain about random stat generation in D+D, but despite the fact that stats matter more there, this smacks me as being a worse way of doing things. Oh yes, if you do roll high enough to have a 16, 17 or 18 on your initial roll, you roll another d6 and add that to the stat. Outside of that though? Because we didn't roll a number of 16 or above, most of these stats are utterly useless and have precisely zero impact on what we can do. Except that the page reference for the strength charts are not given, and the speed chart goes from speed 5 to speed 11, then 22, 27, 33, 44, 50. What do these numbers mean? Well, there's a speed chart provided so we can calculate how fast we can go, and we're told to reference the strength chart to see how much we can lift (consulting the Extraordinary Strength, Superhuman Strength or Supernatural Strength tables instead if we happen to acquire one of those super abilities). We wind up with this, real stats followed by sane person names in brackets. Just page after page of rules for making your superdude.įirst off, we roll up our stats, 3d6 down the line. There are no lists of example enemies, no iconic superheroes whose stats have been provided for us, nothing. well, let's be generous and call them quirks? Let's make a character, because that's all the game lets us do! Yes, apart from some advice on how to run a game and the actual rules, all this book is is making supers. I have Rifts, and may cover it at a later date, but for now let's focus on this. It's just as uniquely off as Rifts is, but in many ways is even more amusing. Everyone here has heard of Palladium and RIFTS, right? Well, it's not the only game they've made. Ok, I'm going to throw my hat into the party. Introduction/Character Creation posted by Captain Hats Original SA post










Mutants and masterminds character builder