Mutants & Masterminds FAQ.pdf
(
112 KB
)
Pobierz
FREQUENTLY ASKED QUESTIONS
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
FREQUENTLY ASKED QUESTIONS
LAST UPDATED: 1/1/04
GENERAL QUESTIONS
Be sure to see the most recent version of the
Mutants & Masterminds
Errata
, available from www.mutantsandmasterminds.com, which cor-
rects errors in the book and may answer many questions. Corrections in
the errata are not covered in this FAQ for the most part, although the FAQ
does take the errata and corrections into account.
SKILLS
Why are skills so expensive?
This is based on the way skills are often handled in the comics. Generally
speaking, comic book characters have either very few skills or they are
extraordinarily capable in a wide range of them. If you want your charac-
ter to be good at a particular type of skills, such as athletics, or scientific
pursuits, you’re best off to buy the appropriate Super-Ability for those
skills. For example, a character focusing on skills like Acrobatics, Balance,
Hide, and Move Silently benefits from having ranks in Super-Dexterity,
which improve all of those skill checks. Likewise a character who is a bril-
liant scientist benefits from having ranks in Super-Intelligence. This
doesn’t necessarily mean that the character is “super-powered.” You can
define the Super-Ability as the result of intensive training or talent (see
Power Source
, pp. 56-57). This allows you to lower the number of
power points the character has to invest in skills.
Alternately, if you prefer to have a more skill-intensive game, you can
simply lower the cost of skill ranks. Three skill ranks per power point
seems to work well for many groups.
Can I use the Mutants & Masterminds rules with a genre or set-
ting other than superheroes?
Sure, if you want to. By setting the starting power level and limiting what
attributes (skills, feats, and powers) are available, you can use
Mutants
& Masterminds
to play in other settings or genres. For some genres you
may want to tweak the rules to make them more realistic or less “comic
book” in style. See Chapter Nine of the core rulebook for guidelines of
changing the rules to suit your style of play.
How compatible is Mutants & Masterminds with other d20 RPGs?
M&M uses the core of the d20 game system, namely a d20 roll, plus
modifiers, versus a Difficulty Class (DC). It does not use many elements of
the d20 System, including classes, hit points, experience points, attacks
of opportunity, or any dice other than one 20-sided die. The game stats
are similar to other d20 games, and will be familiar to players who know
them, but they’re not 100% compatible. You can import material from
other games with a little conversion work, adjusting the stats as needed
to conform to the
Mutants & Masterminds
system.
What can you make with Craft skills?
The difficulty class and time required to make a particular item depends
on its complexity. If your Craft check succeeds, you have made the item. If
the Craft check fails, you did not product a usable end result, and any
raw materials are wasted.
Complexity
Craft DC
Time
Examples
Simple
15
1 hour
electronic timer or
detonator, tripwire
trap, bookcase
HERO ARCHETYPES
Some of the hero archetypes don’t add up right.
See the
Revised Hero Archetypes
file, available from the Green Ronin
website, for updated and corrected game stats for the hero archetypes.
Moderate
20
12 hours
radio direction
finder, lock,
engine component,
shed, furniture
ABILITY SCORES
How do I assign a character a non-existent ability score?
Generally, you don’t. Non-existent ability scores are primarily for model-
ing things like constructs and there are particular rules dealing with them
on pp. 117-118. The GM
may
allow players to assign a character a non-
existent ability score as a weakness (p. 106), keeping in mind that
non-existent scores can severely hamper characters. Non-existent
Strength means the character cannot manipulate the physical world at
all. (Keep in mind that even a permanently incorporeal character can still
use Str to affect incorporeal things.) Non-existent Dexterity means the
character is utterly incapable of physical movement. Characters with non-
existent Intelligence, Wisdom, or Charisma are not recommended, since
they lack the free will and awareness to be player characters. Non-exis-
tent Constitution is effectively an advantage, since it makes a character
immune to many physical concerns and environmental hazards.
Characters with no Constitution scores aren’t true living beings and
should be built as intelligent constructs (p. 118).
Complex
25
24 hours
cell phone,
combustion
engine, bunker
Advanced
30
60 hours
computer, jet engine,
building
It’s entirely up to the GM what items characters can make with Craft
skills. As a general guideline, if any item has any point value as a device,
the player should either pay a Hero Point to use the item in an adventure,
or purchase the Gadgets power for the character to use such items on a
regular basis.
FEATS
If I have the Attack Finesse feat, can I add my Super-Dexterity
bonus to my melee attack rolls?
No. Super-Dexterity does not provide an attack bonus.
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
FREQUENTLY ASKED QUESTIONS
SUPER-POWERS
How does power stacking work?
Basically, powers that affect the same attribute or die roll “stack,” that is,
add their bonuses together. The limitation on this stacking is that the
total bonus from powers to any one attribute or die roll cannot exceed
the character’s power level.
For example, Amazing Save (Damage), Super-Constitution, Protection,
and Force Field all provide a bonus to Damage saves. Amazing Save and
Super-Con add a bonus to the Damage save roll, while Protection and
Force Field reduce the DC of the save (by reducing the attack’s damage
bonus). These benefits all stack, however, a character cannot have a total
bonus (increase in Damage save or reduction of DC) greater than his
power level.
Is Detect a Passive Sense or does it require an action to use?
Detect works like any other Spot check: it can be performed as a reaction
to notice something, and you can choose to take a half action to attempt
to notice something you failed to detect before.
What exactly does Immunity protect against?
The exact benefits of Immunity in any given situation are up to the GM.
As a rule of thumb, if an effect is potentially covered by the character’s
Immunity and it does
not
inflict direct damage (that is, does not require a
Damage saving throw), then the character automatically makes the save
against that effect. For example, a character with Immunity to Disease is
hit by a Drain power defined as a virulent plague. The GM rules the char-
acter automatically saves against the Drain, which has no effect. A
character Immune to Heat automatically makes the saving throw or
Constitution check to avoid the environmental effects of heat exposure,
and so forth. Note Immunity may make characters immune to certain
powers of a particular source and effect, such as Fatigue, Stun, and
Suffocate.
Against direct-damage effects, Immunity changes lethal damage to
stun damage, but provide no additional benefit.
Does the power level limit apply to all bonuses or only powers?
Only powers. Bonuses from ability scores, skills, and feats aren’t affected
by the stacking limit except were it specifically says otherwise.
At what distance can I sustain a power?
Normally, the power’s maximum range (power rank x 100 feet for ranged
powers), although the GM may permit characters to sustain some powers
at a greater distance (perhaps requiring Concentration checks to do so).
Does the Power Attack feat grant any benefit for non-damaging
“attacks” like Snare?
No, Power Attack only works in conjunction with powers with a damage
bonus. However, the GM may choose to allow Power Attack to grant an
increase in a non-damaging power’s saving throw DC in the same propor-
tion as its damage increase, provided the power requires an attack roll.
Can you use a Sustained power on another target while main-
taining its effects on previous targets?
Yes.
Do extras and power stunts that duplicate other powers work at
the same rank as the base power?
Yes, unless stated otherwise, extras and power stunts that duplicate
another power work at the rank of the base power.
It says that the Rapid Healing feat stacks with Regeneration.
How does this work?
Basically, you combine the effects of the two: Rapid Healing allows the
character to regain an additional stun and lethal hit when the character
recovers. Regeneration allows the character to recover its rank in stun
and lethal hits per minute. So a character with both recovers his
Regeneration rank, plus one, in stun and lethal hits per minute. Rapid
Healing does
not
double the rate of Regeneration.
Can I “borrow” extras, power stunts, and flaws from other powers?
If it suits your character concept and the GM allows, then yes. Keep in
mind, however, that some extras, power stunts, and flaws associated with
specific powers are designed for those powers and may or may not be
suitable for other powers.
Do Sidekicks take damage as minions?
No. Sidekicks suffer damage like regular characters. Note that Sidekicks
do not have Hero Points of their own, but players can spend Hero Points
on behalf of their characters’ Sidekicks.
Can I make up new extras and power stunts?
Sure, check out the power creation guidelines on pp. 92-99 of the core
rulebook and the
Power Creation
section of this FAQ. You should
always check with your Gamemaster before creating a new extra or
power stunt for your character, and GMs have the final approval of any
new extras or stunts in their campaigns.
How does Surprise Strike interact with the Combat Sense
power?
Since characters with Combat Sense retain some or all of their dodge
bonus to Defense, they are not affected by Surprise Strikes.
Can I use more than one power per round?
Yes, depending on the type of action the power requires. However, you
can only activate or deactivate a power in a round, not both. So you can-
not, for example, turn Incorporeal (free action), pass through a wall
(5-foot step), turn corporeal (free action), attack an opponent (half
action), and turn Incorporeal again (free action). You can only turn a par-
ticular power on or off once per round.
Can I import feats from other games?
Yes, if you want, although some feats may have game mechanics or pre-
requisites not found in
Mutants & Masterminds
such as feats that
involve attacks of opportunity or particular class abilities. Some feats
may need to be modified to work in
Mutants & Masterminds
and you
should always carefully consider a feat’s effects before allowing it into
your game. See the guidelines on creating new feats on p. 53 for some
general ideas.
How do I determine whether or not a power is Obvious or Subtle
(for purposes of extras and flaws)?
Generally speaking, any power with a duration other than permanent is
Obvious (noticeable to one or more senses) while Permanent powers and
powers with the Subtle extra are subtle (not normally noticeable except
by their effects). Thus, you can’t tell someone has Protection (a perma-
nent power) just by looking at him, nor can you tell he has
FREQUENTLY ASKED QUESTIONS
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
Super-Intelligence (also a permanent power). Conversely, it’s pretty easy
to notice a character using Energy Blast or Flight. Note that if a power’s
duration changes, its noticeability changes, too. So if a permanent power
becomes continuous or sustained, it is generally also noticeable unless
you add the Subtle extra. Force Field is one example, a permanent power
(Protection) which is Sustained, and therefore usually noticeable.
order to escape. The target is not entangled or otherwise prevented from
acting. To entangle or bind the target, a character must use the Snare
power (or spend a Hero Point to acquire Snare as a temporary power
stunt).
How does Duplication work when creating multiple duplicates?
Normally, characters with Duplication can create a single duplicate as a
half action. The duplicate can have ranks and bonuses equal to the origi-
nal’s or the character’s Duplication power rank, whichever is
less
. The
character can continue creating duplicates, one per half action, up to a
maximum number equal to his Duplication power rank.
To create more duplicates rapidly, the character can accept a penalty
on his power rank. This lowers the maximum bonuses and ranks of the
duplicates but allows the character to create one additional duplicate per
half action per -1 rank penalty. This does not affect the character’s maxi-
mum number of duplicates.
So, for example, if Myriad has Duplication +10, she can create a single
duplicate (with up to +10 ranks and bonuses) as a half action. She can
create a total of 10 duplicates (requiring 10 half actions or 5 rounds, if
she does nothing else). If he chooses to lower her power rank to +6, she
can create an additional 4 duplicates with one half action, plus the base
one duplicate, for a total of 5 duplicates in one half action. She can reach
her limit of 10 duplicates in one round if she does nothing else.
How noticeable are mental powers?
Not very. Mental powers are unnoticeable except to characters directly
affected by them or characters with the Psychic Awareness feat. Such
characters are aware a mental power is being used and who is using it.
Mental powers with the Subtle extra cannot be detected even in this way;
they are completely unnoticeable.
How are the stored points from Absorption used?
It works like this: Rebound has Absorption (physical) +10 with the ability
to channel his absorbed energy into an Energy Blast (kinetic). He’s
punched for +8 damage. His power absorbs it all, giving him 8 points of
“stored” energy. Rebound can now channel those 8 points into an Energy
Blast +8 on his next action, if he wishes. Before he goes, Rebound is
struck with another physical attack for +12 damage. Ouch! His
Absorption reduces the damage bonus to +2 (12 - 10 = 2). Rebound’s
stored energy goes up to 18 (8 + 10) and he makes a normal Damage
save against the remaining +2 damage bonus.
On his action, Rebound channels his stored energy into a powerful
kinetic Energy Blast. Although he has 18 stored points, his Energy Blast
can’t be more powerful than +10 (his power rank). So he goes with the
most powerful blast that he can, leaving him with 8 stored pointed,
enough for a +8 Energy Blast on his next turn (unless he absorbs more
energy before then).
Incorporeal seems really powerful. For 3 power points per rank
you can take it with Ghost Touch and be essentially untouch-
able.
You’re pretty much immune to physical attacks, yes, but there has to be
one type of attack that affects you normally (and it’s up to the GM how
common that attack has to be). You’re also still affected by environmen-
tal conditions unless you have the Immunity extra, so you can suffocate,
be affected by gases, intense heat and cold, etc. Various powers still
affect you, like Dazzle, Fatigue, Force Field, Illusion, Mental Blast, Mind
Control, Neutralize, Paralysis, Slow, Snare (if it has the appropriate special
effect), Stun, and Suffocate. Some effects are up to the GM, depending
on the special effects of Incorporeal and the other power. Plus attacks
with Ghost Touch or the Mental extra, of course. And, if your Incorporeal
power isn’t Continuous, then all somebody has to do is stun you and
you’re pretty much defenseless. Powerful? Yes. Insurmountable? Not
really.
Does Absorption still reduce damage after you’ve reached your
maximum storage capacity?
Yes, the character simply doesn’t add any more points to his storage
capacity. Such extra energy harmlessly “bleeds off.”
Does Alternate Form (Solid) provide both hardness and
Protection?
No. It provides Protection
equal
to the hardness of the material, or the
power’s rank, whichever is less.
Do you need to buy the Ghost Touch extra to use the attack
powers associated with incorporeal Alternate Forms (such as
Suffocate in gaseous form)?
No, it’s included in the cost of Alternate Form.
How does Luck work with regard to power stacking limits?
The same as any other power. Bonuses granted by the Luck power cannot
exceed the character’s power level and Luck stacks with other power
bonuses normally.
Doesn’t Blending seem a little expensive when compared to
Invisibility?
Well Invisibility is more effective, as you’d expect, however Blending does
have a few minor advantages: it’s Continuous, so it doesn’t require con-
centration and it doesn’t go away when you’re stunned or incapable of
free actions. It’s unaffected by See Invisibility (which totally negates
Invisibility) and you can Hide from things like blindsight (which also
negates Invisibility). At close range, the chance of detecting an invisible
or blended character is basically the same on a Spot check (assuming the
same power rank).
Can the Jinx ability of Luck Control affect Damage saves?
If the GM allows, yes.
If you have Luck with the Jinx and Bestow Luck extras, can you
spend more then one HP a round?
No, so you are somewhat limited in what you can accomplished with
these extras in a single round.
Can you Mimic a target’s Devices?
Yes, if you are capable of mimicking powers.
Can Create Object trap an opponent?
Yes, however, the target should get a Reflex saving throw (DC 10 + power
rank) to avoid being trapped. A trapped target can break the object in
How does Neutralize work against devices?
It works just fine, actually. When a device is targeted with Neutralize, it
uses its power rank as its saving throw bonus. If a device is particularly
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
FAQ
bound to its user in some way (in the GM’s opinion) it can use its power
rank or the owner’s Will save, whichever is greater.
Can you turn extras on and off?
Yes. “The use of extras is optional. That is, if your hero has an extra for a
power, she can choose whether or not to use it. So a hero who has Energy
Blast with the Area extra can fire a normal blast or choose to fire an area
blast. You can also use your Extras in any combination that you wish,
except where specifically prohibited by their descriptions. The GM may ban
some power/extra combinations in the game, when necessary” (p. 96).
Protection stops
all
damage less than its power rank? Isn’t that
too powerful?
Protection does provide a substantial amount of, well, protection, but
that’s its job. It’s worth noting that Protection must reduce an attack’s
damage bonus
below
0 to negate it, so an attack with a damage bonus
equal to the target’s Protection bonus can still have some effect. There
are also a number of powers that don’t have a damage bonus, and are
therefore not affected by Protection, such as Dazzle, Drain, Fatigue,
Illusion, Mental Blast, Mind Control, Paralysis, Slick, Slow, Snare, Stun,
and Suffocate.
If you find Protection too powerful or effective in your campaign, you
can modify it so that it only allows characters to ignore attacks reduced
to a damage bonus of less than -5, rather than 0. This means attacks
with a damage bonus of 5 less than the target’s Protection bonus still
have a small chance of affecting the target.
Can you vary the area of an area-effect power?
Yes. A character can choose the area of a power that affects an area
when the power is used and can vary the area of an ongoing area-effect
power as a free action. The minimum area is a single five-foot square,
while the maximum area is determined by the power’s rank as given in
the power description. An area-effect power with the Full Effect flaw (p.
97) cannot be varied; it must always be used to cover the maximum area.
The Penetrating extra doesn’t seem very effective.
The Penetrating extra is primarily designed to create attacks that don’t
do a lot of extra
damage
, but overcome defenses as if they do.
One commonly offered option for Penetrating is to make it an extra that
changes Protection into Amazing Save (Damage), meaning a Penetrating
attack is never ignored, regardless of a target’s Protection rank.
If you take the Mimic Shapeshift do you have to see or touch a
target to mimic them?
You only need to see targets unknown to you. You can assume the form
(and abilities) of a known target without seeing or touching them.
Does a power have to be already Continuous in duration to
apply the Permanent flaw?
Yes. If the power is not normally Continuous, the Duration extra must first
be applied before the Permanent flaw.
POWER CREATION
How much does Snare limit a target’s actions?
This is covered in the power’s description on p. 82, but may require some
interpretation from the GM. One successful use of Snare means the target
is
entangled
:
-2 on attack rolls and –4 to Dexterity (with a commensurate
–2 penalty to Defense). If the snare is anchored to an immobile object
(like the ground), then the target also cannot move. The target is still
capable of taking physical action within the limits above: attacking,
using powers, etc. An exception is the Sorcery power, which is restricted
when a character is entangled, since he cannot “gesture freely” as the
power requires.
A second successful use of Snare renders a target bound and helpless.
The target cannot move or take other physical actions. He loses his dodge
bonus to Defense and his Dexterity is treated as 0, applying an addi-
tional –5 to Defense. Attackers additionally gain a +4 bonus to hit the
target. The target is still conscious and capable of mental actions, includ-
ing using powers, at the GM’s discretion.
Additional uses of Snare after the second may, at the GM’s discretion,
increase the snare’s hardness by +1, up to one and a half times the origi-
nal hardness (which is equal to the power’s rank). Thus a character can
“layer” a snare over a target to reinforce it.
How do I create new powers?
The guidelines for power creation are given on p. 92-99 of the
Mutants
& Masterminds
core rulebook. The basic process of creating a power
involves deciding what effects the power has, what (if any) modifications
to the standard effects are required (via extras and flaws), what limita-
tions the power has (via flaws) and adding up the power’s cost.
For more detailed guidelines and examples for creating powers, see
the
Expanded Power Creation Guidelines
in the
M&M Annual #1
.
How do I build a power that does more than one thing at once,
like an attack that does damage and blinds the target?
To create a “linked” set of effects, use the Triggered extra (p. 97) to make
the additional effects go off at the same time as the main effect. So, for
example, for a damaging and blinding attack, you can combine an
Energy Blast with a Triggered Dazzle attack, for a total cost of 1 (base
cost) + 2 (two effects) +1 (one extra) = 4 power points. If the Triggered
effect(s) can
only
work in conjunction with the main effect, you can apply
the Restricted flaw (only with the main power). If you can choose to use
the Triggered powers separately (for example, you can blind a target
without damaging him), do not apply the Restricted flaw.
How quickly can you move an object with Telekinesis?
Telekinesis can move objects at a speed of 5 ft. per rank, much like move-
ment powers, so Telekinesis +10 can move objects 50 ft. per half action.
Some Gamemasters may wish to apply the carrying capacity rules (p.
104-105) to Telekinesis. In this case, characters can lift up to twice their
heavy load, but can only move it 5 ft. per round as a full action (not 5
feet times power rank per round). They can push or pull up to five times
their heavy load at 5 ft. per round.
I found a power that doesn’t work exactly according to the
power creation rules. Why?
Although all the powers in
Mutants & Masterminds
were created using
the power creation guidelines given on pp. 92-99 some have been slightly
modified or “tweaked” in various ways, either for game balance or style
reasons, to give the powers the right look, feel, and game effect. We
encourage players and Gamemasters to do the same with their own home-
made powers and additions to the game. Power creation and design is an
art as well as a science and we wanted
Mutants & Masterminds
to
How does Telekinetic grappling work?
The same as a normal grappling attempt, except size modifiers (positive
or negative) do not apply to Telekinetic grapples.
FREQUENTLY ASKED QUESTIONS
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
reflect that. Change things as you see fit to suit the style of your campaign
and of your gaming group.
Can you combine Teleport and the Move-by Attack Feat?
Yes, the Turnaround power stunt of Teleport is essentially the same thing.
What’s the difference between Defense and Damage save?
Defense is how hard a character is to hit, the base DC of an attack roll.
Damage save is a character’s ability to “soak” or shrug off damage.
Protection reduces the DC for Damage saves.
CHARACTERISTICS
The example of travel on p. 104 seems to be calculated wrong?
Shouldn’t Marathon’s multiplier be x1,024 instead of x4,096?
No because sprinting applies a x4 multiplier to base speed to begin with.
Why is the Difficulty Class for Damage saving throws so high?
The idea behind Damage save DCs is that, all other things being equal,
there is a 25% chance of no damage, a 25% chance of a hit, a 25%
chance of a stun result, and a 25% chance of a knockout or disabled
result. If you prefer to prolong combat in your games a bit, lower the base
Damage save DC to 10 + damage bonus. This provides a 50% chance of
no damage, a 25% chance of a hit, a 25% chance of a stun, and no
chance for an immediate knocked or disablement between two equally-
matched opponents. If you prefer some variability in your Damage saves,
either use the optional rule for damage rolls on p. 128 or set the Damage
save DC at 10 + 1d6 + damage bonus.
Can you spend Hero Points to re-roll Damage saving throws?
Yes. You can spend Hero Points (and Villain Points!) to re-roll Damage
saves, just like any other die roll.
If you spend a Hero Point to overcome the fatigue of extra
effort, do you suffer the fatigue on the next round or is it elimi-
nated entirely?
It’s eliminated entirely. In essence, you don’t suffer the fatigue
at all
for
that particular use of extra effort.
DEVICES
How are the costs of vehicles figured?
A vehicle’s cost is the total of its movement ranks, its armor bonus, and
any other features it may have (such as weapons). Vehicles have hardness
equal to their highest rank for free. Any hardness in excess of this increas-
ing the vehicle’s cost on a 1-for-1 basis (+1 cost per point of hardness).
So a bicycle has movement 5 (5 pp) and hardness 5 (0 pp, since it’s
equal to the vehicle’s highest rank) for a total cost of 5 pp. A train has
movement 7 (7 pp), armor 8 (8 pp) and hardness 13 (which is 5 more
than the train’s highest rank, so it costs an additional 5 pp) for a total
cost of 20 pp.
What happens if a Disabled or Dying character takes addi-
tional damage?
Any attack that inflicts damage on a Disabled character shifts that charac-
ter’s condition to Dying. Any attack that inflicts damage on a Dying
character shifts the character’s condition to Dead. As per usual, attackers
can choose to inflict a lesser effect (such as unconsciousness) if they prefer.
When a character recovers from being Unconscious or Disabled,
how many hits do they have?
The same as they had before becoming Unconscious or Disabled. The
character recovers hits normally (see p. 129).
How do you determine the Defense of a vehicle?
Vehicle Defense = 10 + size modifier + speed modifier + maneuver modi-
fiers (if any) + driver’s Dex modifier as a dodge bonus
How do characters pick up and throw things at each other
in combat?
See the rules for Improvised Weapons on p. 112.
CAN A CHARACTER USE EXTRA EFFORT IN CONJUNCTION WITH A DEVICE?
That depends on the nature of the device and the decision of the
Gamemaster. Certainly devices powered or influenced by the wielder’s
will/energy/thoughts/etc. can use extra effort, and GMs may permit
characters to “push” super-science devices through extra effort. The GM
may rule that some devices, like guns, either can’t use extra effort, or that
the wielder must spend a Hero Point to eliminate the fatigue of the extra
effort in order to apply it to that device. This limitation is not an addi-
tional flaw; it’s a facet of the Device flaw.
Can you combine Power Attack with an Area Attack?
No, the Power Attack feat should be limited to attacking a single target.
Does Super-Strength affect grappling checks?
Yes. Super-Strength does not add a bonus to the melee attack roll to
begin grappling but does add its normal bonus to grappling checks.
Grappling Consequences (p. 141) says opponents can move past
you as though you were not there. Since there are no Attacks of
Opportunity, isn’t this unnecessary?
Not quite. Characters are not normally allowed to move through a space
occupied by an opponent. If that opponent is grappling, however, charac-
ters can move through that space unrestricted.
COMBAT
You can make two half actions in a round, but only one attack.
What actions are considered attacks?
Generally, any action requiring a roll or check, or that directly affects
another character or object.
How do characters avoid a mental area attack?
The character may make the initial save to avoid the brunt of the area
attack using either Reflex or Will, whichever save has the greater bonus.
The regular save against the mental area attack must be made using
Will, however.
Can I combine different multiple attack options like Autofire,
Multifire, and off-hand attacks?
Yes, and the penalties for doing so are cumulative. So, for example,
Multifire grants one additional attack, with a –4 penalty to all attacks.
Autofire grants two extra attacks with a –6 penalty to all attacks.
Together they grant three extra attacks with a –10 penalty to all attacks.
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
Mutants & Masterminds Adepts of the Arcane.pdf
(15341 KB)
Mutants & Masterminds Above and Beyond.pdf
(2933 KB)
Mutants & Masterminds Crooks.pdf
(22881 KB)
Mutants & Masterminds Alliance of Evil (Villains).pdf
(1057 KB)
Mutants & Masterminds Beginner's Guide.pdf
(10235 KB)
Inne foldery tego chomika:
#2D20
#Cypher System
#OSR
#PBTA
#Różne_ENG
Zgłoś jeśli
naruszono regulamin