Mutants & Masterminds is a roleplaying game based on the d20 SRD. It is published by Green Ronin Publishing. The character creation process is point-buy with power-level limitation set by the GM. The PL varies from 1 (regular guy) to 20 (über cosmic entity).

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What are some of the differences between 2e and 3e Mutants and Masterminds?

What are some of the differences between 2e and 3e Mutants and Masterminds?
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How to emulate a Gadget of the Week power?

I'm wondering how to emulate a "gadget of the week" concept for a Mutants & Masterminds 3e character. A Device or Equipment that the character builds or has built herself or that is given to her ...
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91 views

Can a flying character have the Prone status? Do they have the “stand up” if they have a flight ability?

Mutants and Masterminds 2E uses the standard d20 system definition of Prone, as follows. Prone: The character is lying on the ground. He suffers a –4 penalty on melee attack rolls. Opponents ...
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2answers
284 views

How can I model a human who gets powers from a part-time symbiote alien?

I had an idea for a Mutants and Masterminds (2e) character based on a video game character idea of mine: a Gestalt consisting of a human male and a smaller, roughly cat-sized alien symbiote. As a ...
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4answers
226 views

How to make a battery in M&M?

In Mutants and Masterminds, one of the flaws a power can have is called "Limited Uses", which decreases the number of times a power can be used from infinite to some finite number. It's used most ...
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392 views

How would you build DCU martial artist characters in the new DC Adventures M&M game?

I picked up Green Ronin's Hero's Handbook for their DC Adventures game, because I'm a sucker for superhero games and I happen to have recently reread Birds of Prey and Suicide Squad. It's pretty clear ...
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1answer
54 views

Can Invention designs be re-used?

In the Invention rules, it says that there are two phases to making an invention, Design and Construction. The rules also say that inventions are one-use; they work for one scene and then break. ...
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1answer
214 views

Optimising a Mech pilot

We are playing a Mutants and Masterminds campaign in the Eureka Seven universe and using R505 Sumner model LFOs. The GM has already statted out the mecha in the system. We get to customize it a little ...
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1answer
636 views

How to address Damage/Toughness bias in M&M Tradeoffs

The Basic Problem Right, Mutants and Masterminds is a True20 system where everything is resolved via rolling a d20. Attacks are made by rolling a d20 and adding the attack bonus, trying to match or ...
5
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1answer
140 views

What unfortunate side effects am I missing in allowing a feint as part of movement at a -10 penalty?

Within Mutants and Masterminds, if you have a feat called Acrobatic Bluff, you can make use an Acrobatics check in place of Bluff for the purpose of feinting to make someone flat-footed for your next ...
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4answers
670 views

Mutants and Masterminds manifesting dual personalities

This is a long explanation that begins with the premises to two separate characters that are actually one. The background story is included to explain the circumstances of the characters more clearly. ...
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2answers
131 views

Would throwing cars and debris require Thrown Strike or Blast?

The rules on having Strike with the Thrown option mention having to retrieve or recharge something to re-use the ability in order for it to count as a Thrown Strike instead of a Blast. Could this ...
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1answer
4k views

Mutants & Masterminds 3rd Edition Spreadsheet

Build Point systems tend to be math heavy, and that makes it especially difficult when playing with kids. Even with advanced degrees, I prefer to let computers to my math for me. Over the years I've ...
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1answer
131 views

Feint checks in Mutants and Masterminds

In the combat section, "feint" is described as a use of Bluff to confuse the opponent into leaving an opening, treating the next attack as a surprise attack. (So feint is basically Bluff vs. Sense ...
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1answer
99 views

Power level limits on saves: Which interpretation is correct?

This question has been confusing me, since the relevant text on power levels says Fortitude, Reflex, and Will Saves: Your hero’s total Fortitude, Reflex, and Will save modifiers cannot exceed ...
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Taking a running leap… how does this happen?

Edit: I originally (and incorrectly) believed that this showed up in more than one system. I have changed it to instead reflect Mutants and Masterminds, my primary area of interest. Mutants and ...
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1answer
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How do I make best use of my alternate powers in Mutants and Masterminds?

The last time I played Mutants and Masterminds 2e I tried to make a character that imitated a giant tarantula (kind of a subverted Spiderman). But I never got to grips with Alternate powers : A ...
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1answer
302 views

What happens when you use a continuous power in an array and then switch to a different power?

This question is for Mutants & Masterminds 2nd edition, and it came up when I was thinking of a particular build. Say I have a Continuous Create Object in an array, I create some objects and then ...
2
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1answer
117 views

Can Adaptation have “pre-sets” that include offensive abilities?

In M&M 2e, Is there anything against a character with Adaptation having multiple pre-set forms he uses in response to regular threats, and if so can these forms include some offensive capabilities ...
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1answer
244 views

Is Mutants and Masterminds 3e (going to be) OGL?

So I've been flipping through the DC Adventures rulebook, and a lot of the terms are changing up: "feat" is now "advantage" for example... is this part of a move away from the OGL on the part of Green ...
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2answers
515 views

How could I make a Character use a device such as a magic sword after a teleport or dash?

First and foremost if you didn't get it from the question this is talking about Mutants and Masterminds. and its a question about character building. Im not sure how to tell but I think its second ...