Mastermind's Manual

Dannyalcatraz

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Just a heads up: the Mastermind's Manual for M&M is out, and its pretty good.

Basically, it does for M&M what Unearthed Arcana did for D&D. Its a collection of alternate rules, including a class system for the game, as well as the FAQ and Eratta from the core book.

Looks good so far...
 

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Does it have rules/guidelines for making your own powers? How about new powers or archetypes? Any ready-made characters or guidelines for running games, or is it really just a toolbox? I'm tempted to pick it up.
 

andrew_kenrick said:
Does it have rules/guidelines for making your own powers?
Yes.

How about new powers or archetypes?
A couple new powers and a few samples of how to design your own.

It's primarily intended as a "GM's toolkit" for fine-tuning (or overhauling) the core M&M rules to suit your particular play style and preferences.
 

Table of Contents

INTRODUCTION .....................................6
Rules Options & Variants ........................6
Optional Rules and
First Edition M&M .................................6
Rules from Other Games ..........................6
How to Use This Book ..............................6
CHAPTER 1: THE BASICS ......................8

Just the Basics ................................................. 8
Basic Rules Options & Variants ................. 8
Stunt Bonuses ..............................................8
Automatic Success and Failure .............8
Alternate Dice .............................................8
Players Make All Rolls ............................10
Card-Based Resolution ............................11
Card-based Hero Points ..........................11
Challenges ..................................................12
Team Checks ..............................................15
Templates ........................................................ 15
Template Format .......................................15
Template Stacking ....................................15
Racial Templates .......................................15
Vocational Templates ..............................16
Power Templates .......................................16
Advancement .................................................16
Skills and Feats .........................................16
Powers ..........................................................17
Downtime and Advancement ..............17
Advancement During Play ....................17
Hero Creation Options & Variants ......... 17
Additional Power Level Limits ..............17
Re-allocating Power Points ....................18
Level-Based Advancement .....................18
Faster or Slower Advancement ............18
Unlimited Power Level ............................19
Unlimited Power Points ..........................19

CHAPTER 2: ABILITIES ........................20
Ability Options & Variants ........................20
Random Ability Scores ........................... 20
Shorthand Abilities ................................. 20
Casual Strength ....................................... 20
Mandatory Super-Strength ................... 20
Ability Strain ............................................. 20
Innate Attack and
Dodge Modifiers .................................. 22
Attack Focus and
Attack Specialization ......................... 22
Intelligence and Skills ............................ 22
Aging and Abilities ................................ 22
Super-Abilities ........................................... 23
Saves Based on Different Abilities .... 23
Best of Two Saving Throws ................... 23
Additional Saving Throws .................... 23
Speed & Jumping .................................... 23

CHAPTER 3: SKILLS ............................24
New Uses for Skills ......................................24
Bluff ............................................................. 24
Computers ................................................. 24
Notice .......................................................... 26
Sense Motive ............................................. 26
Sleight of Hand ...................................... 26
Creating Skills ................................................26
Sample New Skills ................................... 27
Skill Options & Variants .............................29
Simple Skills .............................................. 29
Background Skills .................................... 29
Combat Skills ........................................... 29
Variable Skill Costs ................................. 30
Mix-and-Match Key Abilities ................ 30
Broad Skills ............................................... 30
Narrow Skills ............................................. 30
Full and Half Skills ..................................31
Active, Secret &
Passive Skill Checks ............................31
Multitasking ...............................................31
Critical Skills ............................................. 32
Skill Synergy .............................................. 32
Extended Skill Checks ............................ 32
Masterful Tactics ...................................... 35
Graded Language Ranks ...................... 35
Language Checks .................................... 35
Notice Specialties .................................... 35
Professional Skills .................................... 35
Stealth Specialties ................................... 35

CHAPTER 4: FEATS ..............................36
Creating Feats ...............................................36
Powers as Feats ........................................ 36
Options as Feats ...................................... 38
Fighting Styles ...............................................39
Unarmed vs. Weapon Styles ................ 39
Skills and Styles ....................................... 40
Attack and Defense and Styles .......... 40
Creating Fighting Styles ........................ 40
Sample Fighting Styles .......................... 40
Feat Options & Variants .............................42
Feats as Options ...................................... 42
Access Feats .............................................. 42
Combat Feats and Power Level .......... 43
All-out Attack and Defensive Roll ...... 43
Lower-Power-Level Sidekicks .................. 43
Reverse Sidekicks ..................................... 43
Ultimate Effort and
Niche Protection .................................. 43
Optional Feats .......................................... 43

CHAPTER 5: POWERS ..........................48
Power Creation ..............................................48
Effects ......................................................... 48
Modifying Existing Powers ................... 50
Creating New Powers ..............................51
Other Traits as Powers ........................... 56
Power Creation Examples:
Martial Arts Powers ........................... 56
The Art of Power Design ....................... 59
The Care and Feeding
of Power Arrays ................................... 60
Power-Ups and Power Level .................. 62
Gamemastering Powers ..............................64
Managing Power Stunts ........................ 64
Gaming Powers vs. Power Gaming .... 64
Consistency vs. Realism ......................... 66
Keepin’ It Real ...........................................67
Plot-Stopping Powers ...............................67
Game-Stopping Powers .......................... 70
Power Options & Variants .........................70
Power Level Point Limits ........................ 70
Unreliable Powers .................................... 70
Partial Concentration Checks ..............71
Stun Timing ................................................71
Partial Countering ...................................71
Energy Points ............................................ 72
Fatigue Saves ............................................ 72
Power Boosters ......................................... 72
Alternate Progressions ............................73
Partial Saves vs. Trait Powers ...............73
Dynamic Variable Powers ......................73
Flight Maneuverability ...........................74
Point-Based Nullify ................................. 75
Power Combos .......................................... 75
Null Arrays ................................................ 75
Wide Arrays ............................................... 76
Alternate Power as a Flaw ................... 76
Alternate Effects ...................................... 76
Area Knockback ....................................... 76
Aura and Stacking Effects ....................77
Other Impervious Saving Throws .........77
Stacked Impervious & Penetrating .....77
Linked Power Saves ..................................77
No Saving Throw Power Modifier ........78
Power Surges ..............................................78
Power Surge Variants ..............................81

CHAPTER 6: CHARACTERISTICS ........82
Characteristic Options & Variants ..........82
Calling ........................................................ 82
Extra Effort and Advancement ........... 82
FOREWARD MASTERMIND’S MANUAL
FOREWARD 5
Concentrating on Extra Effort ............ 82
Extraordinary Effort ................................ 82
Power Strain .............................................. 84
Hero Points & Drawbacks .................... 84
Proxy Hero Points .................................... 85
Maximum Hero Points ........................... 85
Standard Hero Points ............................. 85
Nonrenewable Hero Points ................... 85
Hero Points for Advancement ............. 85
Hero Point Penalties ............................... 85
Enhanced Hero Points ........................... 85
Villain Points ............................................. 86
Reputation ................................................. 86
Taint ..............................................................87

CHAPTER 7:
DEVICES & EQUIPMENT ..................92
Tech Levels ......................................................92
TL 0: Stone Age ........................................ 92
TL 1: Metal Age ....................................... 92
TL 2: Middle Ages ................................... 92
TL 3: Age of Reason ............................... 92
TL 4: Industrial Age ................................ 94
TL 5: Information Age ........................... 94
TL 6: Fusion Age ...................................... 94
TL 7: Gravity Age ..................................... 95
TL 8: Energy Age ..................................... 95
TL 9 and Beyond ..................................... 95
Skills and Tech Level ............................... 95
Equipment and Tech Level ................... 95
Lower Tech Levels ..................................... 95
Vehicle Combat .............................................95
Attacking Vehicles .................................. 96
Vehicle Damage ........................................97
Mounted Combat .....................................97
Pursuit ..............................................................98
Starting Pursuit ........................................ 98
Pursuit Steps ............................................. 98
Terrain ......................................................... 98
Speed ........................................................... 99
Maneuvers ................................................. 99
Device and Equipment
Options & Variants ................................101
Proficiency ................................................102
Free Equipment ......................................102
Ammunition ............................................103
Armor Penalties ......................................103
Requisitioning Equipment ..................103
Alternate Ritual Skills ..........................103

CHAPTER 8: COMBAT ...................... 104
Combat Pacing and
Gamemaster Fiat ................................... 104
Using Maps and Figures ......................... 104
Combat Options & Variants ................... 104
Re-rolling Initiative ................................104
Automatic Hits .......................................104
Combat Challenges ..............................104
Margin of Success .................................106
Defense Roll ............................................106
Out-of-Turn Defense ............................... 107
Mental Combat ...................................... 107
Toughness Save Failure ........................ 107
Automatic Damage .............................. 107
Tougher Minions .................................... 107
Damage Roll ........................................... 107
Save vs. Stun ........................................... 107
Instant Death .........................................108
Double Critical Hits ..............................108
Critical Misses ........................................108
Lethal Knockback ..................................108
Lethal Penetration .................................108
Lethal Attack Cost ................................108
Save vs. Fatigue .....................................108
Additional Fatigue Levels ...................108
Active Defense ........................................109
Attacks of Opportunity .......................109
Multiple Attacks .................................... 110
Immediate Recovery ..............................111
Hit Points ..................................................111
Wound & Vitality Points ......................112
One-Hit Insurance ..................................112
All-or-Nothing Damage ........................112
Threshold Modifiers ...............................113
Changing Damage Thresholds ..........113
Percentile Thresholds .............................114
Maximum Hit Totals ..............................114
Variable Critical Hits .............................115
Tactical Movement .................................115
Flanking ....................................................116
Mental Grappling for Effect ...............116
Mental Strain ...........................................117

CHAPTER 9: GAMEMASTERING ....... 118
The Environment ........................................118
Getting Lost in the Wild .......................118
Altitude .....................................................120
Environmental Hazards .......................120
Weather ....................................................122
Urban Environments ............................123
Aquatic Environments .........................124
Radiation Sickness ................................125
The Legal System ....................................... 126
Trial Checks ............................................. 127
Adventures ................................................... 128
Spotlight Time ........................................128
The Human Touch .................................128
Meaningful Challenges .......................129
Meaningful Rewards ............................132
Prevalence of Powers ............................133
Powers and Society ...............................134
Secrecy ......................................................136

APPENDIX I: M&M FAQ ....................137
APPENDIX II: M&M ERRATA ........... 145
AFTERWARD .......................................147
RULES CHECKLIST ........................... 148
INDEX .................................................151
REFERENCE TABLES
3D6 THREAT RANGES .........................10
LEVEL-BASED ADVANCEMENT ...........19
SKILL SYNERGIES ................................32
EXTENDED SKILL
CHECK EXAMPLES ...........................33
LANGUAGE MODIFIERS ......................35
OPTIONAL FEATS .................................44
EXISTING POWER CONSTRUCTION ...52
RANDOM POWER GENERATION ........63
FLIGHT MANEUVERABILITY ...............74
DAMAGE ROLL ...................................107
OFF HAND ATTACK PENALTIES ....... 111
PERCENTILE TOUGHNESS
SAVING THROWS ........................... 114
PERCENTILE DAMAGE
DIFFICULTY .................................... 114
STANDARD SCALE ............................. 116
MENTAL STRAIN ................................ 117
CHANCE TO GET LOST ...................... 118
COMBAT ADJUSTMENTS
UNDERWATER ................................124
RADIATION EXPOSURE ....................126
RADIATION SICKNESS ......................126
CRIME SEVERITY ...............................127
CIRCUMSTANCE MODIFIERS ...........127
TRIAL RESULTS ..................................128
 

The book has guidelines about how to convert existing Powers into new Powers, thus allowing you to make new Powers. There are a few new Powers in the book such as Variable Power, Probablity Control, Gadgets, Pain, and Mental Duplication. There are also some martial arts Power constructs in the book such as Chi, Dim Mak, and Kiai. There are also some new Skills, Feats, Power Feats, Extras, and Flaws.

There are no additional Archetypes in the book. Green Ronin has already produced 6 PDFs full of Archetypes: Archetype Archives 1-3, Villanous Archives 1-2, and Freedom City Archetypes. Likewise there are no characters in the book. Mastermind's Manual is really a toolbox full of alternate tools someone may want to use in their game. If you want to know alternate dice methods, or alternate Hero Point mechanics, or a dozen other alternate things then pick up Mastermind's Manual.
 

Hey, so if the only M&M product you have is first edition (NOT revised), could this product help you? My funds are very limited right now, and I can afford to buy the pdf, but not any more stuff.
 

Animus said:
Hey, so if the only M&M product you have is first edition (NOT revised), could this product help you? My funds are very limited right now, and I can afford to buy the pdf, but not any more stuff.
In all honesty I do not believe so - but I am not an M&M 1E expert by any means. There are just enough differences between 1E and 2E that many of the suggestions in the Mastermind's Manual probably would not make much sense to you. My uneducated guess would be that you would only find about 50% of the book useful - such as for options to use different dice combinations to gain a bell curve. I would probably be more inclined to suggest that you purchase the PDF of M&M 2E, as that, in itself, corrects many of the problems of 1E without needing to resort to the optional and variant rules offered in the Mastermind's Manual.
 

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