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Adapting MnM to a Fantasy Campaign
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<blockquote data-quote="Voneth" data-source="post: 617697" data-attributes="member: 1016"><p>I found these three divergent, but interesting varients to doing a fantasy game with Mutants and Masterminds.</p><p></p><p>1.)</p><p>The cost of the physical attributes are upped to 2pp. By physical attributes, I mean STR, DEX, and CON. </p><p></p><p>A new feat called Highly Skilled. This feat can only be taken at character creation and gives the character four RANKS (not a bonus) in one skill. The catch is that it can only be taken a number of times equal to 3 + your Intelligence attribute bonus. This includes bonuses for Super-Intelligence. So a character with an INT of 6 could only purchase Highly Skilled once. A character with an 18 INT and 2 ranks of Super-INT could purchase Highly Skilled a total of 6 times. The feat cannot be used on the same skill more than once. </p><p></p><p>In order to keep the die-hard D&Ders happy, there is a new Power that I called Spellcraft. It can be used with any D&D spell list (from Everquest to D&D to Call of Chthulhu) and functions similarly to the way the Buffy tVS magic system works (except with a d20). At its core, it requires a Power Check each time you cast a spell against a DC equal to 10 plus the Spell's Level times two. Your use of Spellcraft is limited by a fatigue exclusive to the use of Spellcraft that lasts a number of hours equal to the level of the Spell you attempted to cast. You incur fatigue irrelevant of whether the spell went off or not. There is also the possibility for Wild Magic to occur. </p><p></p><p>Spellcraft turns out to be more versatile than the Sorcery power, but far less consistent. It also has more inherent flaws, cost at 3pp. </p><p></p><p>There is also another rule at character creation. A character may not take any power at more than half their PL without consulting with the GM. </p><p></p><p>As far as optional rules, use the grittier damage save rules. The Wealth and Independent Income feats. </p><p></p><p>Races are handled by kits that include several feats, super-feats and access to certain powers or Super-Abilities. </p><p></p><p>As far as comparisons to D&D, characters are considerably less powerful. A PL3 character would be the equivalent of a 1st level D&D character. A PL5 M&M character would equate to about 3rd level in D&D, while PL10 would be more like a 5th to 7th level D&D character. </p><p></p><p>The end result is a fantasy system that feels very anime, yet gritty. Through limiting the powers by GM fiat, I could conceivably run a Conan-style campaign as well. </p><p></p><p>There is also the Fear check rules (using Willpower saves) or Sanity from CoCd20.</p><p></p><p>OR</p><p>2.)</p><p>Video Game Fantasy (Final Fantasy, Exalted, Warcraft III, Samurai Jack, Imuyasha) </p><p>PL 8-10 Super Attrbutes can only be bought up to half the PL level of the character. </p><p>"Mundane" Fantasy gear (the melee and armor in MnM book) are free of PP expendure (besides they are so PP cheap it is a joke) </p><p>All "spells" can only have Concentration as their longest duration. Magical Devices and the Training Power Source are the only source of Sustained and Continues durations (perhaps a new Power Source: Mystical Bloodline could be used for innate magic effects.) </p><p>Power sources excluded from the setting: Superscience, Mutation, Alien (though I realize that in some of these Video Game Fantasties the GM would still allow Alien and Mutation as well as perhaps turn Superscience to Steampunk.)</p><p></p><p>OR</p><p>3.)</p><p>Some suggested house rules for fantasy</p><p>-PL 5 Characters, no PL limits </p><p>-Combat Skills Option </p><p>-Dying and Dead Lethal Save Options </p><p>-Created my own Armor and Weapons List </p><p>-Limiting the Skill Focus and Talented Feats</p></blockquote><p></p>
[QUOTE="Voneth, post: 617697, member: 1016"] I found these three divergent, but interesting varients to doing a fantasy game with Mutants and Masterminds. 1.) The cost of the physical attributes are upped to 2pp. By physical attributes, I mean STR, DEX, and CON. A new feat called Highly Skilled. This feat can only be taken at character creation and gives the character four RANKS (not a bonus) in one skill. The catch is that it can only be taken a number of times equal to 3 + your Intelligence attribute bonus. This includes bonuses for Super-Intelligence. So a character with an INT of 6 could only purchase Highly Skilled once. A character with an 18 INT and 2 ranks of Super-INT could purchase Highly Skilled a total of 6 times. The feat cannot be used on the same skill more than once. In order to keep the die-hard D&Ders happy, there is a new Power that I called Spellcraft. It can be used with any D&D spell list (from Everquest to D&D to Call of Chthulhu) and functions similarly to the way the Buffy tVS magic system works (except with a d20). At its core, it requires a Power Check each time you cast a spell against a DC equal to 10 plus the Spell's Level times two. Your use of Spellcraft is limited by a fatigue exclusive to the use of Spellcraft that lasts a number of hours equal to the level of the Spell you attempted to cast. You incur fatigue irrelevant of whether the spell went off or not. There is also the possibility for Wild Magic to occur. Spellcraft turns out to be more versatile than the Sorcery power, but far less consistent. It also has more inherent flaws, cost at 3pp. There is also another rule at character creation. A character may not take any power at more than half their PL without consulting with the GM. As far as optional rules, use the grittier damage save rules. The Wealth and Independent Income feats. Races are handled by kits that include several feats, super-feats and access to certain powers or Super-Abilities. As far as comparisons to D&D, characters are considerably less powerful. A PL3 character would be the equivalent of a 1st level D&D character. A PL5 M&M character would equate to about 3rd level in D&D, while PL10 would be more like a 5th to 7th level D&D character. The end result is a fantasy system that feels very anime, yet gritty. Through limiting the powers by GM fiat, I could conceivably run a Conan-style campaign as well. There is also the Fear check rules (using Willpower saves) or Sanity from CoCd20. OR 2.) Video Game Fantasy (Final Fantasy, Exalted, Warcraft III, Samurai Jack, Imuyasha) PL 8-10 Super Attrbutes can only be bought up to half the PL level of the character. "Mundane" Fantasy gear (the melee and armor in MnM book) are free of PP expendure (besides they are so PP cheap it is a joke) All "spells" can only have Concentration as their longest duration. Magical Devices and the Training Power Source are the only source of Sustained and Continues durations (perhaps a new Power Source: Mystical Bloodline could be used for innate magic effects.) Power sources excluded from the setting: Superscience, Mutation, Alien (though I realize that in some of these Video Game Fantasties the GM would still allow Alien and Mutation as well as perhaps turn Superscience to Steampunk.) OR 3.) Some suggested house rules for fantasy -PL 5 Characters, no PL limits -Combat Skills Option -Dying and Dead Lethal Save Options -Created my own Armor and Weapons List -Limiting the Skill Focus and Talented Feats [/QUOTE]
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