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Good Superhero-Game?
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<blockquote data-quote="Seeten" data-source="post: 2856011" data-attributes="member: 27186"><p>I play a Gadgeteer in our M&M campaign, and here is what I have. I'll give you several options. My character has Super Intelligence(42 int) and the Inventor feat, + the improvise tools feat, and Skill Mastery Feat(Computers, Craft: Gear, Craft: Chemicals, Craft: Weaponry). With this system, I have my basic devices(Power armor, helmet&HUD) and can invent new gadgets on a scene by scene basis. Basically, I pay 1 hero point, make a gadget, and after the "adventure" it breaks, or goes away, unless I pay 1 more hero point to keep it for one more scene.</p><p></p><p>I also have the Scientific Genius power from gimmicks guide to gadgets. Gimmicks Guide suffers from being 1e, but the power is easily portable, and we ported it. Basically, I have a pool of power points for powers, and at any one time, I have 40 power points worth of gadgets on hand(like spells memorized, they must be in view, what I am wearing/have with me) and given a trip back to my lab, I can swap out my gadgets for other inventions in my invention pool. In my lab, I have a mental protection helmet, a super reflex inhaler, and a secondary battlesuit that changes me from a blaster into a super strength character. It takes time to make the swap outs, so I am versatile, but not OP.</p><p></p><p>I really like how its handled. My devices can be broken/disarmed/lost/stolen, my lab trashed, etc, I can invent new devices, and if I get bored with my battlesuit, I can design a brand new one. All in all, I LOVE Mutants and Masterminds.</p></blockquote><p></p>
[QUOTE="Seeten, post: 2856011, member: 27186"] I play a Gadgeteer in our M&M campaign, and here is what I have. I'll give you several options. My character has Super Intelligence(42 int) and the Inventor feat, + the improvise tools feat, and Skill Mastery Feat(Computers, Craft: Gear, Craft: Chemicals, Craft: Weaponry). With this system, I have my basic devices(Power armor, helmet&HUD) and can invent new gadgets on a scene by scene basis. Basically, I pay 1 hero point, make a gadget, and after the "adventure" it breaks, or goes away, unless I pay 1 more hero point to keep it for one more scene. I also have the Scientific Genius power from gimmicks guide to gadgets. Gimmicks Guide suffers from being 1e, but the power is easily portable, and we ported it. Basically, I have a pool of power points for powers, and at any one time, I have 40 power points worth of gadgets on hand(like spells memorized, they must be in view, what I am wearing/have with me) and given a trip back to my lab, I can swap out my gadgets for other inventions in my invention pool. In my lab, I have a mental protection helmet, a super reflex inhaler, and a secondary battlesuit that changes me from a blaster into a super strength character. It takes time to make the swap outs, so I am versatile, but not OP. I really like how its handled. My devices can be broken/disarmed/lost/stolen, my lab trashed, etc, I can invent new devices, and if I get bored with my battlesuit, I can design a brand new one. All in all, I LOVE Mutants and Masterminds. [/QUOTE]
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