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M&M and pulp heroes...eek
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<blockquote data-quote="DanMcS" data-source="post: 759709" data-attributes="member: 6530"><p>Coincidentally, the group I play in just started a pulp game using mutants and masterminds. I don't know comics or pulps, really, but according to our GM, a comic geek, MnM works great for pulp games. He says ours is a little higher powered and more comic-booky than an authentic pulp, though.</p><p></p><p>Our characters are PL 7, but powers are limited to +5. Skill points are 1 pp/3 skill points.</p><p></p><p>Our heroes, headquartered in a huge dirigible, went off to Africa for our first adventure to find that the Nazis were attempting to capture the power of a genie for their nefarious schemes.</p><p></p><p>My character is a pilot/inventor who made himself a pair of mechanical bird wings. We also have a ghost, a panther-totem guy from central america, and a big dumb boxer. It's great fun.</p><p></p><p>PL 10 is apparently standard starting level for superhero games. If you want to have a lower powered game, just go with PL 4 or 5. At 5, your heroes would be 75 point characters, so not too powerful, and you could rule in a limit on powers they could have, to maybe 1 or 2 less than their power level.</p><p></p><p>If you want to use MnM stuff with a more regular d20 system, with hps and such, I think there are variant rules for that in the book.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 759709, member: 6530"] Coincidentally, the group I play in just started a pulp game using mutants and masterminds. I don't know comics or pulps, really, but according to our GM, a comic geek, MnM works great for pulp games. He says ours is a little higher powered and more comic-booky than an authentic pulp, though. Our characters are PL 7, but powers are limited to +5. Skill points are 1 pp/3 skill points. Our heroes, headquartered in a huge dirigible, went off to Africa for our first adventure to find that the Nazis were attempting to capture the power of a genie for their nefarious schemes. My character is a pilot/inventor who made himself a pair of mechanical bird wings. We also have a ghost, a panther-totem guy from central america, and a big dumb boxer. It's great fun. PL 10 is apparently standard starting level for superhero games. If you want to have a lower powered game, just go with PL 4 or 5. At 5, your heroes would be 75 point characters, so not too powerful, and you could rule in a limit on powers they could have, to maybe 1 or 2 less than their power level. If you want to use MnM stuff with a more regular d20 system, with hps and such, I think there are variant rules for that in the book. [/QUOTE]
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