Dr. Strangemonkey
First Post
We're doing a campaign based on 1602 for Mutants and Masterminds, does anyone have any suggestions for appropriate mods to the rules?
Myself, I've been trying to make Renaissance Nick Fury and Renaissance Black Widow characters and the lack of skill points in M & M is wrecking havoc with those concepts.
If anyone has any suggestions for how to handle that issue beyond simply buying super attributes for those characters that apply only to skill checks I'd love to hear them. For myseld I'm considering asking the DM to lower the cost of skill points to two skill points per power point or maybe even four.
For those who don't know, 1602 was a bried Marvel run headed by Neal Gaiman in which the classic Marvel superheroes and villains were set in the year 1602 in Europe.
Nick Fury agent of Shield became Nick Fury agent to the Queen, Magneto was a Grand Inquisitor tasked with hunting down witchbreeds.
I love the concept for the setting, but am finding it difficult to pick up good characters from it. Mostly, I admit, because I love skill based characters so much.
Myself, I've been trying to make Renaissance Nick Fury and Renaissance Black Widow characters and the lack of skill points in M & M is wrecking havoc with those concepts.
If anyone has any suggestions for how to handle that issue beyond simply buying super attributes for those characters that apply only to skill checks I'd love to hear them. For myseld I'm considering asking the DM to lower the cost of skill points to two skill points per power point or maybe even four.
For those who don't know, 1602 was a bried Marvel run headed by Neal Gaiman in which the classic Marvel superheroes and villains were set in the year 1602 in Europe.
Nick Fury agent of Shield became Nick Fury agent to the Queen, Magneto was a Grand Inquisitor tasked with hunting down witchbreeds.
I love the concept for the setting, but am finding it difficult to pick up good characters from it. Mostly, I admit, because I love skill based characters so much.