
Welcome to the Motor City Madness campaign for Mutants & Masterminds, Second Edition. Below are some guidelines and information for players to consider. Please review and feel free to PM me with any questions. Please be respectful to the other players while playing and on the forum.
Character CreationAll characters should be built on 150pp (PL 10) when starting the campaign and may have up to 2 Complications to begin with (along with GM approval). In addition, characters should be created with comic book superheroes in mind, as well working on a team. I've provided a Recommended Media list below to help if needed.
CombatIn this campaign, we use damage rolls, as well as Toughness saves, allowing for more variables in game.
For example: If Kimera is battling a thug and hits with a side kick, he would roll d20+STR, and the thug would roll d20+TOU to resist. Otherwise, combat works the same way as in the Second Edition rules.
Hero PointsAll heroes start with 1 HP and may purchase up to half of the campaign's current Power Level (currently 10) using the Luck feat. All HPs are restored to their beginning amount at the start of a session. Temporary HPs may be issued during a session for acts of heroism and good roleplaying, but must be used before the session is finished, otherwise they fade.
ExperienceExperience Points are given at the end of an arc and may be spent at anytime other than during play. Please inform me of changes that are being made, as I update them within the program I use. Experience awards are issued depending on play, opponents and motivation of plot.
Blue BookingThis method of play allows a hero to work on a solo plot, or to continue investigations beyond the chat game. Not all heroes will be Blue Booking, but anyone interested should submit an idea to the GM for their consideration. Blue Booking usually has something to do with a character's background or a back plot of the main game. Think of it as a back-up or mini-series for the character and a chance to gain an additional point of XP
Mutants & Masterminds Third Edition Changes FAQDefenses? WTF?Defenses are one of the new rolls. Many of them serve a dual purpose of being a Defense and a Save (now Resistances). When an attack is made, the attacker must roll above a target's Defense+10, while when resisting damage, the target must resist with the appropriate defense. DCs for various resistances vary depending on the effect.
What Can I Do With Extra Effort?Action: Gain an additional standard action.
Bonus: Perform one check with a +2 bonus or improve an existing bonus to a +5 major bonus. This could also negate a penalty (making it a check with no modifier), or reduce a major penalty to a -2.
Power: Gain a +1 to a power's rank until the hero's next turn.
Power Stunt: Gain a temporary Alternate Effect, which last till the end of the scene.
Resistance: Gain an additional resistance check against an ongoing effect. If the extra effort incapacitates the character, they cannot make any other resistance checks until recovered.
Retry: Some effects require extra effort to retry a degree of failure.
Speed: +1 to Speed until the start of the hero's next turn.
Strength: +1 to Strength until the start of the hero's next turn.
What Can I Do With Hero Points?Edit Scene: You can edit a scene to allow your hero and advantage by adding/changing certain details. Final decision on such changes are at the GMs discretion.
Heroic Feat: Gain a rank of an advantage you don't have until the end of your next turn. You must be able to use and cannot choose a Fortune advantage. If the advantage has prerequisites, you must adhere to them.
Improve Roll: You may re-roll ant die roll you make and take the better of the two. Any roll 10 or below in this fashion, add 10 to the roll. Anything 11+ remains as rolled. You must spend the point before the result is announced and you may only spend them on your character (unless you have Luck Control).
Inspiration: Gain sudden inspiration in the form of a hint, clue or help from the GM.
Instant Counter: Spend a point to attempt a counter effect used against you as a reaction.
Recover: Spend a point to recover faster. One Hero point soaks a dazed, fatigued or stunned condition without taking an action. It also allows using extra effort without fatigue.
How Do I Get Hero Points?By performing acts of heroism, roleplaying and having complications occur during a game.
What Does 'Stunned' Mean?One of the results that can occur is having a Condition set upon your character. Things like 'Stunned', 'Dazed', 'Bound' and such all carry various penalties to your characters health and actions. Luckily, Green Ronin has provided folks with a
Reference Sheet to, well, reference when something is imposed on your character. This sheet also describes various maneuvers and actions, making it invaluable for players and GMs alike.
Recommended MediaComicsFantastic Four, Avengers, Justice League, Titans, Teen Titans, Dynamo 5, Invincible, Young Justice
CartoonsJustice League/Justice League Unlimited, Ben 10: Alien Force/Ultimate Alien, Generator Rex, Teen Titans Go
MoviesFantastic Four, Justice League: Crisis on Two Worlds, Ultimate Avengers 1 & 2, Robocop (
for city flavor)
Video GamesCity of Heroes, Champions Online, Freedom Force, Marvel Ultimate Alliance 1 & 2