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 Mutants and Masterminds Test Drive

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Ryu
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PostSubject: Mutants and Masterminds Test Drive   Thu Sep 30, 2010 1:43 am

This topic is meant to try to test the system I'm hoping for in the RPG; the system of Mutants and Masterminds. I encourage people to test the system out with me, even if it seems unappealing to you. Maybe it will change your mind? And if it doesn't you have nothing to lose. In fact, you'll just gain more reasoning to not use the system.

To create a character, I'd strongly recommend using Hero Lab:

http://www.lonewolfdevel.com/submit/get_product.asp?product=hp

Once you've downloaded it, you'll want to import Mutants and Mastermind 3e Beta, and then you can create a character from there. Use a PL 10 character with 150 Power Points. Don't go overboard trying to make a character; keep it simple, since we're not doing much. Don't worry about Complications. If you have any questions, feel free to ask, but Hero Lab is pretty straight forward, so you should have few issues. Since the Demo Version of Hero Lab doesn't allow you to save, you'll want to keep the information down on a character sheet:

Name:

Strength:
Stamina:
Agility:
Dexterity:
Fighting:
Intellect:
Awareness:
Intellect:

Dodge:
Parry:
Fortitude:
Toughness:
Will:
Initiative:

Skills:

Advantages:

Powers/Devices:

And then anything else you think is important to your character.

I really hope a lot of people try this! ^^,
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Skygrinder
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PostSubject: Re: Mutants and Masterminds Test Drive   Thu Sep 30, 2010 10:44 am

Mhm, I just tested it out, not in depth tough, just a fast run through all the options...it has so many freaking options, I was really confused. I don't get some things with this system, like, what is going to increase the damage of the blast? intellect (because intellect usually affects magic attacks)? or dexterity (because it says it affects ranged attacks)? Even tought there are all those skills and stats, I don't see any kind of damage display, is fighting your melee damaging stat, or strength? Even tought there are descriptions on every stat, skill and power, its not quite clear, at least to me.

And do we like, make a portfolio there, and use it here, for RPG on the forum?

Well, answer what you can, I will wait until the RPG starts here, and then I'll see how it works, when people start playing, and then I will join too, I guess. It should be interesting with so many different stats.

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Ryu
Member



PostSubject: Re: Mutants and Masterminds Test Drive   Thu Sep 30, 2010 5:59 pm

To increase the damage of Blast (and any Power, really), you increase its Rank. As for the Fighting/Strength thing, Fighting is your ability to hit an opponent, Strength is the Damage of your unarmed attacks. I'll repost the three rules that are the heart and soul of combat:

Attack = d20 + Attack Bonus (Fighting for Close and Dexterity for Range) vs Defense Class
Defense Class = Defense (Parry for Close and Dodge for Range) + 10

Damage Resistance = Toughness + d20 vs (Damage Rank + 15)

And like I said, just copy the information done from the loose character sheet I gave. This is obviously not the official RPG; just way to try and fuel interest in the system or to actually give those who don't like a chance to say they at least tried it. One moment, I'll have a character up on this post as an example.

Name: Walter Weidt

Strength: 2
Stamina: 4
Agility: 3
Dexterity: 4
Fighting: 7
Intellect: 6
Awareness: 5
Intellect: 5

Dodge: 14
Parry: 11
Fortitude: 7
Toughness: 6/4 (The first number is my Toughness when I have Defensive Roll)
Will: 13
Initiative: +11

Skills:
Acrobatics 4 (+7)
Athletics 4 (+6)
Close Combat 2: Joy Buzzer (+9) (So when I use Joy Buzzer, I replace Fighting with Close Combat)
Deception 12 (+17)
Insight 8 (+13)
Intimidation 12 (+17)
Perception 10 (+15)
Ranged Combat 6: Heavy Pistol (+10)

Advantages: All-out Attack, Close Attack 3, Daze (Deception), Defensive Roll 2, Fascinate (Deception), Improved Initiative 2, Improved Trip, Luck 2, Move-by Action, Redirect, Set-up, Skill Master (Deception), Taunt, Equipment 5

Powers/Devices: NA

Equipment:
Joy Buzzer: Damage 8 (Electricity, DC 23) (8 Equipment Points)
Marbles: Cone Area Affliction 8 (1st Degree: Hindered, 2nd Degree: Prone, Resisted by Fortitude, Alternate Resistance Dodge, (I'll explain this in game), DC 18, 8 EP)
Heavy Pistol: Damage 4 (Firearm, DC 19)
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