netlkp.blogg.se

Mutants and masterminds
Mutants and masterminds











If the villain has an Area stun or area dazzle and the heroes have poor fort or will saves, even Pl10 can be deadly especially if the villain also has surprise strike. So, if you build them with maxed bounce, PL10 is probably as high as you want to go. If your villain is PL11 with protection 11 then a lot of your heroes straight up attacks will simply bounce harmlessly. Sure, as anyone can figure a +20 damage blast is going to fry PL10 defenses, but MnM has much wider scope than that.Ī lot depends on the specific interactions of attacks and defenses. Ok, first off, power level has only a small part to play in balance. How many do you think would be appropriate, and what would you say the power levels for all of these villains should be?

mutants and masterminds

They'll all fight against some of the Major Supervillains (probably the villains right at the end of Mutants & Masterminds).

mutants and masterminds

Himmel und Hölle (Heaven and Hell in German), two German supervillains.įor the "final battle," I was thinking that the heroes could actually join up with the second-string villains, who are a bit angry at being set up. The three second string villains will be:Īlpha Sprout, with his mutant vegetable minions. The heroes are going to be "second-string heroes," at Power Level 10 (while the main superheroes, at power level 15-20, are fighting an intergallactic battle at the edge of the universe), and will fight three or four separate battles with different "second-string villains," who have all been hired to distract the heroes from the real crime by the main supervillains of the city. I'm a bit confused on what power level villains should be in the one-shot adventure I'm running.













Mutants and masterminds