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The system incorperates game mechanics all it's own, making sure the overall experience of a game session is just like an action packed comic book adventure. Good? Ok then.) system will be decently familiar to those of you who've played D & D, but don't be fooled. M & M's (go ahead, get the giggles out of your system. Though the book doesn't actually wear a cape, it's system is nothing short of a super-powered success. I'm here now." The amazing figure was none other than Mutants and Masterminds. The figure looked down at Comic-geek and said "Everything is going to be ok. He looked up and saw the sillouette of an amazing figure, cape waving in the breeze, it was the answer to his prays. But, before he hit the ground, he came to a halt and began to ascend the cliff by some unknown source. With his hopes shattered, he plunged himself of the Cliff of Roleplayersville, believe there was no place for him here. I tried multiple systems people had created and posted online, and my Comic-geek cried. But for a long time, I could find nothing to satisfy my greatest Geek - the "Comic-geek." I tried using a little known system called Villains and Vigilantes, but my Comic-geek was not happy. I have D & D for the "Fantasy-geek" in me, World of Darkness endulges my "Goth-geek", D20 Future keeps my "Sci-fi-geek" running as maximum power, and Castle Faulkenstein has a hold of the.uh."Victorian-geek" in me. In fact, I have one for every "Geek" in me. In 9 years of GMing I have yet to find a superhero system I like better, and I look foward to a possible future edition.
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In conclusion, I HIGHLY recommend this book for anyone who enjoys superhero RPGs. As a house rule, I have been experimenting with rolling 3d6 for attack and toughness rolls, giving a range of 3-18 and making the rolls more consistent (a much higher probability of getting average rolls rather then extremes). The same holds true for attack and defense, though to a lesser extent. Since degrees of success/failure on a toughness save are determined in increments of 5, a low toughness character can roll a 20 and laugh off an attack, while a much tougher character can roll a 1 and be severely hurt or knocked out by that same attack. Since the system uses a d20 as the main (read: only) dice type needed, the roll obviously ranges from 1 to 20, with an equal (5%) chance to roll each number. My other complaint is that an average toughness character or villian can easily roll poorly on a "toughness save" (a roll to resist damage) and be knocked out in one hit, as if they had a glass jaw. I strongly recommend that any GMs using this system have their players flesh out their character concept BEFORE letting them see the power list or even open the book, as I find this makes for more exciting and "theme based" characters, rather then "functionality-utility-handle-any-situation" characters. Though the system is very good at making power flaws exactly that, there are a few small holes that, baring omnipotence on the part of the creator, are bound to crop up in any RPG. All the freedom to create your character almost encourages players to make characters that try to abuse the point system, tacking on flaws to reduce power costs, while trying to circumvent the negative effect of the flaw in some way. The "balance" in the system between powers is remarkable, considering the freedom given to character creation, and how insanely powerful some comic book villians can be. You can also faithfully recreate virtually any superhero or anime character if you wanted. Using a point build system, it allows for complete freedom to create and customize not just your character, but also their individual powers.