Mutants Masterminds 3e

for Nexus

Character Creation

Power Level

Base Power Level for a character is AB+7. Half levels reduce the amount of extra Mythic tier that needs to be purchased to increase PL.

The player character with the highest PL in play gets one Hero Point at the start of play while other characters receive more based on the difference in PL.

Nexus Racial Package (base 50)

  • Base Abilities: STR 1; STA 1; AGL 1; DEX 1; PRE 0; AWE -1; FGT 0; INT 2
  • Shadowwalking (Dimensional movement)
  • Extended Lifespan (immunity aging)
  • Reality Alteration (Luck 3 as Hero Points)
  • Sense Reality Disturbance (Extended Awareness)
  • Nexian Language (Comprehend)
  • Benefit: Mythic
  • Defensive Roll 3 (max PL/2)
  • Hard to Kill
  • Improved Critical Unarmed (Improved Unarmed Combat Feat)
  • Ranged Attack FGT/2(d)

Trump Novice (11pp)

  • Trump Contact
  • Trump Travel
  • Mental Assault (AE: Mental Strike)

Masterfinder Conversion

Ability Scores

Read the bonus as the M&M3e ability score

  • STR = STR bonus
  • DEX & AGL = DEX bonus
  • STA = CON bonus
  • FGT & Parry = Rank of BAB-7
  • INT = INT bonus
  • AWE = WIS bonus
  • PRE = CHA bonus
  • Fortitude = Rank of FOR-7
  • Dodge = Rank of REF-7
  • Will = Rank of WIL-7

Skills

Average the Rank (1/2 or less rounds down) of the skills then subtract 3 for the final skill bonus.

  • Acrobatics = Acrobatics Rank-3
  • Athletics = Acrobatics, climb, swim (3 or just climb/swim 2)
  • Computer = Disable Device + Eng (2)
  • Culture = History, Local, Nobles, Religion, Linguistics (highest 3)
  • Deception = bluff
  • Engineering = Eng
  • Insight = sense motive
  • Intimidation
  • Investigation
  • Life Science = Dungeon, Craft, Nature (3 or Dung/Nature 2)
  • Medicine = heal
  • Mysticism= Use magic device, spellcraft, planes, arcana/psionics (best 3)
  • Perception
  • Performer
  • Persuasion = diplomacy
  • Physical science = eng & geography (2)
  • Professional = craft, Artisan (best)
  • Sleight of hand = disable device & sleight of hand (2)
  • Stealth
  • Survival = survival & handle animal
  • Tradesman = professional
  • vehicles = fly & ride (2)

Feats & Class Abilities

  • Blindfight – precise attack (close/concealment)
  • Cleave – Takedown (Takedown 2 for extra cleave feats)
  • Combat Expertise - Defensive Attack
  • Danger Sense (rogue) – second chance traps/ambush
  • Dodge - +1 Dodge
  • Endurance – Great Endurance
  • Improved Unarmed Strike – Improved Critical Unarmed
  • Power Attack - Power Attack
  • Skill Combo – Skill Mastery in both or treat as Skill Focus if M&M3e uses them as the same skill
  • Skill Focus – Skill Mastery & Ultimate Effort
  • Spell Casting (class) - determine CL (1:1; 2:3; 1:2 by class); determine max SL castable; determine spell known or per day or spell/power points/2
    • Max spell PP - (Rank of CL)*2
    • Number of Slots - (Rank of SL)/2; gain one slot of max PP and additional slots reduced cumulatively in PP based on max PP/slots
    • Number of AE - (Rank of spells known)/2; breaking slots costs an AE
  • Spring Attack - Move-by Attack
  • Toughness – Ultimate Effort TOU saves
  • Vital Strike – multi attack 1/2 STR (min 2)+2/STR+2/+2 per + Variable 2 (all attacks)
  • Whirlwind Attack - Takedown

Mythic Abilities

  • Absorb Blow -
  • Fast Healing -
  • Fleet Charge - reaction effect as a free action (so on your turn) costing a fatigue level to gain moveby attack, Quickness 1, Speed of your Move, and accurate 1 (breaking PL) penetrating damage of STR+3 limited to the actual attack used (ranged or melee)
  • Fleet Warrior - like vital strike (stacks) (adds Multiattack)
  • Impervious Body -
  • Impossible Speed - move action to activate +1 Speed for an hour
  • Legendary Champion - free Reaction attack of Damage STR+3 when you miss a non-Mythic opponent with an attack and gain a HP when you confirm a critical hit once per round max
  • Mythic Endurance
  • Mythic Toughness - like Toughness (Ultimate Effort: TOU checks) plus convert up to 5 Toughness to Impervious
  • Penetrating Damage - Feature to overcome various DR's
  • Shrug it Off -
  • True Defender -

Conveniences

Halve points in existing static pool(d) to determine the Benefit Rank; zero points can be taken as a Complication if desired to be below "average"

  • Trumps = Better Trump Deck (zero points could be be Power Loss)
  • Resources = Wealth (as compared to Lifestyle) (zero points could be poor or even destitute) (0=Paycheck-to-paycheck; 1=Stability; 2=Security; 3=Freedom; 4=Abundance; 5=Over-abundance)
  • Lifestyle = Lifestyle (zero points could be squatter or even homeless) (0=Low; 1=Middle; 2=High; 3=Luxury; 4= ; 5=)
  • Connections = for each Rank gain one of: Well Informed, Connected, Connections, Second chance on all applicable rolls, or Ultimate Effort on all applicable rolls
  • Influence = Renown Ranks (maybe Fame/Reputation Complication)
  • Gear = specific thing like equipment or HQ
  • Sidekick/Henchmen/minions = sidekick/minions
  • Mentor = mentor ranks (PL not AB)
  • Status = Status ranks
  • Cipher = Cipher ranks
  • Planes = Personal Realm
  • Hearthstone = Eternity Shard

New Powers

  • Mythic Tier (max 5) 8 points/Rank (may be purchased Tainted) - each Rank adds 0.5 AB to the character to determine base PL. Each rank also adds +3 Taint Gain, and each Rank over 2 adds +1 Taint.

Rules Changes

  • Impervious is 1:1 (as M&M2e)
  • 1 = +2; 2=+5; 3=+9; 4=+14; 5=+20

Advancement

Every 5 points earned you may:

  • Save your points (any amout from 0-5)
  • Improve any skill Rank by 1 (always 1/2 point per)
  • Purchase Advantages or increase an Advantage 1 Rank (almost always 1/per)
  • Raise a Save 1 Rank (almost always 1/per)
  • Increase a Power by 1 Rank (varies alot)
  • Increase a Defense 1 Rank (almost always 1/per)
  • Purchase a new Power at up to 1/2 PL Rank (variable)
  • Purchase AE's for Powers (always 1/per)
  • Raise an Ability (almost always 2/per) (max 1/2 PL or pay a premium of cost as Rank+1)
  • Remove temporary Taint 1:1

Taint

Nexites have the power to interfere with the flow of reality, but this power can have a cost, which is represented by Taint. As Nexites grow in power or abuse their power they increase their Taint score, which is measured 0-10. For every PL past 11 a character gains +1 Taint automatically. For every level of Mythic Tier purchased past 2, a character gains +1 Taint automatically. Characters may purchase some powers at 1/2 cost (after all limits/advantages/ranks) for +1 Taint per such power.

Taint Score Aberrations Social DC Taint Gain
0 0 0 0
1 0 0 1
2 0 +2 2
3 0 +2 3
4 1 (low severity) +5 4
5 2 (low severity) +5 5
6 3 (medium severity) +9 6
7 4 (medium severity) +9 7
8 5 (high severity) +14 8
9 6 (high severity) +14 9
10 7 (high severity) +20 10
10+ character is an NPC

Temporary Taint

In addition to the Taint score (which is considered permanent Taint), each character accumulates temporary taint, which is also tracked 0-10. At 10 points of temporary taint, the score rolls over to 0 and the character gains a point of permanent Taint.

Taint Triggers

At the end of each session save (will or for) against 10 + triggers + Taint gain mod; gain or lose temp taint equal to DoS (10 temp = 1 Perm Taint)

Triggers are earned for:

  • Nexites in need of Hero Points may gain them at the cost of gaining a taint trigger. Each point after the first doubles the amount of trigger earned in this category (not cumulative).
  • Pushing beyond heroic effort
  • succumbing to mental disorders
  • breaking a reality's laws/limits
  • rolling a 1 or 20 when using a power not in sync with a given reality
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