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Mutants And Masterminds- The GM's Resource

Mutants And Masterminds- The GM's Resource. Saturday, August 6, 2016. Tech Level would be a way of describing a world or campaign setting so the players know what kind of technology is appropriate, and which kind is not. This is taken for a large part off the GURPS wiki, but would fit into any campaign. Counting; oral tradition. Calculus; movable type. Mechanical calculators; telegraph. Electrical calculators; telephone and radio;. Mainframe computers; television. Personal computers; global networks.

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Mutants And Masterminds- The GM's Resource | d3mm2.blogspot.com Reviews
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Mutants And Masterminds- The GM's Resource. Saturday, August 6, 2016. Tech Level would be a way of describing a world or campaign setting so the players know what kind of technology is appropriate, and which kind is not. This is taken for a large part off the GURPS wiki, but would fit into any campaign. Counting; oral tradition. Calculus; movable type. Mechanical calculators; telegraph. Electrical calculators; telephone and radio;. Mainframe computers; television. Personal computers; global networks.
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1 tech level
2 timespan
3 signature technologies
4 stone age
5 prehistory and later
6 bronze age
7 arithmetic; writing
8 iron age
9 geometry; scrolls
10 medieval
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tech level,timespan,signature technologies,stone age,prehistory and later,bronze age,arithmetic; writing,iron age,geometry; scrolls,medieval,algebra; books,age of sail,industrial revolution,mechanized age,nuclear age,digital age,microtech age,robotic age
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Mutants And Masterminds- The GM's Resource | d3mm2.blogspot.com Reviews

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Mutants And Masterminds- The GM's Resource. Saturday, August 6, 2016. Tech Level would be a way of describing a world or campaign setting so the players know what kind of technology is appropriate, and which kind is not. This is taken for a large part off the GURPS wiki, but would fit into any campaign. Counting; oral tradition. Calculus; movable type. Mechanical calculators; telegraph. Electrical calculators; telephone and radio;. Mainframe computers; television. Personal computers; global networks.

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Mutants And Masterminds- The GM's Resource: Death Boons

http://d3mm2.blogspot.com/2016/06/death-boons.html

Mutants And Masterminds- The GM's Resource. Friday, June 17, 2016. Death Boons are a way of rewarding. Players for Character death. Usually this is a setback- having to create a new character, and as such, players will typically try to avoid having their characters die at all costs. This can lead to cowardly and overly-cautious actions on the part of the players (unless they're immune to death somehow), and teamwork starts to suffer. This happened as a result of a nat 1 on a saving throw. The PC retired ...

2

Mutants And Masterminds- The GM's Resource: February 2015

http://d3mm2.blogspot.com/2015_02_01_archive.html

Mutants And Masterminds- The GM's Resource. Saturday, February 7, 2015. Seasonal vs Episodic Content. One thing I still struggle with sometimes is trying to decide if the missions will be seasonal or episodic. For example, think Heroes. Every episode in Season 1 Heroes is really just one story that take hours to tell, it's basically a miniseries. But the design of each type of mission is very different. Most of the missions (if not all) are build ups. To the main encounter at the end of the season. I...

3

Mutants And Masterminds- The GM's Resource: Saying "Yes" to your Players, Changing the Campaign

http://d3mm2.blogspot.com/2016/04/saying-yes-to-your-players-changing.html

Mutants And Masterminds- The GM's Resource. Friday, April 15, 2016. Saying "Yes" to your Players, Changing the Campaign. Mutants and Masterminds is a broken system. There's no doubt about it. With ultimate mimics, time travellers, and PCs who can blast you through ESP from another planet, there can easily be characters that no villain can hope to defeat. You spend a lot of time saying "no" to your player. But the real challenge is in saying "yes" to your players. From Left to Right:. The simplest and mos...

4

Mutants And Masterminds- The GM's Resource: March 2014

http://d3mm2.blogspot.com/2014_03_01_archive.html

Mutants And Masterminds- The GM's Resource. Friday, March 14, 2014. The M&M Handbook does a good job talking about Extreme Heat/Cold, Various Levels of Gravity, and Atmospheric Conditions (including Vacuum). But what about your other weather Effects? Winds can range from negligible to hurricane force. They interfere with your ability to move around, disburse gasses, and can even knock you over. Rain or Snow is interesting as background. Once it becomes severe, it can cause further problems. In addition, ...

5

Mutants And Masterminds- The GM's Resource: The Beast Boy- Animal Superpowers

http://d3mm2.blogspot.com/2016/04/the-beast-boy-animal-superpowers.html

Mutants And Masterminds- The GM's Resource. Friday, April 22, 2016. The Beast Boy- Animal Superpowers. I've long thought shapeshifters to be a relatively weak character build, especially those keyed to animals. When you're taking the shape of other humans, or mimicking powers, your possibilites are unlimited, but I've rarely seen an animal shapeshifter be more than a gorilla or an eagle, or maybe a mouse. But perhaps I've not been fair. Or great leaping ability ( Fleas),. Can shoot blood from its eyes.

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Shadowrun House Rules: Cameras

http://shadowrund3.blogspot.com/2010/12/cameras.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Friday, December 31, 2010. Everything digital nowadays. But sometimes- just sometimes, the old way is better. Just like when sometimes bows are better than guns. Sometimes old school film cameras (including movie cameras) are better than their digital equivelants? And why is that? They have no intelligence or willpower, so any illusion.

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Shadowrun House Rules: Shadowrunner Motivations

http://shadowrund3.blogspot.com/2010/12/shadowrunner-motivations.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Tuesday, December 28, 2010. Everyone loves having a backstory. Few backstories really include motivations. Why does your shadowrunner do what he does? It's been pointed out that shadowrunning pays on par with day jobs (give or take) and is much more dangerous and expense-laden. (Though later missions will probably pay more! Perhaps you want to advance ...

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Shadowrun House Rules: Leadership

http://shadowrund3.blogspot.com/2010/12/leadership.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Thursday, December 30, 2010. Another one of those skills with limited (if any) direct use is leadership. So let's clean it up. A character with leadership may take the "commanding" roll in battle. At least once per turn he spends a complex action shouting out orders to his team. "Dave- shoot that guy", "Mark- unlock that door! This wastes an action for...

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Shadowrun House Rules: Magic Hazards

http://shadowrund3.blogspot.com/2011/01/magic-hazards.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Friday, January 7, 2011. A few magic hazards for your mage to keep on the lookout for. An astral being, a kind of spirit that exists only to feed and to destroy- the langolier seeks out any astrally percieving or projecting being and attacks it with a singleminded ferver. They cannot manifest, however they do have the. Or even the magic rating of mages...

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Shadowrun House Rules: How To Create a Workable Character

http://shadowrund3.blogspot.com/2010/12/how-to-create-workable-character.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Friday, December 10, 2010. How To Create a Workable Character. Shadowrun is fairly unique amongst my group's typical games. D&D, D20 modern. These have level systems. The character is assumed at least minimal growth in certain areas (saves, BAB, HP). The following skills are a must-have for. Sometimes you can rely on having one guy handle this stuff, b...

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Shadowrun House Rules: Friendship

http://shadowrund3.blogspot.com/2010/12/friendship.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Tuesday, December 7, 2010. Friendship is a suggested "flaw" to enhance team cohesion. Your character is good friends with another PC. (Both should have the flaw). You must make a willpower(4) check to go into any situation that screws your friend over (like ratting him out to the law, leaving him there to take the heat, etc). Any member involved in thi...

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Shadowrun House Rules: To Do List

http://shadowrund3.blogspot.com/p/to-do-list.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! The following is a list of posts I think would be interesting, but I either haven't gotten to them next or don't feel like getting that detailed into them. Maybe later. Extensive robot-creating rules for drones. A combination of Rigger Decker into one archtype system. System for how likely cops are to watch for you (based on severity of crimes).

shadowrund3.blogspot.com shadowrund3.blogspot.com

Shadowrun House Rules: Health and Personal Fitness Services

http://shadowrund3.blogspot.com/2011/01/health-and-personal-fitness-services.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Friday, January 7, 2011. Health and Personal Fitness Services. The concept was stolen from Paul's Health and Wellness page. But the overall treatments are mine. There are certain spas, mechanics, doctors, and other professionals who can provide people temporary boosts or optimizations. Patches O'Houllihan's Quickness Exercises. How to avoid being Traced.

shadowrund3.blogspot.com shadowrund3.blogspot.com

Shadowrun House Rules: Magic and the Mundane

http://shadowrund3.blogspot.com/2011/01/magic-and-mundane.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! Thursday, January 6, 2011. Magic and the Mundane. Magic costs 18-30 build points (or less with one of my alternates. That 30 build points could be used for 30 skill points, 15 attribute points, edges, etc. However, it soon becomes apparant during the course of the campaign that the mage trumps the mundane in every way. Because a mage can have higher st...

shadowrund3.blogspot.com shadowrund3.blogspot.com

Shadowrun House Rules: The Companies

http://shadowrund3.blogspot.com/p/companies.html

Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! Note- some old posts might get updated with new stuff, check often! A japanese magical research company. AA-rated. They work to discover mundane means for detecting and dealing with magical and spiritual threats. They are responsible for the PKE meter, the proton beam, slime sprayer, and several other techniques. As a company that battles spirits, spiritual defenses are usually high. This means astrally projecting ...

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Mutants And Masterminds- The GM's Resource

Mutants And Masterminds- The GM's Resource. Saturday, August 6, 2016. Tech Level would be a way of describing a world or campaign setting so the players know what kind of technology is appropriate, and which kind is not. This is taken for a large part off the GURPS wiki, but would fit into any campaign. Counting; oral tradition. Calculus; movable type. Mechanical calculators; telegraph. Electrical calculators; telephone and radio;. Mainframe computers; television. Personal computers; global networks.

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