[OOC] RTJ, Character Creation & House Rules.   Posted by Editor.Group: 0
 GM, 1 post
Sun 2 Apr 2017
at 04:46
[OOC] RTJ, Posting Standards and Character Creation
Welcome to The Justice League, a superhero game using the Mutants & Masterminds system, 3rd Edition, set in the DC Universe. This game will detail the rise of the DC Universe superheroes and their eventually cooperation to become The Justice League, famed heroes across the universe!

This game, as noted, uses the Mutants & Masterminds game system, 3rd Edition. A mechanically identical version titled DC Adventures (or DCA) was also published, the main difference being the art, and the setting described within. Either version is permissible. This game is set within a version of the DC Universe ("Earth-104") which will be better described below. I have a few house rules that will be listed down-thread.

Some errata (available from Green Ronin, the publisher of M&M):

http://freeronin.com/files/DCAHHerrata.pdf (Brings the DCA Handbook in line with the M&M 3e Hero's Handbook)

In your RTJ, I would like the following:
  • The existing DC Universe character you would like to play; Your selection does not need to be a member of the typical "Big Seven" (Supes, Diana , Bats, GL, J'onn, Flash, Aquaman), but please remember the goal of creating the League (so no Super-Jimmy-Olsen, or Hero!Joker, please).
  • A brief explanation of why you chose the character you did, including elements of the character you enjoy and things you'd like to explore with the character.
  • Your 'pitch' for your interpretation of the hero; I don't need a literal elevator pitch, and you don't need to surprise me. I just want to know the broad strokes of your character in this world. If you need clarification on this point, just say so.
  • An example statblock of a character from your proposed character's supporting cast your choice of Power Level 2-6, up to 15 points per Power Level This essentially serves as a system mastery check. Ticky-tacky accounting errors won't really count against you: I'm looking to see you can build something character-ful. Examples (from Marvel, to not take anyone's choice) would include Aunt May for Spidey, or Happy Hogan for Iron Man. If you need a suggestion, just ask.

Once you've got all that, I'll clarify anything I need to, and then (assuming all goes well) I'll probably send you a (very) short questionnaire to get a better idea for how to craft stories for your character. We'll hash out the details of your backstory up to this point, and of your particular power levels and point total.

This message was last edited by the GM at 21:52, Mon 17 Apr 2017.

 GM, 2 posts
Sun 2 Apr 2017
at 18:13
[OOC] RTJ, Posting Standards and Character Creation
Rules References


Basic Conditions
  • Compelled: A compelled character is directed by an outside force, but struggling against it; the character is limited to free actions and a single standard action per turn, with both types of action being chosen by another, controlling character. As usual, this standard action can be traded for a move action. Controlled supersedes compelled.
  • Controlled: A controlled character has no free will; the character’s actions each turn are dictated by another, controlling, character.
  • Dazed: A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.
  • Debilitated: The character has one or more abilities lowered below –5. (See Debilitated Abilities below.)
  • Defenseless: A defenseless character has active defense bonuses of 0. Attackers can make attacks on defenseless opponents as routine checks. If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit (see Critical Hits below). Defenseless characters are often prone, providing opponents with an additional bonus to attack checks (see Prone, later in this section).
  • Disabled: A disabled character is at a –5 circumstance penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Fighting Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.
  • Fatigued: Fatigued characters are hindered. Characters recover from a fatigued condition after an hour of rest.
  • Hindered: A hindered character moves at half normal speed (–1 speed rank). Immobile supersedes hindered.
  • Immobile: Immobile characters have no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions unless prohibited by another condition.
  • Impaired: An impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Fighting Impaired, Perception Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.
  • Normal: The character is unharmed and unaffected by other conditions, acting normally.
  • Stunned: Stunned characters cannot take any actions, including free actions
  • Transformed: Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful superhero is turned into an otherwise powerless mouse or frog (obviously based on considerably fewer power points)
  • Unaware: The character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
  • Vulnerable: Vulnerable characters are limited in their ability to defend themselves, halving their active defenses (round up the final value). Defenseless supersedes vulnerable.
  • Weakened: The character has temporarily lost power points in a trait. See the Weaken effect in the Powers chapter for more. Debilitated supersedes weakened.

Combined Conditions
   Combined conditions are sets of basic conditions tied to a common descriptor. They’re essentially a kind of “short-hand” for talking about a group of basic conditions that go together in a particular circumstance, much like a power is a collection of basic effects.
   The individual conditions making up a combined condition can be resolved individually. For example, if an effect that removes the dazed condition is used on a staggered character (who is dazed and hindered), then the character is no longer dazed, only hindered.
   Similarly, if an effect imposes a condition that supersedes part of the combined condition, only that part changes. So an effect that stuns a staggered character means the character is now stunned (superseding dazed) and hindered.
   Similarly, an effect that immobilizes a staggered character leaves the target dazed and immobile (superseding the hindered element of the combined condition).

  • Asleep: While asleep, a character is defenseless, stunned, and unaware. A hearing Perception check with three or more degrees of success wakes the character and removes all these conditions, as does any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance check.
  • Blind: The character cannot see. Everything effectively has full visual concealment from him. He is hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor.
  • Bound: A bound character is defenseless, immobile, and impaired.
  • Deaf: The character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character (see Surprise Attack). Interaction with other characters is limited to sign-language and lip-reading (see Interaction Skills).
  • Dying: A dying character is incapacitated (defenseless, stunned, and unaware) and near death. When the character gains this condition, immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, the character stabilizes, removing this condition. If the check fails, the character remains dying. Three or more total degrees of failure mean the character dies: so three failed Fortitude checks or one or two checks adding up to three degrees. Dying characters make a Fortitude check each round until they either die or stabilize. Another character can stabilize a dying character with a successful Treatment check (DC 15) or use of a Healing effect (see the Powers chapter).
  • Entranced: An entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank).
  • Exhausted: Exhausted characters are near collapse. They are impaired and hindered. Characters recover from an exhausted condition after an hour of rest in comfortable surroundings.
  • Incapacitated: An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
  • Paralyzed: A paralyzed character is defenseless, immobile, and physically stunned, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever.
  • Prone: A prone character is lying on the ground, receiving a –5 circumstance penalty on close attack checks. Opponents receive a +5 circumstance bonus to close attack checks but a –5 penalty to ranged attack checks (effectively giving the prone character total cover against ranged attacks). Prone characters are hindered. Standing up from a prone position is a move action.
  • Restrained: A restrained character is hindered and vulnerable. If the restraints are anchored to an immobile object, the character is immobile rather than hindered. If restrained by another character, the restrained character is immobile but may be moved by the restraining character.
  • Staggered: A staggered character is dazed and hindered.
  • Surprised: A surprised character is stunned and vulnerable, caught off-guard and therefore unable to act, and less able to avoid attacks.

Extra Effort

     Players can have their heroes use extra effort simply by declaring they are doing so. Extra effort is a free action and can be performed at any time during the hero’s turn (but is limited to once per turn).
     At the start of the turn immediately after using extra effort, the hero becomes fatigued. A fatigued hero who uses extra effort becomes exhausted and an exhausted hero who uses extra effort is incapacitated. If you spend a hero point at the start of the turn following the extra effort to remove the fatigue, the hero suffers no adverse effects. In essence, spending a hero point lets you use extra effort without suffering fatigue.

A hero using extra effort gains one of the following benefits:

Gain an additional standard action during your turn, which can be exchanged for a move or free action, as usual.

Perform one check with a bonus (+2 circumstance bonus) or improve an existing bonus to a major bonus (+5 circumstance bonus). This bonus can also negate a penalty (–2 circumstance penalty), allowing you to perform the check with no modifier, or reduce a major penalty from a –5 penalty to a –2 penalty.

Increase one of your hero’s power effects by +1 rank until the start of the hero’s next turn. Permanent effects cannot be increased in this way.

Temporarily gain and use an Alternate Effect (see Alternate Effect in the Powers chapter). The Alternate Effect lasts until the end of the scene or until its duration expires, whichever comes first. Permanent effects cannot be used for power stunts.

Gain an immediate additional resistance check against an ongoing effect. If you’re compelled or controlled, the fatigue from the extra effort doesn’t affect you until you’re free of the effect; this is so you can’t resist yourself to exhaustion as a way of avoiding being controlled!

Certain effects (see the Powers chapter) require extra effort to retry after a certain degree of failure. The extra effort merely permits another attempt to use the effect; it grants no other benefits.

Increase the hero’s speed rank by +1 until the start of the hero’s next turn.

Increase the hero’s Strength rank by +1 until the start of the hero’s next turn.

Hero Points

     Players begin each "Issue" with 2 Hero Points. Hero Points reset at the beginning of each Issue. When at all possible, a "Finale" alert will be given as an indication that the Issue is coming to an end. Ways of gaining hero points are discussed below.

Using Hero Points

     Unless otherwise noted, spending a hero point is a reaction, taking no time, and you can spend as many hero points as you have. You can spend hero points for any of the following:


You can “edit” a scene to grant your hero an advantage by adding or changing certain details. For example, a hero is fighting a villain with plant-based powers in a scientific lab. You deduce the villain may be weakened by defoliants, so you ask the GM if there are any chemicals in the lab you can throw together to create a defoliant. The Gamemaster requires a hero point to add that detail and says the right chemicals are close at hand. Now you just have to use them!
   How much players are allowed to “edit” circumstances is up to the Gamemaster, but generally hero points should not be allowed to change any event that has already occurred or any detail already explained in-game. For example, players cannot “edit” away damage or the effects of powers (hero points already allow this to a limited degree, see the following).
   The GM may also veto uses of editing that ruin the adventure or make things too easy on the players. This option is intended to give the players more input into the story and allow their heroes chances to succeed, but it shouldn’t be used as a replacement for planning and cleverness, just a way to enhance them.

You can spend a hero point to gain the benefits of one rank of a advantage you don’t already have until the end of your next turn (see the Advantages chapter). You must be capable of using the advantage and cannot gain the benefits of fortune advantages, only other types. If the advantage has any prerequisites, you must have them to gain the benefits of the advantage as a heroic feat.

One hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the hero point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend hero points on die rolls made by the GM or other players without the Luck Control effect (see the Powers chapter).


You can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players get from inspiration and how it manifests, but since hero points are a very limited resource, the help should be in some way significant.

You can spend a hero point to attempt to counter an effect used against you as a reaction. See Countering Effects in the Powers chapter for details.

You can spend a hero point to recover faster. A hero point allows you to immediately remove a dazed, fatigued, or stunned condition, without taking an action. Among other things, this option allows you to use extra effort (previously) without suffering any fatigue. Spending a hero point to recover also lets you convert an exhausted condition into a fatigued condition.

   In comic book stories, heroes often confront the villain(s) and deal with various setbacks. Perhaps the villain defeats or outwits them in the first couple scenes. Maybe one or more of the heroes have to overcome a personal problem. The villain may have a secret the heroes need to discover, and so forth. By the end of the story, the heroes have overcome these challenges and they’re ready to take on the villain.
   Mutants & Masterminds reflects this kind of story structure through the awarding of hero points. The heroes gain additional hero points as an adventure progresses. When the going gets tough, the heroes get tougher, because they get hero points to help them overcome future challenges.
   Heroes get hero points from complications, acts of heroism, and roleplaying.

Ranks & Measurements Table

–51.5 lb.1/8 second6 inches1/32 cft.
–43 lbs.1/4 second1 foot1/16 cft.
–36 lbs.1/2 second3 feet1/8 cft.
–212 lbs.1 second6 feet1/4 cft.
–125 lbs.3 seconds15 feet1/2 cft.
050 lbs.6 seconds30 feet1 cubic ft. (cft.)
1100 lbs.12 seconds60 feet2 cft.
2200 lbs.30 seconds120 feet4 cft.
3400 lbs.1 minute250 feet8 cft.
4800 lbs.2 minutes500 feet15 cft.
51,600 lbs.4 minutes900 feet30 cft.
63,200 lbs.8 minutes1,800 feet60 cft.
73 tons15 minutes1/2 mile125 cft.
86 tons30 minutes1 mile250 cft.
912 tons1 hour2 miles500 cft.
1025 tons2 hours4 miles1,000 cft.
1150 tons4 hours8 miles2,000 cft.
12100 tons8 hours16 miles4,000 cft.
13200 tons16 hours30 miles8,000 cft.
14400 tons1 day60 miles15,000 cft.
15800 tons2 days120 miles32,000 cft.
161,600 tons4 days250 miles65,000 cft.
173.2 ktons1 week500 miles125,000 cft.
186 ktons2 weeks1,000 miles250,000 cft.
1912 ktons1 month2,000 miles500,000 cft.
2025 ktons2 months4,000 miles1 million cft.
2150 ktons4 months8,000 miles2 million cft.
22100 ktons8 months16,000 miles4 million cft.
23200 ktons1.5 years32,000 miles8 million cft.
24400 ktons3 years64,000 miles15 million cft.
25800 ktons6 years125,000 miles32 million cft.
261,600 ktons12 years250,000 miles65 million cft.
273,200 ktons25 years500,000 miles125 million cft.
286,400 ktons50 years1 million miles250 million cft.
2912,500 ktons100 years2 million miles500 million cft.
3025,000 ktons200 years4 million miles1 billion cft.

This message was last edited by the GM at 20:35, Tue 04 Apr 2017.

 GM, 3 posts
Mon 3 Apr 2017
at 05:28
[OOC] RTJ, Posting Standards and Character Creation

Character creation is as described in the core book, with one large exception

House Rules

No Power Level: This house-rule is involved, and requires a level of maturity and trust between Gamemaster and player. It also requires a lot of communication.

     Characters built with this house rule do not have a Power Level, and thus no Power Level Caps. With that removed, deciding where your traits should be comes down to Benchmarks. Each trait, each bonus, each rank, should be carefully considered against a set of benchmarks and the ranks & measures table that represent the standards of the world.

This message was last edited by the GM at 03:37, Fri 21 Apr 2017.

 GM, 4 posts
Tue 4 Apr 2017
at 20:21
[OOC] RTJ, Posting Standards and Character Creation
Ability Benchmarks:
    When comparing your Abilities to these Benchmarks, be sure to include any Powers that add to your natural abilities, such as the Enhanced Trait effect.
    Also consider the Strength and Power uses of Extra Effort could temporarily add to your rank in an Ability.
    The Dexterity and Fighting Abilities doesn't truly chart to this table, and should instead be added to the Ranged Attack/Close Attack Advantages, and the Close and Ranged Combat skills, and compared to the skill bonus benchmarks.

-5The Disabled Condition; Completely Inept
-4Weak; Infant
-3Young Child
-2Child or Aging; Impaired
-1Below Average; Teen
0Average Adult
1Above Average
2Well Above Average
4Highly Gifted
5Best in a Nation; Olympic-Level
6One of the best in the World; Gold-Medal
7"Peak Human Ability"; Theoretically a step above anyone in the real world, but still possible
8, 9Low Superhuman
10-12Moderate Superhuman
13, 14High Superhuman
15-19Very High Superhuman

Skill Benchmarks

When assessing skill benchmarks, be sure to include all modifiers. The numbers below reflect  the total bonus, not just your skill rank.
     In the following table, Bonus is the total skill bonus, Description is the level of mastery or skill that bonus implies, Routine Feat is an example of the kind of feats that bonus can achieve as a Routine Check.

BonusDescriptionRoutine Feat
-5Disabled; Severely Injured with no trainingClimb a knotted rope under no pressure (Easy Climbing DC 5)
0An average person with no trainingShoot an inanimate target at short range w/o aiming (Average Ranged Combat DC 10)
+5A highly-trained average person, or a gifted student with basic trainingLand a punch on an experienced fighter (Tough Close Combat DC 15), Disarm an explosive (DC 15 Technology)
+10Olympic-Level Physique plus intense training, or dedicated world-class trainingWalk a tightrope (DC 20 Acrobatics), Disarm corporate security systems (Technology DC 20)
+15Life-Long Training and conditioning, Superhuman learningHit a man-sized target with a bow at 300ft through a narrow gap in pitch darkness. (Ranged Combat DC [10 with a -15 penalty])
+20Decades of training and experience, combined with natural talent or superhuman abilityBe as good as Lady Shiva (DC 30 Close Combat), Successfully analyze evidence at 3-day-old, outdoor crime scene that has been heavily disturbed (Investigate DC 30)
+25Superhuman ability combined with professional trainingFall 100 ft without harm (Acrobatics DC 35), Convince security guards to let you through without ID or any proof (Deception DC 35)
+30Superhuman ability and decades of experienceDesign and build a submarine in 9 days by yourself (Technology DC 40), Leap 40 feet with a running start (Acrobatics DC 40), Hit an inch-wide target with an arrow from 300ft away with a broken arm while blindfolded during whipping winds. (DC 40 Ranged Combat)

Damage Benchmarks

When figuring out your Damage effects, consult this chart for a basic idea of scale.

Damage Rank (DC)Description
0 (15)Average Adult Throwing a Punch
1 (16)Average Adult with Brass Knuckles
2 (17)Average Adult w/ a billy club or nightstick
3 (18)9mm Pistol, Average adult with sword
4 (19).45 Pistol
5 (20)Shotgun to the chest, Grenade blast
7 (22)3RB from Assault Rifle
10 (25)Rocket Launcher, Tank Cannon
11+ (26+)Military-Grade explosives and kinetic weapons

Toughness Benchmarks

The Toughness ranks of various materials/items, for reference.

0An inch of soil, skin, paper
1An inch of Glass, ice, rope
3A wooden fence
5Inch-thick Stone slab
7Brick Wall
8A car
9Inch of steel plating
10Fighter jet armor
12Tank or APC plating
15Inch of titanium

This message was last edited by the GM at 05:10, Sun 16 Apr 2017.