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MisterB's House Rules: Hit Point variation for MNM
MisterB's House Rules: Hit Point variation for MNM
Last edited by MisterB on Fri Jul 07, 2017 10:07 pm, edited 1 time in total.
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Elder Scrolls in 5th edition : Races/Birthsign
Elder-scrolls Races
Reference Material for the Gods: http://elderscrolls.wikia.com/wiki/Pantheons_of_Tamriel
Altmer
Ability Adjustments: +2 to Intelligence, and +1 Wisdom
Racial Traits: Resistance (Disease), Mental Strength (+2 to saves to resist magical forms of Paralysis), Magically Gifted (May cast the chromatic orb spell, once per day. Based on your Intelligence)
Proficiencies: Arcane
Gods: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, and Phynaster.
Argonian
Ability Adjustments: +2 Dexterity, +1 Intelligence
Racial Traits: Resistance (Disease), Immunity (Poison), Amphibious ( Can breath underwater), Hist Born (Once per day, The Argonian can cast cure wounds on themselves)
Proficiencies: Athletics
Gods: The Hist
Bosmer
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Resistance (Disease), Fortified (Advantage on saves to resist Poisons), Can cast Speak with Animals, once per day.
Proficiencies: Long Bows, Short Bows, Crossbows.
Gods: Aur-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode.
Breton
Ability Adjustments: +1 Intelligence and Wisdom
Racial Traits: Dragon Skin (May cast the shield or mage armor spell, once per day )
Proficiencies: Arcane, or Performance
Gods: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster
Dunmer
Ability Adjustments: +2 Dexterity, +1 Strength
Racial Traits: Resistance (Fire), Ancestors Guardian (Once per day, a Dunmer can cast the Spirit Guardian spell. Treat Wisdom as the governing ability)
Proficiencies: Arcane or History
Gods: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerebar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon
Imperial
Ability Adjustments: +1 Charisma, (+1 constitution if of colovian descent; or +1 Intelligence if of Nibenese Descent)
Racial Traits: Star of the West (Advantage to resist fatigue effects), Voice of the Emperor (Can cast Enhanced Ability – Charisma, once per day)
Proficiencies: Persuasion
Gods: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman
Khajiit
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Dark Sight, Cat fall (advantage on acrobatics checks), Natural Weapons (Claws do 1d4 damage)
Proficiencies: Athletics
Feat: Athlete
Gods: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rejhin, Baan Dar, Azurah, Sheggorath
Nord
Ability Adjustments: +1 to strength and constitution
Racial Traits: Resistance (cold), War cry (As a move action you can shout, forcing Foes to make a wisdom save against a Difficulty of 10 + the players charisma score. Failure , forces the the foe to be shaken, making their attack rolls for the next 2 rounds to be at a disadvantage. This power effects any foe within 30 feet , in the direction that the Nord faces; This power can be used once per day).
Proficiencies: Intimidate
Feats: Tough
Gods: Shor, Tsun, Stuhn, Kyne, Mara, Dibella, Orkey, Alduin , Ysmir, Talos, Herma-Mora.
Orsimer
Ability Adjustments: +2 Constitution, +1 Strength or Dexterity
Racial Traits: Ferocity (Once per day, the Orsimer can strike with ferocious might. Adding its hit-dice onto the total damage done)
Proficiencies: Smithing Tools.
Feats: Weapon Master
Gods: Malacath
Redguard
Ability Adjustments: +1 Constitution and +1 Agility
Racial Traits: Resistance (Poisons), Adrenaline Rush (once per day the redguard can activate this as a free action. When activated they have Resistance to Fatigue based effects, and gain their level x 2 in hit points, and can Dash unhindered for 6 rounds)
Proficiencies: Scimitar,
Feat: Martial Adept.
Gods: ~
Determine your Birthsign
Next you roll for your character's Birthsign, choose the charge of the warrior, mage or thief, and then rolling a d8 on the appropriate table.
Roll Warrior Sign------------Mage Sign-----------Thief Sign
1-2 The Warrior------------The Mage------------The Thief
3-4 The Lady-------------The Apprentice---------The Lover
5-6 The Steed-------------The Atronach----------The Shadow
7-8 The Lord----------------The Ritual------------The tower
The Warrior
Benefit: Gain the Weapon Master Feat.
The Lady
Benefit: +1 Charisma, and 2 additional Hit points.
The Steed
Benefit: +1 Dexterity, and the Mobile Feat.
The Lord
Benefit: Gain the durable Feat
The Mage
Benefit: May cast one extra first level spell, or two extra cantrip level spells per day.
The Apprentice
Benefit: May cast one extra second level spell, or two first level spells per day.
The Atronach
Benefit: Can cast the Enhance Ability (Constitution or strength) spell twice per day.
The Ritual
Benefit: Choose one of three powers at the Beginning of each game session, which is castable once per day. Cure Wounds, Healing Word, or Shield of Faith.
The Thief.
Benefit: Gain the Feat, Alert.
The Lover.
Benefit: Gain +1 to Dexterity and Charisma.
The Shadow.
Benefit: +1 Wisdom, and may cast the Invisibility spell once per day.
The Tower
Benefit: +1 Wisdom, May cast the Knock spell once per day.
Reference Material for the Gods: http://elderscrolls.wikia.com/wiki/Pantheons_of_Tamriel
Altmer
Ability Adjustments: +2 to Intelligence, and +1 Wisdom
Racial Traits: Resistance (Disease), Mental Strength (+2 to saves to resist magical forms of Paralysis), Magically Gifted (May cast the chromatic orb spell, once per day. Based on your Intelligence)
Proficiencies: Arcane
Gods: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, and Phynaster.
Argonian
Ability Adjustments: +2 Dexterity, +1 Intelligence
Racial Traits: Resistance (Disease), Immunity (Poison), Amphibious ( Can breath underwater), Hist Born (Once per day, The Argonian can cast cure wounds on themselves)
Proficiencies: Athletics
Gods: The Hist
Bosmer
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Resistance (Disease), Fortified (Advantage on saves to resist Poisons), Can cast Speak with Animals, once per day.
Proficiencies: Long Bows, Short Bows, Crossbows.
Gods: Aur-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode.
Breton
Ability Adjustments: +1 Intelligence and Wisdom
Racial Traits: Dragon Skin (May cast the shield or mage armor spell, once per day )
Proficiencies: Arcane, or Performance
Gods: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster
Dunmer
Ability Adjustments: +2 Dexterity, +1 Strength
Racial Traits: Resistance (Fire), Ancestors Guardian (Once per day, a Dunmer can cast the Spirit Guardian spell. Treat Wisdom as the governing ability)
Proficiencies: Arcane or History
Gods: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerebar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon
Imperial
Ability Adjustments: +1 Charisma, (+1 constitution if of colovian descent; or +1 Intelligence if of Nibenese Descent)
Racial Traits: Star of the West (Advantage to resist fatigue effects), Voice of the Emperor (Can cast Enhanced Ability – Charisma, once per day)
Proficiencies: Persuasion
Gods: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman
Khajiit
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Dark Sight, Cat fall (advantage on acrobatics checks), Natural Weapons (Claws do 1d4 damage)
Proficiencies: Athletics
Feat: Athlete
Gods: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rejhin, Baan Dar, Azurah, Sheggorath
Nord
Ability Adjustments: +1 to strength and constitution
Racial Traits: Resistance (cold), War cry (As a move action you can shout, forcing Foes to make a wisdom save against a Difficulty of 10 + the players charisma score. Failure , forces the the foe to be shaken, making their attack rolls for the next 2 rounds to be at a disadvantage. This power effects any foe within 30 feet , in the direction that the Nord faces; This power can be used once per day).
Proficiencies: Intimidate
Feats: Tough
Gods: Shor, Tsun, Stuhn, Kyne, Mara, Dibella, Orkey, Alduin , Ysmir, Talos, Herma-Mora.
Orsimer
Ability Adjustments: +2 Constitution, +1 Strength or Dexterity
Racial Traits: Ferocity (Once per day, the Orsimer can strike with ferocious might. Adding its hit-dice onto the total damage done)
Proficiencies: Smithing Tools.
Feats: Weapon Master
Gods: Malacath
Redguard
Ability Adjustments: +1 Constitution and +1 Agility
Racial Traits: Resistance (Poisons), Adrenaline Rush (once per day the redguard can activate this as a free action. When activated they have Resistance to Fatigue based effects, and gain their level x 2 in hit points, and can Dash unhindered for 6 rounds)
Proficiencies: Scimitar,
Feat: Martial Adept.
Gods: ~
Determine your Birthsign
Next you roll for your character's Birthsign, choose the charge of the warrior, mage or thief, and then rolling a d8 on the appropriate table.
Roll Warrior Sign------------Mage Sign-----------Thief Sign
1-2 The Warrior------------The Mage------------The Thief
3-4 The Lady-------------The Apprentice---------The Lover
5-6 The Steed-------------The Atronach----------The Shadow
7-8 The Lord----------------The Ritual------------The tower
The Warrior
Benefit: Gain the Weapon Master Feat.
The Lady
Benefit: +1 Charisma, and 2 additional Hit points.
The Steed
Benefit: +1 Dexterity, and the Mobile Feat.
The Lord
Benefit: Gain the durable Feat
The Mage
Benefit: May cast one extra first level spell, or two extra cantrip level spells per day.
The Apprentice
Benefit: May cast one extra second level spell, or two first level spells per day.
The Atronach
Benefit: Can cast the Enhance Ability (Constitution or strength) spell twice per day.
The Ritual
Benefit: Choose one of three powers at the Beginning of each game session, which is castable once per day. Cure Wounds, Healing Word, or Shield of Faith.
The Thief.
Benefit: Gain the Feat, Alert.
The Lover.
Benefit: Gain +1 to Dexterity and Charisma.
The Shadow.
Benefit: +1 Wisdom, and may cast the Invisibility spell once per day.
The Tower
Benefit: +1 Wisdom, May cast the Knock spell once per day.
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Using a Hitpoint system for MNM
Converting M&M damage to a variable system
(First Draft)
I remember a long time ago, I had a system for changing the system of Mutants and Masterminds, into a Hit Point system. So I sat down and dusted it off and stream lined it for 3rd edition.
Hit Points
FORMULA: 10 + ( (4+STA) x PL)
So a starting PL 6 character, with a Stamina of 2, would have on average 40 hit points)
Any power that increases the players Mass, adds 4 hit points for every rank. Powers that reduce Mass, reduce the players hit points by 4 for every rank.
The Attack Roll
A critical hit will bypass normal damage resistance, but not impervious damage resistance. Pretty much only the ranks of Impervious apply against the attack. Plus the player may opt to create a rank (Fighting) effect to simulate hitting a vital part of the body. This can be an affliction, Dazzle, or weaken , to name a few.
Damage
Armor provides damage resistance based on its original protection rank. So chain mail armor provides 3 points of damage resistance. Plate-mail provides 6 points of damage resistance. Their is no damage resistance offered by Stamina.
Impervious: Each rank of Impervious adds onto the normal damage resistance provided by armor.
Melee : Damage Dice + Strength Bonus in damage.
Ranged: Damage Dice + Dexterity Bonus in damage.
Option: Superior Force: In this option if you gain an additional bonus to damage for every rank above 5. So a Strength or Dexterity of 6, adds 7 hitpoints onto the damage.
Penetrating adds its rank onto the damage done.
(First Draft)
I remember a long time ago, I had a system for changing the system of Mutants and Masterminds, into a Hit Point system. So I sat down and dusted it off and stream lined it for 3rd edition.
Hit Points
FORMULA: 10 + ( (4+STA) x PL)
So a starting PL 6 character, with a Stamina of 2, would have on average 40 hit points)
Any power that increases the players Mass, adds 4 hit points for every rank. Powers that reduce Mass, reduce the players hit points by 4 for every rank.
OPTION: Superior Stamina. For those with super human stamina, generally a rank of 5 or greater. The player still uses the same formula above, but gain a flat bonus of hit points to add to his total.
6 STA is +3 hit points.
7 STA is +6 hit point.
8 STA is +9 Hit points.
9 STA is +12 Hit Points.
Natural Healing: A player recovers 1 Hit point for every 2 hours of rest, maximum of 8 for a full 24 hours rest.
Regeneration works by healing 1 hit point over a period of time, based on the ranks in the power.
Medicine Skill: Medicine provides a flat heal of 4 hit points. However each degree of success adds another 4 hit points healed.
Healing: Powers that heal will use weapon damage rank table listed below for their effectiveness.
The Attack Roll
A critical hit will bypass normal damage resistance, but not impervious damage resistance. Pretty much only the ranks of Impervious apply against the attack. Plus the player may opt to create a rank (Fighting) effect to simulate hitting a vital part of the body. This can be an affliction, Dazzle, or weaken , to name a few.
The Degree's of Success on the attack roll , has an additional effect on top of just damage.
1 degree: +3 damage, Target is dazed until the end of the next turn.
2 degree's: +6 damage, target is staggered and remains until it can be recovered.
3 degree's: +9 damage, target is incapacitated.
Damage
Armor provides damage resistance based on its original protection rank. So chain mail armor provides 3 points of damage resistance. Plate-mail provides 6 points of damage resistance. Their is no damage resistance offered by Stamina.
Impervious: Each rank of Impervious adds onto the normal damage resistance provided by armor.
Melee : Damage Dice + Strength Bonus in damage.
Ranged: Damage Dice + Dexterity Bonus in damage.
Option: Superior Force: In this option if you gain an additional bonus to damage for every rank above 5. So a Strength or Dexterity of 6, adds 7 hitpoints onto the damage.
Penetrating adds its rank onto the damage done.
Weapon Damage Ranks/Damage Power
0 = 1d2, 1 = 1d4, 2 = 1d6, 3 = 1d8/2d4, 4 = 1d10, 5 = 1d12/2d6, 6 = 2d8, 7 = 2d10, 8 = 2d12, 9 = 3d8, 10 = 3d10
Power/Spell Damage Ranks
For Simplicity Sake, attacks do 1d6 damage per rank they possess. Reducing this to a d4 is a -1 Limitation , Increasing this to a d8 is a +1 Extra, and increasing this to d10 is a +2 Extra. And a d12 is a +3 Extra.
Last edited by MisterB on Wed Nov 01, 2017 4:50 pm, edited 3 times in total.
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Re: Using a Hitpoint system for MNM
Is that 10 + (((4+STA)*PL)) or 10 + ((4+(STA*PL))?
Using your example 10 + (((4+2)*6)) = 46 and 10 + ((4+(2*6)) = 26
If we use the first equation, and a STA of 1 instead of 2, then we get 40.
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Re: MisterB's House Rules: Hit Point variation for MNM
It's the first
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