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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_mutantsandmasterminds.png]]
2
3A tabletop RPG from Creator/GreenRonin Publishing, ''Mutants & Masterminds'', also known as ''[[FanNickname M&M]]'', describes itself as "The World's Greatest [[SuperHero Superhero]] Role-Playing Game." Creator/DCComics sure seemed to think so. The game uses a heavily modified version[[note]]So heavily modified that it is now legally ''not'' a version[[/note]] of the MediaNotes/D20System from ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons 3rd Edition]]'', and its [[PointBuildSystem point-buy character creation system]] is designed to allow players to create just about any character they can think of. In fact, the "Roll Call" section of [[https://web.archive.org/web/20200516023936/http://www.atomicthinktank.com/ the Atomic Think Tank]], the official ''Mutants & Masterminds'' forum, contains fan-submitted stats for [[UltimateShowdownOfUltimateDestiny pretty much every fictional character that's ever existed]], from ComicBook/{{Superman}} to ''Franchise/SailorMoon'' to [[Franchise/ScoobyDoo Shaggy Rogers]][[note]]Even JustForFun/TropeTan[[/note]].
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5Creator/GreenRonin also published ''DC Adventures'', a licensed [[TabletopGames RPG]] based on Franchise/TheDCU and using the 3rd edition of the ''M&M'' rules.
6
7The [[TabletopGame/FreedomCity Freedom City 'verse]] is the default setting for ''M&M'' (and the place for FC-specific tropes).
8----
9!! This game provides examples of:
10* AcceptableBreaksFromReality: The core book even points out how many things like [[RequiredSecondaryPowers realistic consequences of certain powers]] or [[SurprisinglyRealisticOutcome logistical concerns like keeping track of ammo, vehicle fuel, or monetary cost of equipment]] are often [[HandWave Hand Waved]] in favor of having [[RuleOfFun fun]] in a setting that runs on SuperheroTropes and RuleOfCool.
11* AllAccessibleMagic: Anyone can buy a Feat (later renamed an Advantage) called Ritualist, which permits the casting of lengthy spells that demand props and ingredients, but only the very special people have superpowers that allows them to use magic easily and instantly.
12* AlliterationAndAdventurers: ''Mutants & Masterminds'', along with 2E supplements ''Wizards & Warlocks'' and ''Mecha & Manga'', feature ''TabletopGame/DungeonsAndDragons''-style names, with an occasionally teased supplement for teen comics to be named ''Hunks & Heartbreakers''.
13* AsLethalAsItNeedsToBe / AlmostLethalWeapons: Sometimes the lethal weapon is lethal, sometimes not depending on drama. The former covers the minion rule in that whether you get killed depends on who you are.
14* ArtisticLicenseLaw: One of the sourcebooks "Crooks!" has an optional rule where you can determine the result of a villain's trial with a single d20 roll, with modifiers based on how bad the crime was, [[ScrewTheRulesIHaveMoney how rich they are]], and more. The designers admit this isn't very realistic but point out that [[RuleOfFun a realistic trial system would likely be pretty boring.]]
15* BadassNormal: The system is designed to ensure that these can compete. It comes from making the game mechanics generic. So your ranged damage +10 ability could be described as heat vision or an electrified batarang. The system doesn't care.
16* TheBadGuyWins: The book "Crooks" has rules for if this happens, which basically allows the villain to spend "villain points" to make the world DarkerAndEdgier
17* ChangingClothesIsAFreeAction: If you have the right feat or power.
18* CharacterLevel: "Power Level" (not to be confused with PowerLevels), though they don't mean quite the same thing as in other MediaNotes/{{d20|System}}-derived games. "Power Points" are what actually increase your character's abilities -- Power Level only restrict how you can spend your points (e.g., adding up the strength of your attack and its accuracy together cannot exceed your PL times two, so you can't raise one sky-high without sacrificing the other; same goes for pairing up several kinds of defences with each other).
19* CharmPerson: Essentially the effect of using the Love aspect of Emotion Control.
20* ClassAndLevelSystem: [[AvertedTrope Averted]]. Both the core rulebook and most of the supplements include templates for popular character archetypes, but they are mostly intended to speed up character generation.
21* ComicBookTropes: Most of these are assumed to be in effect by default.
22* CompetitiveBalance: The tradeoff mechanic allows for characters of the same Power Level to perform differently, allowing for generalized JackOfAllStats characters or specialized characters that make tradeoffs such as [[PowerfulButInaccurate sacrificing accuracy for the sake of raw power]]. Since offense and defense are nearly always evenly balanced with respect to one another and speed is not factored into the tradeoff system, however, archetypes common in other systems such as the GlassCannon and the FragileSpeedster are nearly always {{averted}}.
23* CriticalHit: M&M has them, as one of the holdovers from its D20 roots.
24* DarkerAndEdgier: The 2nd edition core rulebook includes variant rules for this variant playstyle.
25* DamageTyping: "Lethal" and "Nonlethal." Under the default rules, all damage is assumed to be the latter unless specifically stated otherwise, but all attacks can inflict either type. The third edition does away with this distinction, treating all damage as nonlethal until it is directed at a character that is already incapacitated.
26* DistractedByTheSexy:
27** In the supplement about Japanese media ''Mecha & Manga'', there's a feat called "Distracting Looks" that allows your character to provoke this reaction to reduce targets' effectiveness with social skills.
28** Both Second and Third Edition provide the "Attractive" feat/advantage, which provides a bonus to Deception and Persuasion checks when interacting with someone who might find your looks appealing, as well as the Fascinate feat/advantage that allows the player to make skill checks to hold someone's attention.
29* DumpStat: Every Ability score except Constitution (see OneStatToRuleThemAll below) can fall into this trap, depending on the character concept. Most of the Abilities exist only to fuel Skills, and maybe Saving Throws, so if there aren't enough of either that your character cares about investing in, then they're not an efficient purchase. And Strength only matters if you care about heavy lifting or melee damage.
30** Charisma in 1E/2E, and its 3E successor, Presence, are the best examples by far.
31** Constitution can be a dump stat in 3E. Constitution is mostly good for raising Toughness & Fortitude[[note]](It also handles recovery checks, which are nothing to sneeze at, but are more of a "downtime" factor than a combat one.)[[/note]], and it costs exactly the same to buy them both up directly (the situation is a bit different in 2E, where Constitution also added to recovery checks). In fact, robot or undead heroes dump their Constitution all the way down to zero and buy immunities and protection[[note]](and regeneration)[[/note]] to compensate.
32** Dexterity can also be a dump stat. Raising an ability score is expensive, so it's only worthwhile if the score boosts an attack and multiple skills. Dexterity only boosts two skills, Sleight of Hand and Vehicles, neither of which are useful for many character concepts, and while it applies to ranged attacks (an important ability) it's cheaper to just put points into the Ranged Attack advantage instead. In 1E and 2E, Dexterity boosted the skills of Acrobatics, Escape Artist, and Stealth, and also affected initiative bonuses and reflex saves, but some of these benefits were moved to Agility in 3E and Reflex was eliminated in favor of Dodge.
33** Lastly, in 3E, Fighting adds to Parry and Close Combat at the exact same cost as buying those abilities directly.
34* EasyLevelsHardBosses: Being based on comic books, {{Mooks}} and the rank-and-file goons villains hire rarely be a challenge to a regular hero, let alone a team of them. Their bosses, on the other hand, are all but guaranteed to be as tough as one of the heroes, if not tough enough to take the entire team at least on [[YouCantThwartStageOne stage one]] of their evil plan.
35* ExperiencePoints: "Power Points." In a refreshing change of pace from most [[TabletopGames [=RPGs=]]], they function identically to the [[PointBuildSystem points]] characters receive at character generation.
36* {{Expy}}: The default setting, [[TabletopGame/FreedomCity Freedom City]], is filled to overflowing with familiar characters with different name and artwork. Players would be hard-pressed to create a character who ''isn't'' very similar to one or more existing comic book superheroes. And [[Administrivia/TropesAreTools that isn't a bad thing]].
37* FantasyKitchenSink:
38** The superhero universes this game is based off of tend to be this way, so the rules support the necessary flexibility to build anything from [[OurVampiresAreDifferent vampires]] to dinosaurs to [[GratuitousNinja ninjas]] to [[Literature/TheLordOfTheRings ringwraiths]].
39** The default ''Mecha and Manga'' setting is explicitly intended as an anime-genre kitchen sink: there's martial artists, mech pilots, sorcerers, {{Mons}} trainers and [[MagicalGirl Magical Girls]].
40* FlyingFirepower: One of the sample hero archetypes is called "Energy Controller," and has the basic package of {{Flight}}, {{Hand Blast}}s, and a ForceField.
41* GameSystem: A derivative of the d20 mechanic from [=D&D3E=], though with a completely different character creation system (a PointBuildSystem instead of a ClassAndLevelSystem). The third edition remains d20 based, but strips out many of the D&D terms and mechanics (such as the division between ability scores and ability modifiers).
42* GenderFlip: The game's Franchise/TeenageMutantNinjaTurtles analogue are the [[TeenageMutantSamuraiWombats Shadow Knights]], who are all female. Notably, the [[{{Expy}} Expies]] of Splinter and Shredder are also female.
43* TheGMIsACheatingBastard: Some uses of "GM fiat", where things happen to the [=PCs=] with them getting a chance to respond, are allowed, but give the affected players a Hero Point in compensation.
44* GrapplingWithGrapplingRules:
45** In 2E, about as bad as any other d20 game with the caveat that particular powersets have grapple bonuses that can guarantee success.
46** The system was changed for 3E/DCA to reduce the ridiculous levels of grapple bonuses at the expense of making it very difficult for even an optimized grappling build to secure a hold.
47* GunsAreWorthless: May or may not be in play, depending on the characters' power level. At low levels, they're a legit threat; by mid-level, it would take a really terrible roll (or a really fragile character) to even cause a bruise, and at a high level it's almost impossible to hurt someone with a normal gun.
48* HeroicSpirit: Represented by the Extra Effort and Hero Point rules, which allow [[PlayerCharacter PCs]] to, for example, get a HeroicSecondWind or temporarily gain NewPowersAsThePlotDemands.
49* HitPoints: {{Averted}} completely and replaced by damage saving throws. Characters are knocked out/killed by failing the save by a large enough margin, and narrower failures penalize subsequent saves until the character is healed, making this gradually more likely. The ''Mastermind's Manual'' presents these as an official house rule.
50* HomingProjectile: A power feat called Homing can allow many powers to work like this.
51* {{Immortality}}: All the various subtropes can be purchased even as a starting character though some of them are pretty expensive.
52* LighterAndSofter: The 2nd edition core rulebook includes variant rules for this variant playstyle.
53* LinearWarriorsQuadraticWizards: [[AvertedTrope Averted,]] since there are no [[ClassAndLevelSystem character classes]]. True {{Badass Normal}}s, lacking any powers or devices which give them powers, are at something of a disadvantage in combat and raw power. But they can make up for it in [[WeakButSkilled other ways]].
54** A minor example of this is with Power Stunts (expending energy to do something that fits inside the "theme" of your power) and Arrays (a number of different powers that easily fit under the umbrella of a single one), since vaguely-defined powers like magic or energy control can more easily encompass this than straightforward powers like super strength or flight. Even then, though, simple creativity or comic book science can go a long way.
55* KeystoneSuperpower:
56** In 1E, there were several powers, such as Cosmic Powers that have a bundle of powers that can be bundled together. There are also Secondary Effect Power Stunts that are similar to alternate effects/powers in later editions, in being cheaper, but only being able to be used in replacement of the base power. They were all some more limited in what they could replace.
57** In 2E and 3E, any Power can be made into an "Array" through the use of Alternate Powers/Effects, which lets you assign multiple Powers under the same base power to reduce the cost in Power Points. The trade-off is that you can only use one specific Power in your Array per turn, and because all such items are considered to be part of the same power, nullifying or weakening one removes or weakens all of them. To use an example suggested by the Hero's Handbook, "[[SelectiveMagnetism Magnetism]]" is a Control power that, by itself, gives a ranged Blast attack. It can be made into an Array with Move Object so long as the objects moved are metal in nature.
58* KickThemWhileTheyAreDown: In the third edition, this is the only way anyone can die. Characters only move to "Dying" status after failing a resistance check against damage after already being incapacitated. After ''that'', they still only die if they accumulate three or more degrees of failure on a DC 15 Fortitude check, or get finished off ''again'' by another source of damage they fail to resist. Thus, barring GM fiat, in order to kill anything, one would have to first incapacitate it, then "finish it off" with yet another attack, and then finish it off '''again''' to complete the job - [[PaddedSumoGameplay even if the target is a gerbil and the attack is a planet-destroying superweapon]].
59* MinMaxersDelight: Since the system favors CharacterCustomization, in order to best reflect [[SuperHero the source material]], character creation requires more GameMaster oversight than most [=RPGs=].
60** Attacks with Perception as their range can hit anyone the character can perceive with an accurate sense (sight, touch, or some super-sense alternative), at any range, without requiring an attack roll. There are only minor disadvantages such as the modest cost increase, the inability to aim blind, and no ability to boost damage through critical hits or combat maneuvers. Some groups opt to ban or mitigate it by forcing such attacks to allow an additional saving throw instead or by stipulating that Perception range attacks be at a rank below PL.
61** Various forms of power "arrays" allow characters to have various powers at a dramatically lower price than they would take to buy them all normally. Generally this comes with the balance factor that they cannot all be used at once. For instance, a shapeshifter has a finite budget for their alternate forms, but can use any combination of powers that they can afford within that budget. "Alternate Powers" ("Alternate Effects" in 3E) are bought at almost no cost, with the stipulation they cannot be used simultaneously with the power to which they're attached, and that they cannot be more expensive than their 'parent'. As these systems are ripe for abuse, the books caution [=GMs=] about allowing power arrays that amount to "all the powers I want my Hero to have" rather than reflecting a coherent theme.
62* NewPowersAsThePlotDemands: This ability is built into the core mechanics of the system, for all characters. A mechanic called Extra Effort allows a PC to temporarily gain a new power at the cost of becoming fatigued (though a Hero Point can negate that penalty).
63** Variable Powers, such as "Nemesis" and "Shapeshift," allow characters to gain new traits as the situation demands ''without'' the need for Extra Effort or Hero Points. But they are ''very'' expensive, so the character pays a high premium for the flexibility. Further, when using "Nemesis" the GM picks what powers you get.
64* NinjaPirateZombieRobot: You can make just about any character you like with this system. Examples can be found in [[http://atomicthinktank.com/viewforum.php?f=14 Roll Call,]] the character thread area of [[http://atomicthinktank.com/ the Atomic Think Tank.]]
65* NobodyCanDie: Backed up by the mechanics to varying degrees across editions - see KickThemWhileTheyAreDown and NonLethalKO.
66* NonLethalKO: Even with super-strength, no matter how high the damage, the worst that can happen to a target is being [=KOed=] when using non-lethal damage. In the third edition this is enforced for all damage - no amount of damage of any type can do more than incapacitate someone, and they only stand even a chance of dying if damaged again (see KickThemWhileTheyAreDown, above).
67* OmnidisciplinaryScientist: Made the rule in 3E where there's one skill, Technology, for all inventors and one skill, Expertise: Science, for all scientists. Even in 1E and 2E, since most skills dealing with science and technology are based on the Intelligence stat, building one of these is both easy and cost-effective.
68* {{Omniglot}}: Achievable with 6PP of the Comprehend power (for reference, a default starting superhero gets allotted 150PP).
69* OneHitKill: The system separates all characters into two types, "Heroes/Villains" and "Minions." When "Heroic" characters fail a saving throw against an attack, the degree of harm they suffer is directly proportional to the margin by which they failed the roll. If a Minion fails a save, they automatically suffer the worst possible result of the attack.
70* OneStatToRuleThemAll: Mostly {{averted}} from 2E up, though it's been noted that high-Strength/Toughness builds are statistically more likely to win a fight than high-Defense/Accuracy builds, even if they're at the same Power Level. Constitution/Stamina is as close as it comes. Every 2PP you spend on it gives you +1 to 3 different values, which would each cost 1PP per +1 to purchase independently. It's the only Ability that's cost-effective no matter what.
71* PlayByPostGames: There are several on the Internet, hosted on both the official M&M forums and third-party sites. ''Roleplay/FreedomCityPlayByPost'' is the [[ShamelessSelfPromotion largest, most active, and longest-running]].
72* PlayerMooks: Sidekicks and minions.
73* PointBuildSystem: Necessary in order to accurately reflect the source material -- you can mix-n-match powers, abilities, and skills to make anything from a FlyingBrick to a BadassNormal.
74* {{Polyglot}}: Notoriously expensive to build. It's generally cheaper to simply pay to become an {{Omniglot}} then roleplay it as limited to whatever languages you would have taken.
75* PowerCreepPowerSeep: When converting existing characters to the game, interpretations of their level of power vary ''widely''. A common pastime on the official forums is to try and stat godlike characters such as Galactus as playable, rules-legal starting characters.
76** Of course, now that ''DC Adventures'' is here, characters are receiving official stats.
77** In addition, canonically, heroes receive 1-2PP per arc of the adventure and every 10-20PP, gain a new PowerLevel.
78* RuleOfCool: Assumed to be the law of the universe by default.
79* RuleZero: Notably, this game some specific mechanics for it. The gamemaster sets the "power level" of the game which caps many key bonuses. Gamemaster fiat allows the gamemaster to arbitrarily create obstacles to prevent players from ruining the adventure in exchange for which the hero earns a hero point they can use later thereby awarding players for initiative and creative thinking.
80* SelfDamagingAttackBackfire: One of the common setups for application of the first level of Side Effect is that the negative effect happens on a miss, or if the defender makes their resistance check.
81* SetSwordsToStun: By default, damage is non-lethal in 2E. 3E makes all damage non-lethal.
82* TheSixStats: As a game using the MediaNotes/D20System, M&M 1E and 2E had them. 3E changed the names on everything, and added "melee attack bonus" and "ranged attack bonus" as abilities (with attendant skills) instead of being handled by a separate value.
83* SolarPoweredMagnifyingGlass: In "High Noon", part of the Lame Mage Evil Genius adventures, Dr. Null [[spoiler:posthumously]] launches a doomsday device that deploys a cloud of small nanotechnology crystals that float around and focus beams of indiscriminate destruction from the sun's rays to destroy major cities.
84* StatusEffects: M&M has several of them. Pretty much every non-Damage attack power qualifies -- Confuse, Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, Stun, etc. 3E condenses them all into a single customizable power, Affliction.
85* StealthExpert: Quite possible to build, although the way in which skills are capped means that it's just as easy for someone on the other side to have enough Notice bonus to counteract your Stealth bonus, bringing it back to approximately a 50/50 chance. Also, the use of various super-senses like the ability to sniff out enemies or XRayVision means that you [[UselessUsefulStealth may auto-fail according to some [=GMs=]]].
86* SuperHero: Although the system can be used to simulate any genre of fiction, this is the assumed default for M&M games.
87* SuperReflexes: As with everything else, there are several ways to build this power. Improved Initiative will help your [=PC=] go first in combat. Quickness will let her complete routine tasks quickly. Defensive Roll will help her avoid attacks, as will buying up her Defense bonus and/or Reflex saving throw.
88** The Anime-inspired 2E supplement, "Mecha and Manga", added the "Bullet Time" feat which allows for additional standard actions (but only one attack) when combining Extra Effort and a Hero Point.
89** The ''Masterminds Manual'' came out with optional rules for extra attacks per round years previously. But in both cases, most [=GMs=] avoid both rules like the plague, for two reasons: First, in an effects-based system like M&M, any "single" attack can be ''described'' as a flurry of multiple blows in rapid succession - which the "Mecha and Manga" system even supports as a melee version of Autofire. Second, being able to force a second consecutive saving throw in a game where every save might be your character's last if she fails it badly enough means something a lot different than a chance to chip away a few more hit points from a big pile.
90* SwissArmyHero: One of the [[{{Munchkin}} easy ways]] to pile more abilities into a character is to play one of these by buying Alternate Powers for Alternate Form.
91* TalkingIsAFreeAction: Par for the course in a game that has roots in d20 and comic books. The game even alludes to how much chatter happens between characters in the source material, with heroes making witty quips and villains monologuing about their master plans.
92* TeenageMutantSamuraiWombats: in its continuing mission to homage every comic book trope ever, the game finally got round to this one in the ''Superteam Handbook'' supplement, with [[AnthropomorphicTransformation four young female rabbits who were mutated into humanoids]] and became the Shadow Knights.
93* ThouShaltNotKill: A possible complication is a code of honor that prevents a hero from killing his opponents.
94* TouchTheIntangible: This appears as the "Affects Insubstantial" power feat (2e) or flat-value modifier (3e), which grants 50% effectiveness the first time it's taken and 100% effectiveness the second.
95* UniversalSystem: Being a PointBuildSystem revolving around supers, the game tries its best to allow for any superhero to be built from ComicBook/{{Superman}} to [[ComicBook/XMen Cyclops]] to [[ComicBook/FantasticFour Doctor Doom]] to even Manga/CardCaptorSakura.
96* TheVerse: [[TabletopGame/FreedomCity Freedom City]] is the default setting and "{{Superhero}}es" is the default genre, but the system works for [[UniversalSystem just about anything]]. A few 2E supplements, like ''Mecha and Manga'' and ''Warriors and Warlocks'', for instance, provide new rules (and general guidance) for using the system for anime/manga and fantasy style games respectively.
97* WhenTreesAttack: The villainous Green Man and his brides from the Freedom City setting is all about this.
98* YouAllMeetInAnInn: The two stock adventures from the rulebook are "You all meet when supervillains rob a bank while you're in line in your secret identity" and "You all meet when a benefactor invites you to form a super team".
99* YouCantThwartStageOne: If the players look like they'll thwart stage one, the GM is encouraged to [[TheGMIsACheatingBastard cheat]], [[{{Railroading}} put the plot back on the rails]], and give the [=PCs=] some Hero Points in compensation.
100* YourMimeMakesItReal: The 3rd party supplement "Escape from Alcatraz" has The Mysterious Mime, a marooned [[TheGreys alien]] who was adopted by a circus troupe and channels its telekinesis through miming.

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