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Overview And Intro

Welcome To The Realm!

A world ogof high magic, castles stand on gleaming hills, terrible monsters lurk in the dark woods, and heroes shining like beacons stand at the ready, for justice, for glory! 

 

Concepts And Power Level

ThinkWhile we are playing mutants and masterminds instead of DnD or it's ilk, I still suggest thinking of your character more as a DnD or high fantasy character than a super hero. You are the ranger that can track nearly anything, and pin their foes to the ground with your near inhuman accuracy, you are the mage who has studied the magicks of flame and can harness it's destructive and helpful powers

Your characters are above mere mortals, but not in an entirely different league, a strong hero may be capable of lifting a horse or carriage, not an entire house, A hero known for speed may run at double the average man, not the speed of sound. And while you hold much strength, there are still many creatures in the untamed wilds that are threats even to you, brutish trolls, terrifyingly majestic dragons, etc.

But don't think this is a realistic game either, odd concepts are still encouraged, these are mostly power level restrictions, as even DnD fantasy itself has a nearly endless range of things with all the races and classes!

  Powers and Guidelines

Movement Powers

Movement powers suchthat asincrease your speed typically shouldn't be taken past rank 3 or 4 (60 or 120ft)

Flight has the restrainiable modifier by default (typically wings), while still costing 2 points per rank, this can be removed by paying 1 extra points per rank.

Leaping typically shouldn't be taken past rank 2, unless your character is using some form of magic to do so

Teleportation is a Complex action, instead of a simple action.

Arrays

Arrays should be used sparsely and only for highly thematically linked powers, and I'm outright banning dynamic arrays.