Editing Powers and Weaknesses

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== Power Level ==
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It's important to establish the limits and power levels that are expected of the Mutants and Masterminds systems.  They're quite a bit different than regular D&D and thus its nice to know what can be done and what can't in the setting.  This will help player characters know what exactly is permissible in the setting and not.
 
It's important to establish the limits and power levels that are expected of the Mutants and Masterminds systems.  They're quite a bit different than regular D&D and thus its nice to know what can be done and what can't in the setting.  This will help player characters know what exactly is permissible in the setting and not.
  
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Above PL 16 are threats and beings well beyond that has ever been produced by regular humanity.
 
Above PL 16 are threats and beings well beyond that has ever been produced by regular humanity.
 
 
== Powers ==
 
 
 
Player characters are encouraged to stick to an archetype in general.  Players don't have to be limited to a single power like the X-men with Paragons like Superman or Wonder Woman being available.  Likewise, Wolverine types wouldn't be the same without healing and claws.  However, they should make do with a sort of running theme.  A man capable of manipulating electricity could conceivably fry people, fly through the air, and create energy shields but might not be bullet proof.
 
 
 
This game encourages innovative ways to use one's powers.
 
 
 
== Weaknesses ==
 
 
 
Weaknesses open all sorts of fun and interesting avenues to characters.  Coming up with interesting ones based on your powers could well be fun be they the equivalent of Kryptonite or Wonder Woman losing her powers when tied up by a man.
 
 
 
[[Halt Evil Doer!]]
 

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