In Depth Contrast Between MnM and SaS.
Recently I’ve been putting my game through both of the major new super hero RPGs: Mutants and Masterminds and Silver Age Sentinels (tri-stat version) in an effort to choose one over the other.
I’ve had to prep my session for either game and convert my cast of NPCs both ways. I’ve run combats and assorted skill checks in both. What follows are my present observations on how they stack up to each other.
In this comparison I shall refer to each system as follows:
MnM – Mutants and Masterminds
SaS – Silver Age Sentinels (tri-stat)
What is –NOT- covered in this review is the d20 version of SaS. What is also –NOT- covered is a comparison to Hero. You can find that elsewhere, in this review I merely wanted to look at the two –new- systems that appeal to a similar audience.
Probably the biggest weakness of this review is that I simply wrote it as it came to me, and essentially in that order as well. There’s a little plan to it, such as putting the powers after everything but the conclusion. But it is largely stream of thought organized into sections.
At times the review will take on a serious slant towards one game or the other, and I do have my biases. Though if you read it all (yeah I know it’s long) you’ll see that they do go both ways on this.
General Character Creation:
Both systems use an open ended point based system without classes, levels, or templates. You can pretty much spend your points as you wish to create whatever concept you desire.
One key difference is in limits on the upper end. SaS has no caps, and the point costs of various elements lack consistency to their impact on game play, so it is very easy to abuse unless a GM not only actively monitors the character creation process (as any GM should in any game), but also has the knowledge of how each element might play against each other. This takes a very active hand and a good grasp of probabilities, there is a lot of room for error. In my experience it is quite common for a player or GM to create unreasonably powerful or inept characters not because they intended to, but merely by accident as a process of doing what they think is the proper thing to do.
When I GM’d SaS, I made a long list of caps to deal with this. It has not been popular with my players, and I didn’t like doing it, but I chaos without it, even in my own NPCs. In fact it was a work in progress for some time with me adjusting it after every encounter where a PC or NPC managed to do a few more hundred points of damage than expected.
By contrast in MnM each character has a Power Level (which is similar to a character level, but works very differently) which governs the maximum score you can have in any given area. For example if your power level is X, you can not get more than an X bonus to to-hit rolls from the combination of your various super powers. The capping system built into MnM is not perfect to maintain play balance, but it does solve all of the major issues. It takes munchkinized characters out of the realm of accidental and unintentional creations and into the realm of complex creations made by players who should know better.
Disadvantages / Weaknesses:
Hero fans will probably prefer the SaS approach over the MnM one. In SaS there is a list of defects you can choose from, each giving a variable amount of points based on it’s potential impact on the game. Of note is the absence of a general “Psychological Limitation”. There shouldn’t be any PCs in SaS who have “Psych: Heroic” or “Psych: Driven to do good deeds”.
You get points for the things that hurt your character in the genre, not things that should be assumed or are simply roleplay.
It’s similar in that regard in MnM, but beyond that the approach is a bit different. Not every MnM character will even have a weakness, and few will have more than one. If a player shows up with three or more it’s probably time to start singing about the Lollypop gang and asking how to follow the Yellow Brick Road. The list of weaknesses in MnM is composed to items that are generally quite severe. Each of these weaknesses is worth the same number of points and it’s a rather generous handout. The game does have a Psychological Limitation under a different name, but triggering it renders your character a gibbering mess of uselessness.
The core difference here is that an MnM weakness becomes a focal point of your entire character, whereas an SaS defect is an aspect that fleshes out your character. That at least, is the impression I came away with.
Combat:
MnM has no hit points, but a damage save. As a result the exact point of loss or victory is unknown until it occurs. You can’t base your strategy off of counting beans, as you never know exactly when you will run out of them.
SaS uses hit points, as most RPGs do.
In neither game do you weaken as you take injury. In MnM your ability to make damage saves becomes harder with each hit, and in SaS you run out of those beans. Both systems do have optional rules to make injury impair your character however, something many games lack entirely. In both systems these injury mechanics will rapidly degrade your functionality.
Combat action resolution:
In MnM two die rolls resolve an attack. A to hit roll and a damage save. In SaS there are three die rolls: To hit, defense, and damage.
The number of steps for each system is as follows:
MnM:
- to hit roll
- damage save
- apply results (None, Hit, Stun, KO)
- to hit roll
- defense roll
- damage roll
- apply armor
- subtract from hit points.
MnM folds the factors of SaS’ steps 1-2 into its step 1, and the factors of SaS’ 3-4 into its step 2.
Team Attacks
An important part of the genre is the ability to gang up on a target with a team attack. SaS and MnM take inverted approaches to this situation. In SaS doing a team attack lowers everyone’s ability to hit, but causes you to group damage against their defenses. In MnM combining an attack makes it very easy to get a hit, but you only count the damage from the weakest attacker.
Death and Lethality:
It’s very hard to did in SaS. You have to do the equivalent of knocking them out twice to kill them. A common option in fact states that you have to specifically declare an intent to kill or the worst you can do is knock someone out. Under this option, you could hit them with the world and merely get a knockout hit.
By contrast in MnM with equally matched opponents using lethal weapons you have a roughly 25% chance of disabling on a successful hit. This chance goes up for every succeeding hit made with a lethal weapon that does injury of some kind. Lethal weapons are quite common in the game. Almost any normal weapon and many super powers will do lethal damage. Once a victim is disabled any strenuous activity will move them to dying, and from there it’s only a matter of time unless you get healed in some manner. If your victim was a minion (essentially a goon or minor thug), any injury from a lethal attack automatically kills them.
In actuality because of the disabled step unless you’re a minion death will be a rarity in MnM. If after being disabled a victim simply waits for help or capture they won’t die unless someone specifically targets them intending to kill. Even then, the rules never say you can kill them (though the official FAQ does)… so a rules lawyer player might argue the point and if the game is four color; comics will back him up.
This gives us the odd situation where it’s harder to bring someone to the point of death in SaS, but much more difficult to finally kill them in MnM.
Movement:
MnM has tactical movement which will keep characters restricted to a tactical zone of play. They can switch to non tactical movement at the risk of becoming easier to target. This has the advantage of keeping a combat in a tight zone and preventing the slow movers from being easily neutralized.
SaS has no restrictions on movement and characters can easily be moving in the thousands of KPH within combat. This is true to some comics, but is harder to manage in play and can make many combatants impossible to target. In play I have seen characters routinely hit a victim and then run a few miles away before they can be hit back. Something many characters can do in a single round.
Pushing powers and abilities
To push your abilities in SaS requires the expenditure of 1 XP and a die roll at a significant penalty. If you fail the die roll you fail to push and the XP is now spent on gaining a new level in whatever you were trying to push.
In MnM all characters have a pool of points that work to affect their Karma. By default everyone has the same number of them, but you can get more in character creation if you spend the character points to have them. These points refresh at the end of every adventure. At any point in the game you can use them to give you an edge. You can remake a die roll, get a sudden bit of advice from the GM, avoid death, overcome injury, dodge a hit, get stronger, move faster, boost a power, or even temporarily gain an entirely new angle on your powers (such as suddenly figuring out how to fly with your powers if you couldn’t before). With many of these tricks, a character could choose to become fatigued afterwards instead of using one of the points in their pool.
Experience
Experience in SaS is very slow. Every couple sessions you get one
skill point, and every
In MnM advancement can be rather fast. The game recommends an XP every session, plus a bonus every now and then for long plots or exceptional work. On the point scale the game works under, this works out to about one third to one fourth the rate you advance in D&D.
In both systems, as you advance you can spend your points freely using the same rules as used in character creation.
Devices / Equipment:
Both games have chapters on this topic which are largely thematically equivalent. The MnM chapter though also deals with super bases and constructs (robots, golems, etc.)
Skill / Task resolution:
MnM is a roll high system on a flat curve; SaS is a roll under on a bell curve resolution system. As a result there is no real cap to the skills in MnM, skills can range in rank from 1 to 23 (1 to 13 for characters built at the default power level). The skill ranks remain slightly distinct across the levels, with full utility tied to stats. In SaS skills range from 1 to 6, and the bell curve resolution ties them to stats in a way that can cause each rank to have a vast impact on success ability.
SaS has 61 skills, MnM has 40. Both systems include for many skills that are catch-all skills such as Knowledge or Social Sciences. 10 of the skills in SaS are combat specific and their closest analogies in MnM are in the Feats. SaS characters will likely have a much more detailed list of skills than MnM characters as the cost to buy them is much cheaper. MnM’s skills however generally cover a broader range of topic and the game recommends a comic book like approach to skills by taking a super stat in an area to define a wide knowledge of all areas under that stat. It comes down to a matter of taste in the end.
MnM also has the standard d20 mechanics for resolving routine, unstressed, or slowly completed tasks without a die roll.
Stats:
In MnM stats are in the d20 scale. Normals and supers have the same stat range, except for those specific stats that are superhuman in a character. As per d20 it is the even numbered stats that count for play, and the odd numbered stats that count for meeting prerequisites.
A character in MnM with normal human stats can make for a perfectly viable superhuman able to compete with other supers and by virtue of her powers able to vastly outclass the norms. The system in this regards is the first supers RPG I’ve seen since V&V that doesn’t have a problem recreating the stats of those classic comic book supers who are –normal people with powers- such as many of the X-Men (who do not have super human strength, health, agility, intelligence, and so on –unless- it is their specific power to have it).
In SaS the stat range for supers starts at about twice as high as the average result of the stat range for normals. The task resolution system is built assuming supers and without keeping an active hand in applying modifiers or using different sized dice breaks down for normals. Because stats are on a bell curve the numbers in the mid range have a bigger impact on game play than those at the ends. In other words the different between a 10 and an 11 is vastly greater than the difference between a 19 and a 20. Stats range from 1 to 20 and those normals average at 4. Supers will want to average around 10.5 and going below 8 will have serious repercussions on the ability to do anything in that stat’s area. Very few characters will go above 15, and most will be in the 9 to 13 range. Having more than one stat above this range not only fails to pay off well due to the curve, but becomes cost prohibitive.
Because of this difference between linear and curve one can make a fairly solid argument that the MnM stats are also more granular. Any two steps of a stat in MnM have about the same impact on play as any other two steps. The number of viable steps for a character is about 6 (8 to 20). In addition to this each stat has a super-stat that allows for several more steps (10 for the default power level character) of viable interaction. A character that maxes out in a given stat with this will be significantly better than one who stays at the average, but will not dominate game play. Their exact ability to out perform the normal stated character will vary and will be restricted to elements involving that stat. By contrast in SaS a character with a stat as high as 15 has hit a peak of probability, having around an 85% chance of success with any action involving that stat, modified by situational modifiers. However the stat will have a much farther reaching impact in SaS than it will in MnM.
What that amounts to is a character reaching the peak of performance much quicker in SaS than in MnM (thus it is less granular), and having a larger impact with that peak.
Feats:
SaS has no equivalent to the Feats systems in MnM. Some of the entries in this system are covered by powers such as Combat Technique, and some of them are covered by the combat skills. But many of them are simply concepts not present in SaS.
Key examples are:
Headquarters.
This gives you your own private base and MnM spends 3 pages talking
about how to build a super base.
Ambidexterity
There is simply no concept for this in SaS. But then SaS doesn’t
concern itself with offhandedness.
Connected:
SaS has no mechanics for determining contacts. SaS leaves this
as purely roleplay element, but does have mechanics for being part of an organization
or even being owned.
Inspire:
MnM has this and some related abilities which are used to give
your team greater confidence. There is no equivalent in SaS for the ‘Cheerleader’
concept.
Infamy / Fame / Leadership:
SaS’s only rules for reputation are a Famous defect. MnM’s reputation
rules can have an impact on a number of other system elements, such as your
minions, sidekicks, and NPC interactions.
Rapid Healing
In SaS, you either heal normally or you regenerate. There is no
inbetween, something which became an issue for one of my group’s PCs. MnM handles
this in between step with a feat.
Startle / Surprise Strike
SaS has no mechanics for dealing with surprise in combat. It’s
up to a GM to wing this situation. MnM has specific mechanics and a number of
abilities to allow you to either take greater advantage of this situation or
to even put someone into it.
Powers:
In general, both systems have fairly large power systems which have a good degree of flexibility built into them. Broken down however… there are some notable differences.
MnM powers can be expanded with extras, power stunts, secondary powers, and additional effects. Any extra, power, or effect in the game can be applied to any other power in this manner in order to expand upon it. You are not limited to just the ones listed under a power, and can in fact take those and put them on another power instead.
SaS has no open expansion to its powers. Instead there are ‘Power Modifiers’ to range, area, targets, and duration. These are not applied to all powers however and if a power lacks a given Power Modifier it is simply locked in to its description in that aspect.
MnM also has flaws with which to limit a given power. Anything can be placed in here and used to modify a power down from its base description. SaS uses defects to achieve the same point, so while its powers cannot be expanded out, they can be contracted down.
Going through power by power let me show the differences and what each system lacks or has that the other does not.
Powers List:
Adaptation / Special Defense / Immunity
Adaptation allows a character to survive unusual environments.
In both systems buying levels of this will nullify the environmental effects.
In SaS it also provides some armor against attacks based on that environmental
effect, and in MnM it makes such attacks non lethal. Special Defense in SaS
allows you to become immune to certain attacks or situations, it maps over to
MnM’s Immunity system in most cases.
Alternate Form / Shapeshift / Alternate Form (MnM)
Very different approaches are taken here. In SaS you build each
new shape or form as a sub character with a pool of points you get from this
power. In MnM the power merely changes your shape but you have no limit on the
number of forms you can assume, the power can be expanded with extras to give
you abilities in your new shapes. If the new forms are different beings, such
as a werewolf concept, MnM recommends making two separate characters and linking
them with the Alternate Identity feat or [accidental] Transformation Weakness.
To build a character with unlimited forms in SaS the game recommends using Dynamic
Powers.
MnM’s Alternate Form is the ability to turn yourself into a different
type of matter or energy, such as being a being of fire. A number of forms are
listed each with its own perks.
Animal Summon / Control
This Summon part of this concept does not exist in MnM. In SaS
it lets you bring forth animals which are built with a pool of points given
to you by this power. The ability to bring animals under your control is covered
by Mind Control in MnM.
Armor / Amazing Save – Damage / Protection:
Both systems have Armor which is thematically equivalent in each.
MnM splits the concept into a number of variants determined by weather or not
it is a device, inherent, or simple hardiness. There is a slight difference
in the mechanics of each of these variants (some reduce an attack; some boost
your save against that attack).
Attack Mastery / Base Attack Bonus:
Thematically identical, this is a universal bonus to a character’s
ability to hit in combat. In SaS it also serves as a damage boost. Feats in
MnM will allow a character to exchange some of this value for increased damage,
or vice versa on the fly as a tactical choice.
Defensive Mastery / Defense:
An opposite to the above. In MnM there are feats that can allow
some of it to be exchanged for better offensive options on the fly as a tactical
choice.
Block Power / Neutralize (MnM)
An SaS concept that makes it harder for you to be affected by super
powers. The same concept is covered under one of the extras to Neutralize in
MnM.
Combat Technique / Feats
SaS has a number of techniques one apply to combat as tactical
choices to adjust the odds in one’s favor. Most of them are covered by MnM feats,
which also have a number of options not seen in SaS. SaS does have a few that
have no equivalent anywhere in MnM however: One shot left, portable armory,
and weapons encyclopedia. The first two of these keep you from running out if
you’re based around the use of weapons. The third seems like it belongs in skills
as it allows you to merely know the facts on any weapon you encounter.
Computer Scanning / Datalink-Machine Control
These two take very different approaches to the same genre construct.
SaS’ ability lets you scan all the computers in a given area, MnM’s power lets
you use computers at a distance and boosts your computers skill-which is what
you use to scan those computers or operate them. To control or operate the computers
in SaS you are referred to Dynamic Powers. MnM’s power gives you its level as
Telepathy against AIs. To control computers or machines in MnM there is the
Machine Control power which includes within itself everything from Datalink.
Contamination
This ability is unique to SaS and represents such concepts as a
werewolf or vampire’s ability to make others become like them. You can build
this concept in MnM with Transformation
Creation / Create Object
These two allow you to create non living objects or matter. SaS
requires familiarity with what you create, proven through the skills system;
MnM scales how complex of an object you can create. In both cases levels in
the power determine size or mass of the objects. MnM extras let you animate
your objects or have them mimic weapon like abilities.
Absorption / Damage Absorption / Damage Conversion
This is the ability to have damage done to you make you stronger
rather than injured. In MnM it reduces the damage, and this can be used to boost
an ability, power an attack, create energy, or heal yourself. In SaS only the
healing form reduces the incoming damage, and the other form gives you a pool
of points you can use to boost existing abilities your character has. In SaS
these points dissipate at the end of battle or during a scene change. In MnM
they dissipate at 1 per round, or when used for 1:1 ratio (if you have 10 of
them, and fire a rank 8 attack, you have 2 left). MnM caps how much energy you
can store (at a very high number), SaS only caps it for healing (fully healed,
or double base hit points depending on the version of the power bought).
Divine Relationship / Luck
This is the ability to be lucky. In SaS it lets you reroll so many
die rolls per game session. That ability in MnM is simulated in Hero Points,
which every PC has a pool of based on their power level (Hero Points can be
used for a number of other things as well).
In MnM Luck gives you a modifier you can apply to die rolls, or
split up between die rolls every round. The MnM power can be expanded to be
a cursing attack or blessing like power as well.
Duplicate
The power to create copies of yourself. In SaS this gives you a
pool of points to create an unlimited number of GM controlled lesser copies
of you. In MnM the Duplicates are as powerful as the lesser of you or your level
of the power in each ability or power you have. In MnM your number of duplicates
and the rate at which you can create them is regulated by the power.
Dynamic Powers / Power Flux / Variable Effects / Gadgets
These are the –changing powers- of these two games. In SaS one
version gives you a pool of points and time limit on how often you can change
it, the other gives you blank levels you can fill with any power of your choosing
if you make a skill check. In MnM Variable Effects is a construct in the power
creation rules and Gadgets is the provided example of a power built using that
construct. It lets you allocate your levels in to powers of your choosing and
switch them by spending a Hero Point (of which you have a limited number per
adventure).
Dynamic Powers is also often used by SaS to handle any construct
not covered by the rules elsewhere; it being the power of –do anything- up to
this level of potency.
Elasticity
The ability to stretch yourself. In SaS it determines how far and
how many body parts you can stretch at once. In MnM it determines how far you
can stretch out and the power can be expanded to allow you to bounce or glide.
Environmental Influence / Weather Control
In SaS this allows for minor control over the environment and full
on Weather Control is simulated with Dynamic Powers. In MnM there is a specific
Weather Control power, oddly enough something I haven’t seen a supers RPG do
since V&V 24 years ago… As if one of the most popular characters in comics
didn’t exist... Weather Control in MnM can be expanded out to a full list of
offensive, concealing, and movement abilities.
Extra Arms / Extra Limb Feat
This gives you extra manipulatory appendages. In SaS your level
in this determines your number of limbs, in MnM you can set the number anywhere
you desire.
Extra Attacks / Rapid Strike / Rapid Shot.
In SaS you can keep getting more and more extra actions in a round.
In MnM you are limited to One extra attack if you forego movement, and can boost
this to up to three with attacks that have an autofire option. The autofire
option of attacks in SaS can result in as many as ten shots, based on the success
margin of the to-hit and defense actions.
While this limits the potential of many speedsters, it also keeps
action flowing around the gaming table and other tactics are used to simulate
speedsters.
Features / Attractive
Features in SaS makes you look unusual and gain an assortment of
minor advantages with no specific defined game effects. The most common use
of it is for attractive appearance. The attractive construct in MnM gives you
a positive modifier to certain social interaction skills. The other aspects
of Features can be simulated with hand waving in MnM or things like Immunities
if they have a more solid impact.
Flight:
In SaS this ability scales up very rapidly and has no difference
between tactical and non tactical movement. By contrast in MnM you have tactical
movement which never gets beyond a slow moving car, but you can sprint out to
non tactical movement which can reach into the thousands of miles per hour,
but at the loss of the ability to defend yourself.
Force Field
In SaS a Force Field cuts down the damage, and every time you exceed
it it becomes weaker against the next attack. In MnM a Force Field reduces lowers
the damage you save against, and if it lowers it to less than zero the attack
is stopped (there are other powers which would math out to a similar effect
by having their bonus alone to your damage save be higher than the attack’s
total, but not stop the attack).
A Force Field in MnM will go down if you are stunned or Knocked
out (you can change this with an extra), but also comes with one free –gift-
extra.
A Force Field in SaS can also be modified in a number of ways to
provide added protection against other threats or repair itself faster. Both
systems offer the ability to make a Force Field that can be used as an attacking
field.
Gadgeteer / Gadgets
This is a concept in SaS that has no direct equivalent in MnM.
In SaS Gadgeteer allows you to build and repair devices at a superhuman rate,
and Gadgets lets you own a number of unusual devices that even if taken away
will always be replaceable in some manner or another. Kind of like Batman’s
utility belt. In MnM you would use the Gadgets Power which works similar to
SaS Gadgets, but is not a preset list. Rather it is the ability to have a pool
of ranks that can be allotted to different powers and declared to be gadgets
at your character’s whim by expending a Hero Point (all characters have a pool
of Hero Points that refresh every adventure, some character have more than others
if they purchase additional Hero Points during character creation or with experience
points).
Grow / Growth
SaS Grow and MnM Growth both make you bigger. Both also give you
free levels of Super Strength and Immovable. SaS gives you free Armor and MnM
gives you free Protection. Two powers which are thematically the same. Each
level in SaS doubles your height, every four ranks in MnM raises your size category
(Medium at 0, then Large, Huge, Gargantuan, Colossal, and Awesome). In both
cases this comes with a number of combat modifiers. Rank 10 in SaS would make
you 560 feet tall if you had started at 6 feet. The same rank in MnM would make
you 16 to 32 feet tall. If instead we look at it by the percentage of your starting
points you have to spend on it, rank 10 in MnM would be rank 6 in SaS for 42
feet tall. Both of these taking up 40% of your character’s point if you were
built on the default power levels.
Healing
Both systems allow healing to bring people back from the dead if
they have been dead for no more than a few minutes. Both systems let you regrow
limbs. SaS makes it automatic; MnM makes it a power check which is rather difficult
to succeed in. SaS caps the amount of healing you can do in a day to a particular
victim, MnM caps the amount of healing you can do in a single action.
Heightened Senses / Sense Feats / Super Senses/ Spot and Listen
In SaS this lets you improve your perception checks or gain new
senses like radar sense. In MnM the same concept is done through buying a number
of feats to gain new senses and Super Senses or the Spot and Listen skills to
improve your perception checks.
Henchmen / Minions
In both systems this will give you an army of loyal followers.
In SaS your level determines how many followers you have whereas in MnM you
take the Minions feat and your Charisma, Power Level, and Leadership abilities
determine how many minions you get and how powerful those minions might be.
In SaS you set the power level of your Henchmen by how much you spend for each
level of this power.
Hyperflight / Space Flight
Thematically Identical
Illusion / Projection.
In SaS Illusions fool a number of senses based on which version
of the power you buy. In MnM they fool whatever senses you set them to foll
when you create them. Both systems have a means of building illusions that can
harm the victim. SaS gives you one illusion at a time, and then a point cost
per additional illusion. MnM gives you an illusion, and then an extra to create
multiple illusions within an area. The area for an SaS illusion defines the
area within which the illusion resides, with a separate scale for how big it
is. Both MnM and SaS link the size of the illusion to the level of the power.
MnM has a further extra to make who sees the illusion selectively chosen by
the character. SaS Illusions are always selective, and you use Projection to
make images anyone can see.
Illusions in SaS will disappear upon being revealed, where Projections
are easier to see through, but do not dissipate. Illusions in MnM do not dissipate
once seen through.
Immovable:
SaS affects knockback. MnM affects knockback as well as trip, throw,
and pushing attempts.
Invisibility / Blend
Invisibility in SaS is bought by the sense per level. It comes
in two forms: full invisibility and partial invisibility (which can be seen
through with difficulty). MnM invisibility can always be seen through if you’re
close enough and the cost per level determines the number of senses it blocks.
The level determines how hard it is to see through.
Blending is an MnM power that is closer to partial Invisibility
of SaS in theme. It’s the chameleon effect from movies like Predator and works
to give you a bonus on your Hide skill. MnM has an option to turn those you
touch invisible (resistable with a saving throw if unwilling), SaS has a power
modifier to select a number of targets over an area you can turn invisible with
no ability to resist it.
Item of Power
This is a pool of points for building devices. The same concept
is handled in MnM by giving the Device flaw to any power or feat.
Jumping / Leaping
Jumping in SaS multiplies your base jumping distance but the speed
at which you jump is set by your running speed, so you may end up in the air
for several rounds. Leaping in MnM is a per round movement with tactical and
non tactical modes available as well as the option of becoming a bouncing power.
Mass Decrease / Incorporeal
In SaS Mass Decrease sets how dense of an object you can move through.
In MnM you can move through anything and the ranks determine your ability to
penetrate force fields or the strength or the strength of powers you use that
can affect the solid world. MnM defines how an incorporeal person can affect
the solid world whereas SaS leaves this to GM interpretation. MnM also has the
ability to turn others Incorporeal whereas SaS does not.
Mass Increase / Density Control
In SaS Mass Increase is the counterpoint to Mass Decrease, in MnM
they are one power which you can limit to be only one way. Decreasing your Density
in MnM though incorporates the Incorporeal power. Both powers make your mass
go up, and give you superstrength, immovable, and Armor (SaS) or Protection
(MnM).
Massive Damage / Penetrating / Strike / Weapon / Natural Weapon
Massive Damage is a handy construct in SaS which allows you to
do more damage with something than a normal person might. You can use it to
simulate everything from martial arts to a weapons master to a guy who throws
playing cards with deadly precision.
Penetrating in MnM is a feat you can get multiple times that negates
the ability of your opponents to resist damage. It can handle many of the concepts
Massive Damage handles. Strike is a boost to your unarmed melee damage, Weapon
allows you to build a weapon (ranged or melee), and Natural Weapon in MnM gives
you so much damage per level with some natural weapon. In SaS Natural Weapon
gives you one such weapon per rank chosen from a list of things like claws,
teeth, fangs, and so on. Combining all of this together with a variety of the
feats in MnM (Such as Power Attack) one can build the same basic concepts though
in very different ways.
Metamorphosis / Transformation / Boost / Transfer (SaS)
Metamorphosis gives you a pool of points you can apply to the target
to give them new abilities or boost existing ones, including the addition and
subtraction of defects. The amount of points given is very small so radical
power / concept changes are simply not possible. Transformation in MnM by contrast
starts out as a mere shapechanging power, but can be extra-ed into the ability
to permanently alter someone into something completely different (duration extra
to permanent, mimic extra to give them new powers, and drain extra to take away
existing powers), including turning them into inanimate objects or giving them
new minds.
Transfer in SaS allows you to give the target one of your powers temporarily
(which may be lower than the one they already have), it is much more potent
than Metamorphosis, but much more limited in scope. (Transfer in MnM is a completely
different concept I’ll get to later). Boost is equivalent to SaS Transfer, but
allows you to increase any aspect of the target and possibly many targets at
once. Both SaS Transfer and MnM Boost have options to let you grant more than
one ability at once. SaS Transfer is limited to Power Attributes, whereas MnM
Boost can be used for anything, but you have to choose what when you buy the
power. SaS Transfer is only used to give someone else something, and it is not
clear if you have to have that something yourself. MnM Boost is normally self
only, and an extra makes it work on others.
Mimic Powers / Mimic
SaS Mimic Powers can mimic any Power Attribute, Stat, or Skill
of any target in range. There is a version to get one at a time, and a version
to get all qualifying abilities at once. MnM Mimic is bought for the category
(Stats, Feats, Skills, Powers) and you can add more categories by boosting the
cost per level. There is a version to mimic one ability in one of your categories
at a time, and a version to get everything in your categories at once.
Mind Control
In SaS Mind Control ranks set the time you can keep someone under
control. In MnM this time limit is a factor is more open ended and based on
your not losing consciousness or being stunned, though it can be expanded out
to as long as you desire. In both systems when you command a target to do something
against their nature there is an opportunity for them to resist, with the ease
of resistance in SaS or the difficulty of control in MnM set by how against
their nature the action is. Resistance of any command breaks control.
MnM Mind control is normally remembered, and an extra makes it
not remembered. SaS mind control is normally not remembered and it is a defect
to make it remembered.
Both versions can be limited down to such concepts as emotion control.
Mind Shield / Mental Protection
Thematically Identical
Nullify / Drain / Transfer (MnM) / Neutralize (MnM)
Nullify in SaS can either drain down one or all Power Attributes
or shut off one or all Power Attributes of equal of lower level (the one or
all aspect is set when you buy the power based on cost). MnM Drain allows you
to drain skills, feats, stats, or powers (you choose which when you buy the
power, but can expand it out to cover more categories). MnM Drain can also be
made contagious, delayed, or staged to go off a second time later on. In MnM
you drain over time, in SaS it is instantaneous. In MnM you recover over time
and in SaS it is not stated so we can assume at the end of the battle or scene
or shutting off of the power if it is the non-draining variety.
SaS Nullify cannot affect stats, skills, or Characteristic Attributes.
MnM Transfer is like MnM Drain only it then gives you whatever you had drained
away from the victim (the same concept in SaS is done with Nullify and Mimic
working together). MnM Neutralize is the ability to turn off a victim’s powers
(similar to SaS Nullify without the Drain Option). It can be expanded to keep
the victim from turning their powers back on or to get everyone in an area.
Organizational Ties / Connected
Organizational Ties is an SaS construct representing your link
to some organization that gives you perks of some kind or another. It has no
direct equivalent in MnM. MnM does have Connected which represents you knowing
useful people, which has no direct equivalent in SaS. Each system treats the
other’s construct as merely an aspect of roleplay.
Plant Control
The base powers are thematically equivalent. The MnM version also
includes the ability to animate your plants, move between them like teleport,
use them as an ESP like sense, and other effects. Most of this can be simulated
in SaS through other powers.
Pocket Dimension / Dimensional Travel / Special Movement – Dimension Hop
SaS Pocket Dimension takes you to your own private dimensions which
may or may not be populated. The power is largely concerned with how you access
the dimension and how large it is. MnM Dimensional Travel lets you reach other
dimensions and the power is largely concerned with how familiar you are with
a given dimension. Both powers have options to allow to make portals for others
to use. SaS also allows for the option of forcing someone into your pocket dimension.
To travel to another dimension in SaS you will need Special Movement – Dimension
Hop, which gives you one dimension you can reach each time you take it. To have
unlimited dimensional travel the game recommends Dynamic Powers.
Regeneration
SaS regeneration sets how many hit points you recover every round.
MnM regeneration sets how often you recover a hit. It is thematically identical
save for that MnM’s option of recovering from limb loss or near death are not
guaranteed to succeed.
Reincarnation
This power is vastly different in the two systems. SaS’ power works
like it does in comic books: after you die, you will rise from the ashes at
some point in the future and this is a guaranteed outcome. There are conditions
that can stop it, such as a stake through the heart for a vampire or silver
bullets for a werewolf. Your ranks in the power determine how long it take till
you come back.
MnM’s power sets your chance at succeeding to come back. You get
one roll when you go down and if you fail it your character is gone. If you
succeed you come back in the next round of combat at full capacity and able
to fully participate, but you may be a completely different person with merely
the same memories. The chance of coming back however is very difficult and even
at full allowed level for a standard character is not likely to give you more
than a 50% chance of success but will use up 27% of your character’s total points.
Sensory Block / Obscure
SaS sensory block blocks one sense per level by imposing a stiff
penalty to checks using that sense. It has no selectivity option so everyone
in the affected area is blocked. MnM obscure gives total concealment from a
sense over an area determined by the rank of the power. It can be made selective
and additional senses can be added. It can also be limited to only provide partial
concealment. Concealment in MnM works rather strangely and even total concealment
is fairly easy to penetrate (50% odds).
Shrinking
SaS shrinking allows you to get very small, for only a small fraction
of your total points you can be at cellular size. MnM shrinking stops at a much
higher point, and a character built at the default power level will not be able
to get smaller than 6 inches, though they can make a sudden jump from there
to the ‘Microverse’. SaS Shrinking will cut your ability to do physical damage,
MnM will not. Both will cut your carrying capacity however. However MnM shrinking
has an option to get rid of this problem.
Sidekick
In SaS this power gives you a pool of points to build a sidekick
with. In MnM it is a feat you buy once and the power of your sidekick is based
on your Charisma, Leadership ability, and reputation. MnM allows to get additional
Sidekicks by taking the feat multiple times, in SaS to do this you would have
to split your pool of points across multiple Sidekicks.
Sixth Sense / Postcognition / Precognition / Detect
In SaS Sixth Sense is a catch all to detect things beyond normal
means, such as magic, danger, virtue, truth, and so on. Each level in the power
gives you one such sense. Precog and Postcog senses are sub abilities of this power that give you farther
reach in time with more level.
In M&M Precog and Postcog abilities are individual powers. Your levels
in the power do not set har far into time you see, but how well you find answers
to specific time related issues. Mnay of the senses one could construct with
Sixth Sense in SaS are reproducible in MnM through use of the detect feat, which
lets you choose something you can detect and make spot checks to sense it.
Special Attack / Energy Blast / Strike / Weapon / Mind Blast / Natural Weapon
/ Energy Field / Stun / Snare
Special Attack in SaS is a catch all power that can be used to
construct nearly any kind of attack one might desire. It is one of the few powers
in SaS which can be expanded as well as contracted through a series of additional
abilities and disabilities. Many of the things in these lists would make great
additions to other powers in the game but there is no system for extracting
them out of Special Attack. In MnM there are a series of different attack powers
to capture different styles of attack, each of which can be expanded or contracted
through the extras, stunts, and flaws system.
Several of the abilities on SaS’ Special Attack have no equivalent
in MnM: Indirect, Flexible, Incurable. Others in MnM can be grabbed from the
lists of extras throughout the game and applied to the attack power of your
choice (extras, stunts, and flaws in MnM can be used on any power, and not just
those they are listed under).
A note should be made on Autofire, which works very differently
in the two games. In SaS if your attack can autofire you get in one hit for
amount your attack roll is over the defenders defense roll. This can result
in a massive amount of damage being delivered through a hail of up to ten hits.
In MnM autofire lets you make additional attack rolls but at a severe penalty
to all your attack rolls in that round. It caps at three attacks in a round
and there is some debate among the user community as to weather or not it can
stack with other multiple attack methods in the game to give you a total or
more than three attacks (such as rapid shotting an autofire for a total of four
attacks). This debate continues as the designers have not yet answered it at
the time of my writing this, leaving the issue in the hands of individual GMs.
Special Attack – Flare / Dazzle
One of the sub abilities of special attack is the ability to temporarily
overwhelm your victim’s senses, this is matched in MnM with Dazzle.
Special Movement
In SaS this gives you an unsual method or angle on movement, such
as water walking or swinging. Most of the abilities listed here (Zen Direction,
Cat-Like, Slithering, and so on) have no equivalent in MnM. Others such as Wall
Crawling or Swinging are represented as individual powers in MnM (Clinging and
Swinging).
Speed / Super-Speed
As with all movement powers, in SaS this gives you identical tactical
and non tactical velocity which can go with very few levels to allow your characters
to cross entire cities in a single combat round. A PC in my game using his SaS
version can cross
SuperStrength
This Power works quite differently in each system. In SaS once
you have this power you completely ignore your base Body stat when it comes
to issues of strength. The game does not say what to do however if you need
to make a stat check. Carrying Capacity is completely based on Superstrength
so individuals at the same level of power will have the same ability. In MnM
each level of the power boosts your normal strength’s carrying capacity by some
multiple and acts as a bonus on die rolls needing strength. In both systems
the power also provides a generous bonus to damage done based around physical
strength. MnM Superstrength suffers from the classic complaint in superhero
RPGs that strength based characters can do more damage than characters of other
concepts as it will cap out at a higher bonus to damage than any other concept
can match. At the standard power this difference is a dramage 1.5 times higher
than everyone else. The only saving grace on this issue is that this imbalance
is given to all character who use strength as a factor in the damage they do,
not just those who use superstrength.
Swarm
This is a very interesting SaS ability to turn yourself into a
swarm of tiny critters. In MnM it is matched by Alternate Form – Semisolid which
can be a mass of any particulate matter including critters. Swarm in SaS has
a dramatic effect on the nature of your character when the power is active,
turning off your ability to use any of your other powers or skills. In MnM there
is no such issue.
Telekinesis / Element Control / Energy Control
The two powers are fairly similar in both systems. The SaS version
also comes with an option to be able to move various elements instead, this
option is matched in MnM with Element Control and Energy Control, each of which
also gives a number of other abilities with the element or energy you choose
to control. SaS has Air, Earth, Fire, Metal, Water, and Wood as choices. MnM
has Air, Earth, Water, Cold, Darkness, Electricity, Fire, Gravity, Kinetic,
Light, Magnetic, Radiation, Sonic, and Vibration.
Some of the factors in the MnM lists could be mimicked with assorted
powers in SaS, but many items on the list also include some unusual thing you
can do with that element or energy that doesn’t map over to anything in the
other system.
Telepathy
In SaS Telepathy gets really tricky if you want to read beyond
surface thoughts. The only way to do it is to first pummel your victim into
unconsciousness. You can only do this if you have one of the two top levels
of the power, and having this ability also gives the ability to render the victim
dead at your whim once they are unconscious. Only at the top level of the power
can you alter their memories.
In MnM the power gives you a bonus on checks to reads minds, and
the deeper you desire to go, the harder the check is to make. Memory Alteration
is something you can add onto the power regardless of your level, but a higher
level will make it much easier to alter memories. Of all the superhero RPGs
I’ve played, only MnM seems to do Telepathy the way it seems to work in the
comics I read.
Teleport
SaS Teleport works like any other SaS movement power and can give
you vast distances of travel in a single round of combat. You must know, see
or sense the locations in some manner to visit them however. It is much the
same in MnM save that it is split into tactical movement and non tactical. MnM
teleport also has the option of adding a number of interesting tricks like blinking
in and out to avoid being hit or rapid teleporting to hit everyone near a certain
point. MnM Teleport also has an option for making Portals. Both versions have
options for taking passengers, something all MnM movement powers have (though
the option is listed at the end of the powers chapter rather than near the movement
powers themselves).
Transmutation
This power is fairly similar in both versions. In SaS power level
sets mass, in MnM it sets size. The SaS version does not say what to do when
trying to transmute something someone else is using, the MnM version lets the
person using that object resist your attempt. The SaS version does make a case
for objects which were created using Item of Power, a special case the MnM version
does not cover (something made with a character’s points gets no special treatment
if it is just sitting there by itself).
Tunneling
The same statements made about other movement powers apply here
as well.
Unique Attribute / Power Creation Rules
SaS provides a short paragraph under this heading to essentially
gives GMs license to let in new powers players come up with. It does not have
any solid guidelines for figuring out how much any new power should cost, or
what it should or should not be able to do mechanics wise to ensure smooth game
play. It merely states the power should be costed out based on the other powers
in the game.
MnM provides 8 pages (6.5 if you remove illustration space) on
creating new powers that goes through and dissects the power design meta-system
the author used to build the powers list. It is the most highly detailed such
item I have ever come across in any RPG, taking you through step by step the
process of building a new power and giving it both balance and a point cost.
MnM has a similar small section for doing the same thing for feats at the end
of the feats chapter.
Unknown Superhuman Power
This interesting SaS construct has no equivalent in MnM. Taking
this on a PC means that the character has some power they are unaware of. A
pool of points is set up which the GM uses to buy whatever powers they desire
to give that PC and then to have it come into play at some undefined point in
the near future. The pool of points is larger than the number of points spent
to get it, thus providing some incentive to take this power.
Water Speed / Swimming
The same statements made about other movement powers apply here
as well. MnM also has the ability to let you make superleaps like a superhuman
dolphin as an optional add on to the power.
Wealth
SaS defines this as your liquid assets and sets them according
to your level in the power. MnM has no official rules for wealth stating that
wealth in comics has little to do with the effectiveness of the hero. Instead
it offers two optional feats that lets you either set an independent income
or a general level of wealth
Thus ends the list of powers that SaS has and how they map to MnM, now I will cover some powers that are only found in MnM.
Amazing Save
As MnM uses d20 like saving throws, this power lets you boost some
or all of them.
Animation
This power lets you animate inanimate objects, or –things-. Examples
could be anything from dolls to shadows to pictures.
Astral Projection
The ability to have an astral form separate from your physical
body and travel around on it’s own. This is not D&D astral travel -which
is really just a form of dimensional travel with it’s own astral plane- but
more like the metaphysical concept where your spirit travels away from it’s
shell for a time.
Combat Sense
This sounds like danger sense, but is really a d20 mechanic to
avoid situations where you would lose your dodge bonus. It may be a way to counteract
the odd effects of going into non tactical movement in MnM.
Comprehend
This is a super ability to understand languages.
Corrosion / Disintegrate
These two powers are very similar in that they work to destroy
non living matter. If a GM doesn’t house rule it otherwise, these two powers
can make characters who use devices (such as suits of powered armor) nearly
useless almost instantaneously. I have been considering a House Rule that devices
created with points cannot be destroyed, only taken or damaged. Others have
made a rule giving any device that grants it’s user a protection power the benefits
of that same power.
Deflection
This power gives you an ability to not only deflect away incoming
attacks but with an option that can be added to it the ability to send those
attacks right back at the attacker. In SaS there is a Combat Technique to block
a ranged attack, linking that technique to a mimic power would give you this
ability if there was a way to apply a trigger to a power in SaS, which there
is not unless that power is Special Attack (which has a trap ability).
ESP
This power lets you sense distant places as if you were there.
It is possibly matched by Heightened Senses type I in SaS which allows a sense
to operate over an area.
Fatigue
This power lets you tire out a victim. SaS has no mechanic for
being fatigued, so there is no power to put a person in that state. In MnM you
can progressively fatigue a victim until they fall unconscious from exhaustion.
Microscopic Vision
This power actually is present in SaS as one of the items on the
list for Heightened Senses Type II. In MnM it is detailed out to how far you
can magnify, whereas in SaS it is just listed and open to interpretation.
Paralysis
The ability to render a target unable to move. Not the same an
entangling them which both SaS and MnM have (tangle special attack versus Snare).
Possession
This ability lets you take over the body and mind of your victim.
It has versions where you leave your own body behind, where your body disappears,
or where you switch bodies. One of my favorite comic book character is based
on this power (Nightcrawler’s Daughter from the Exiles comic) and this is the
only Superhero RPG I have that presents the power straight up.
Running
The ability to move faster without the other effects of super speed.
This is merely running speed.
Shape Matter
The ability to change the shape of inanimate objects rather that
the material and nature as Transmutation does.
Slick
Ever since I read Liberty Project in the mid 80s I have been looking
for an RPG to give me a workable version of this power in a simple mechanic.
This is the first time I’ve seen anyone even address the concept, and they seem
to have gotten it right. Note that the slicked surface does not have to be the
ground in this version either.
Slow
This is the power to slow down a target’s movement and action.
Cosmic Power / Sorcery
These two powers are constructs of other powers to handle specific
common concepts. Each of them is essentially a collection of other powers in
the game.
Spinning
This strange power is the ability to spin like a top. Tasmanian
Devil movement if you will, including as an option the ability to tunnel like
the tunneling power.
Stun
Like the Fatigue Power, this works off a specific state in d20
that is not present in SaS and thus lacks an equivalent power. This allows you
to put a victim into the stunned condition and hopefully leave them there for
some amount of time.
Suffocate
This power allows you to suffocate a target. It is unclear if the
Immunity to Suffocation ability has any affect on this power. Immunities cannot
be applied to specific attacks (only to environmental conditions), so it would
seem the answer is no. But the wording on this power is such that a rules lawyer
might see an argument around that in this case, and people with immunity to
suffocation might wonder why this attack could harm them anyway.
Super-Charisma, Super-Dexterity, Super-Wisdom, Super-Intelligence, Super-Constitution
In SaS only Strength has a super powered version. The rest of stats
are considered super merely by how high they are under the normal stat mechanic.
As nearly all supers will have all of their three stats way above human norms
you have a dynamic where they are superhuman in all of these aspects, which
often fails to match many comic books concepts (does Cyclops have super dexterity?
If you don’t give it to him in many super hero RPGs, he won’t survive, but most
fans of him do not believe the character in the comics actually possesses it).
By having these powers MnM allows supers to have the same stats
as normals except where they are specifically superhuman and yet still remain
as viable game characters.
Super-Skill
This is a super human ability to perform some specific skill. Setting
you way above the normal human maximums in that skill.
Telescopic Sense
This extends your senses out to superhuman ranges. It is partially
covered in SaS by Heightened Senses type I, but this power can go much further
and yet is not area based like the SaS power.
Time Control
Few games will attempt to let characters have this ability, even
though it appears in comics. This is handled in MnM by letting you apply super
speed or slow to yourself or targets. It includes an option for freezing targets
in time.
Time Travel
This is the ability to travel through time, and has an option for
making portals. There is some discussion on how Time Travel works and the suggestion
that the GM pick a method and lay down the law if someone has this power.
Licensing and Support:
As I wrote this, the publishers of MnM made an announcement to provide for a scheme letting anyone publish material for their game system:
http://www.greenronin.com/mutants_masterminds/index.php?file=Superlink
The mere presence of that could make this whole discussion a moot point in a few years, if it has anywhere near the impact that d20 has had so far.
As a counter to this, SaS has this:
http://www.guardiansorder.com/company/press/2002-03-18.html
By which they will license out the ability to produce tri-stat material.
It should also be said that at present there are 3 separate SaS products on the market: A GM’s screen, a character portfolio, and a book of NPCs. A GM screen for MnM has shipped, and a city book is going to press soon.
Conclusion:
I’ve been asked to write a conclusion to all of this. Let me start by saying that it is not my intention to creat hard feelings or start any conflict between these two games. Ideally I'd like to see each publisher address whatever shortcomings come to light in their systems from something like this. I doubt that will happen, but it's what I'd ideally like to see.
Both of these systems will appeal to a game looking for a fast playing cinematic solution to super heroes. Both are fairly easy to learn and get up to speed on. Both can handle as much if not more of comics than previous super hero RPGs could.
There are however, significant differences between them. The most striking of these in my opinion comes into play with expanding powers during character design, pushing powers in play, and the interaction between normals and supers. On these three areas MnM has a very strong advantage over SaS. To counter this SaS allows for a lot more breadth of skill choices, a more comic book approach to death and lethality, and the vagueness many enjoy from the freedom of powers like Dynamic Powers.
Make your choice were you will, and if you’re writing product for either of these two games, I hope my observations are useful in helping you improve the game.
That wraps it up
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