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2015-06-17, 10:30 AM (ISO 8601)
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Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
So, lately I've been swamped with College work for the semester. To the point that when a game came up on another site that I was interested in, I couldn't find the time to sit down and hammer out mechanics for any of like a number of concepts that would have been fun to run with. Though I grant a few of them are heavily inspired by other sources, I still feel they'd have fit in with this game.
So, Instead of coming in as a player, I applied and was accepted as a reader, and I'm following along with the people who are actually playing as they post.
Now, to the build help, I've got the concepts, I'd like some help figuring out how to stat them up. I'm hoping that if most of the figuring comes here, all I'll have to do is punch it into a sheet between classes to get the mechanics, and flush out the history during the same. And that if I do it that way, I'll have a selection of characters ready to go when and if the game starts experiencing player attrition, and hopefully I can get into it that way, or at least be ready if I'm given another chance to apply as a player because he does some re-recruiting.
Game is PL 10 - 150pp. Games theme is a boarding school for young adults with a predisposition toward the super natural, in a world were the super natural exists under normal humanity's radar on purpose for various reasons. Thus, were suppose to be able to keep a low profile. That might be relevant.
So: Character ideas
1: The Wizard: This one's heavily inspired by the Dresden Files, as I like the feel of how wizards in that setting work for the most part. My biggest problem would be how to reflect having removable devices that help with the spells in a meaningful way, while still being able to do magic with out those items handy. For sake of keeping it interesting and since Dresden Wizards do have alternate senses, I'm considering making him blind as a complication.
2: The Scientist: Ok, so, you remember that cartoon Dexters Lab? Picture that, with the main character older, and parents who finally caught on to him. I think this would be more a tech based gageteer/battle suit, but I'm really not sure as I've never done much with either archatype.
3: Ectoplasm: Kinda a ghost themed character. Idea drawn also from an old Cartoon. In this case, Danny Phantom. (Note: In later seasons I recall him getting Ice Powers, but I don't think I need that or that it gels with the rest of the theme necessarily, so, no worries there.)
4: Wuxia character: So, I noticed the party had a couple of different types of brute force characters. Physical muscle, energy based raw power, ext. That gave me the idea to do this character, who should play like a hero in an old Chinese martial arts epic with a super-natural bend. Small of body, no big muscles, no obvious super strength or the like most of the time, but using Chi and soft power themed fantasy martial arts, can and does fight at a super human level that can keep up with telekinetic's, giants, Paragons, Bricks and energy controllers at that power level.
5: Speedster: Ok, I know this is a more common archatype, but I've never done one before, so, help? Power source, I'm thinking, would be something kinda insane. (Probably walked into a bar to get directions to somewhere else, and found out it was a super natural Bar of a less then savory sort. And at that time, they'd gotten into a fight over a card game they were all cheating in, threw attacks from various sources at one another, and he got hit with all of them when he stepped in the door by accident, and it gave him super powers.). Once again, they have a lot of muscle in this party, so, I'd actually sorta prefer to stay clear of strength related things. I want to sell the idea that this character is formidable not because he's at all physically strong, but because he's just so insanely fast.
6: Finally, the game is gonna have a fairly heavy mythological theme, so, I though a character based on a Phoenix would be cool. Maybe a rank or two of Metamorph or a couple of points in feature to get access too appearing human. My Rough idea was to have him be quite young, a Phoenix who's never actually died before (But yes, at least 1 rank in immortal and immunity aging cause Phoenix I think.) and is some kind of young Noble among Phoenix's.
Probably flight and a chunk of fire and healing stuff. Maybe Strength limited to Lifting and/or some degree of physical strength, I'm not sure on that one. If there's something cool that can be worked in with a Phoenix's song, even if it's a small thing (A moral booster or something?)?
Yeah, I have vague notions here and there about things about the characters mechanics, but I'm not at all sure for any of them how to go about implamenting them for 95% or more of the build.
So, playground, can you help me?"I Burn!"
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2015-06-17, 11:18 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
To be honest, all of them are pretty standard build-wise, and I'm sure you can just take an example character from the book and tinker them a bit to suit your need.
Can you for example, specify which part of any of the build that stump you, and maybe we can work from that?You got Magic Mech in My Police Procedural!
In this forum, Gaming is Serious Business, and Anyone Can Die. Not even your status as the Ensemble Darkhorse can guarantee your survival.
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2015-06-17, 01:11 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Wizard: Biggest problem is working out how to stat devices making the powers better/easier to use, but not utterly essential to being able to do magic at all. Circa how it's done in the Dresden Files. As well as having room for lots of versatility with out killing point totals or being way short of power level caps.
Scientist: Ok, no, seriously, this is way out of my normal, I seldom do Science themed characters and definatly don't do Tech themed often. I am completely lost. Particularly since it sounds like I should be trying to mix up 2 Archatypes, and I certainly am not sure how that works in this system with out making both of them useless.
Ectoplasm: Ok this one's kinda just an Expy with an altered origin story. For this character. https://en.wikipedia.org/wiki/Danny_Phantom#Characters In a later season they gave him an extra set of ability's, which were Ice themed and I'm less interested in for my purposes. He's got a few different powers that I'm not sure how to even go about stating up. (In particular the Ghostly Wail eludes me. ) And I'm worried about getting some of the powers he should have up and running up and running and meeting both PL caps and point totals.
Wuxia: So, I grasp the idea that this would need to be a lot of attack powers, probably with lots of afflictions and damage extras mixed about, but, other then that, feeling kinda lost.
Speedster: I keep seeing archetypes that have things listed as strength based damage on attack powers and the like. I'm sorta looking to avoid that. (Maybe it's just real world logic talking, but I like the idea of a short rail thin guy who can lay out a literal oger because he hit him so fast that it didn't matter his form was bad and he was small and physically no strong, it was coming a the speed of sound so the kinetic energy from that alone was able to cold **** him.) And most of them seem to be built on "Yeah, if you ever fight an accurate opponent, your still beaten, so that archer or karate guy is gonna destroy you cause he can hit you and you can't take it." and that just destroys the immersion for me, so I'm looking for a way to cut down on that. One that might not kill the point totals.
Phoenix: Ok, no, really, I am lost on how to bring this creature to life in an MM game, on this power level and point total, and make it feel right. Cool sound stuff that seems like fluff till you realize it's like an inspire courage deal, healing effects, all manner of fire shenanigans, flight, and it's suppose to be strong, and I need at least a little shapeshifting. I'm really feeling kinda lost."I Burn!"
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2015-06-18, 02:45 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Apply (Easily) Removable to some but not all of each such power's ranks.
As well as having room for lots of versatility with out killing point totals or being way short of power level caps.
As a side note, if you want to have any spells with long casting times the easiest way to handle that is with the Ritualist advantage.
Scientist: Ok, no, seriously, this is way out of my normal, I seldom do Science themed characters and definatly don't do Tech themed often. I am completely lost. Particularly since it sounds like I should be trying to mix up 2 Archatypes, and I certainly am not sure how that works in this system with out making both of them useless.
Ectoplasm: Ok this one's kinda just an Expy with an altered origin story. For this character. https://en.wikipedia.org/wiki/Danny_Phantom#Characters In a later season they gave him an extra set of ability's, which were Ice themed and I'm less interested in for my purposes. He's got a few different powers that I'm not sure how to even go about stating up. (In particular the Ghostly Wail eludes me. ) And I'm worried about getting some of the powers he should have up and running up and running and meeting both PL caps and point totals.
Wuxia: So, I grasp the idea that this would need to be a lot of attack powers, probably with lots of afflictions and damage extras mixed about, but, other then that, feeling kinda lost.
(Maybe it's just real world logic talking, but I like the idea of a short rail thin guy who can lay out a literal oger because he hit him so fast that it didn't matter his form was bad and he was small and physically no strong, it was coming a the speed of sound so the kinetic energy from that alone was able to cold **** him.)
And most of them seem to be built on "Yeah, if you ever fight an accurate opponent, your still beaten, so that archer or karate guy is gonna destroy you cause he can hit you and you can't take it." and that just destroys the immersion for me, so I'm looking for a way to cut down on that. One that might not kill the point totals.
Depending on just how fast you plan on being one easy stopgap is just to exploit Move-By Action for fun and profit.
Phoenix: Ok, no, really, I am lost on how to bring this creature to life in an MM game, on this power level and point total, and make it feel right. Cool sound stuff that seems like fluff till you realize it's like an inspire courage deal, healing effects, all manner of fire shenanigans, flight, and it's suppose to be strong, and I need at least a little shapeshifting. I'm really feeling kinda lost.
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2015-06-18, 10:37 AM (ISO 8601)
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- Jan 2006
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- Protecting my Horde (yes, I mean that kind)
Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Removable powrs that essentially give the attack bonus for spells, or magical attacks. Remember that Improved Attribute doesn't have to be a stat like Strength or Intellect, is could be a skill like Ranged Attacks: Fireballs. The other option is to have side effects on powers, and then devices that make the character immune to said side effect.
Scientist: Ok, no, seriously, this is way out of my normal, I seldom do Science themed characters and definatly don't do Tech themed often. I am completely lost. Particularly since it sounds like I should be trying to mix up 2 Archatypes, and I certainly am not sure how that works in this system with out making both of them useless.
Ectoplasm: Ok this one's kinda just an Expy with an altered origin story. For this character. https://en.wikipedia.org/wiki/Danny_Phantom#Characters In a later season they gave him an extra set of ability's, which were Ice themed and I'm less interested in for my purposes. He's got a few different powers that I'm not sure how to even go about stating up. (In particular the Ghostly Wail eludes me. ) And I'm worried about getting some of the powers he should have up and running up and running and meeting both PL caps and point totals.
Wuxia: So, I grasp the idea that this would need to be a lot of attack powers, probably with lots of afflictions and damage extras mixed about, but, other then that, feeling kinda lost.
Speedster: I keep seeing archetypes that have things listed as strength based damage on attack powers and the like. I'm sorta looking to avoid that. (Maybe it's just real world logic talking, but I like the idea of a short rail thin guy who can lay out a literal oger because he hit him so fast that it didn't matter his form was bad and he was small and physically no strong, it was coming a the speed of sound so the kinetic energy from that alone was able to cold **** him.) And most of them seem to be built on "Yeah, if you ever fight an accurate opponent, your still beaten, so that archer or karate guy is gonna destroy you cause he can hit you and you can't take it." and that just destroys the immersion for me, so I'm looking for a way to cut down on that. One that might not kill the point totals.
Phoenix: Ok, no, really, I am lost on how to bring this creature to life in an MM game, on this power level and point total, and make it feel right. Cool sound stuff that seems like fluff till you realize it's like an inspire courage deal, healing effects, all manner of fire shenanigans, flight, and it's suppose to be strong, and I need at least a little shapeshifting. I'm really feeling kinda lost.Last edited by Beleriphon; 2015-06-18 at 10:58 AM.
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2015-06-18, 03:03 PM (ISO 8601)
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2015-06-18, 03:33 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Would making your body out of literal living flames help?
Disclaimer, i know 0 about M&M, I just thought the phoenix thing sounded cool and thought i'd let you knowMy Homebrew:
WIP
The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.
Completed Classes
The Grandmaster : A master of animated stattuettes and tactical magic. High tier 3.
The Hidden Word: An infiltrator with a wide range of abilities that works best in small teams. Tier 2-3
Web-Spinner: A martial class based around using webs. Mid T3.
The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.
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2015-06-18, 03:57 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Last edited by Beleriphon; 2015-06-18 at 03:58 PM.
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2015-06-18, 04:58 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Hm. I'll suggest the easiest: a Speedster;
Powers:
Super-Speed: Speed X (linked) + Enhanced Traits X: (+X Dodge, +X Parry, +X FGT, +X AGI, +X DEX, linked) + Enhanced Advantages X: (Accurate Attack, Agile Feint [Speed rank], All-Out Attack, Defensive Roll X, Evasion 2, Extraordinary Effort, Fast Grab, Improved Defense, Improved Disarm, Improved Initiative X, Improved Trip, Instant Up, Interpose, Move-by Action, Power Attack, Redirect, Seize Initiative, Skill Mastery X [Perception at least], Takedown, Teamwork, Uncanny Dodge, & Weapon Bind, linked) + Concealment X (Partial, linked)
*entire power is Dynamic to accommodate the Alternate effects that need Speed
- 100-Punch Combo: Damage X (Multiattack, Dynamic Alternate)
- Wall Runner: Movement 2 (Wall-Crawling 2, limited to running speed rank 6+, Dynamic Alternate)
- Sea Do: Movement 1 (Water-Walking, limited to Speed rank 5+, Dynamic Alternate)
- Done!: Quickness X (Physical tasks only, Dynamic Alternate)
- Catch a Bullet: Deflect X (rank should equal Parry; Close, Dynamic Alternate)
- Gimme That!: Move Object X (Subtle 2, Insidious, limited to Stealing [Sleight of Hand], Dynamic Alternate)
These are all just suggestion that fit the Speedster theme. Tastes vary, so I gave plenty of examples to consider based on a revamp of the handbook's Speedster.
Easiest source Descriptor: Mutant ("I was born like this"). Others could be "Electrical", "Chemical", "Radiological", "Psionic", "Magical", ect. Pretty much anything that can be imagined. To be a little different, "Magic" is a nice one: the PC was empowered by a mage or magical artifact or supernatural being for some purpose.
Again, suggestions & I hope they help.Last edited by dream; 2015-06-19 at 10:15 AM.
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2015-06-18, 07:17 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
And here's the hardest:
Wizard
Wizard Magic (3pts per rank + 10): Reversible Variable Descriptor (Magical) Array of {Easily Removable (Wand) Ranged Area 2 Selective Damage}, {Ranged Area 1 Damage}, {Removable (Ring) Continuous Impervious Create}, {Continuous Create}, {Removable (Ring) Restorative Area Healing}, {Restorative Healing} and {Removable (Mirror) No Conduit Remote Sensing 5}
This gives you the ability to blast, to heal, to create objects and to scry on people. If you lose your magic wand, the area of your blasting spells is reduced and you cannot exclude people from being hurt. If you lose your magic ring, you can only heal people one at a time and your summoned objects are weaker. If you lose your magic mirror, you cannot scry on people. You then take Ritualist, Artificer, Expertise: Magic, Ranged Combat: Evocations and a Senses power that gives you magic sensing.
For Scientist, you have basically two options: Gadgeteer (makes items that save the day) or Inventor (has one super invention which gives them all their powers). Decide which it is your character does.
For Wuxia, what you actually want to do is get Improved Critical (Unarmed Attack) up as high as possible, and use the Alternate Effect option of Improved Critical to supply your alternate effects. That way you're buying just a single attack.Last edited by Grek; 2015-06-18 at 07:19 PM.
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2015-06-18, 08:51 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Ok, on phone, response is short. Been killing self studying for test on Sat. But I haven't forgotten this thread, and this is looking promising even though all I can do right now is glance at it!
"I Burn!"
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2015-06-19, 01:47 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
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2015-06-19, 08:21 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Its enough that 25% of your attacks can be Special Attacks that do unexpected magical things instead of (or in addition to) pure damage.
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2015-06-19, 11:06 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Wuxia (I'm assuming something very "Wire Fu"/Crouching Tiger, Hidden Dragon):
Powers:
Chi Attack: Move Object X (Damaging, Close, innate, Dynamic alternate)
Paralysis: Affliction X (resisted by Will; Entranced/Stunned/Paralyzed, Secondary effect, reversible, innate, Dynamic alternate)
Combination attack: Damage X (Multiattack, Limited to a single target, innate, Dynamic alternate)
Attack anyone within 30' feet: Damage X (Burst-Area, Selective, innate, Dynamic)
Super-Jump: Leaping X (innate, Dynamic Alternate)
Water-walking: Movement 2 (Water-Walking 2, innate, Dynamic Alternate)
Wall-Walking: Movement 2 (Wall-Crawling 2, innate, Dynamic alternate)
Lowered Mass: Shrinking 10 (Limited to body mass, Subtle 2, innate, Dynamic Alternate)
Block: Deflect X (innate, Close, Dynamic alternate)
Parry: Deflect X (innate, Close, Reflect, Dynamic alternate)
Throw: Move Object X (innate, Close, Limited to away from hero, Dynamic alternate)
Second Wind: Regeneration 20 (Standard action, -2 penalties per round, Unreliable; only usable once daily, alternate)
A good grouping to choose from based on style.Last edited by dream; 2015-06-19 at 11:06 AM.
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2015-06-19, 11:13 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Maybe it's just me, but when I want to break someone's knee instead of punching them in the face I'd like to be able to do it right away instead of waiting to roll the right number on my d20. Of course the whole thing is kind of moot anyways seeing as Improved Critical and Alternate Effect are both 1 point/rank so...
Well first off, none of them should be Innate.
Paralysis: Affliction X (resisted by Will; Entranced/Stunned/Paralyzed, Secondary effect, reversible, innate, Dynamic alternate)
Combination attack: Damage X (Multiattack, Limited to a single target, innate, Dynamic alternate)
Super-Jump: Leaping X (innate, Dynamic Alternate)
Water-walking: Movement 2 (Water-Walking 2, innate, Dynamic Alternate)
Wall-Walking: Movement 2 (Wall-Crawling 2, innate, Dynamic alternate)
Lowered Mass: Shrinking 10 (Limited to body mass, Subtle 2, innate, Dynamic Alternate)
Block: Deflect X (innate, Close, Dynamic alternate)
Parry: Deflect X (innate, Close, Reflect, Dynamic alternate)
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2015-06-19, 01:52 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Right. "Magic" or "Mystic" would be the descriptor & thus, subject to Nullify.
Maybe, depends on the GM.
Well, spending more points than necessary is "hurting yourself" by definition. Those extra PP can be spent on Skills or Advantages.
Flavor; maybe the player wants to simply block an attack, where in another situation, the parry move has greater utility.
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2015-06-19, 02:13 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
It's not even about whether there's anything paranormal involved:
Originally Posted by Innate
Well, spending more points than necessary is "hurting yourself" by definition. Those extra PP can be spent on Skills or Advantages.
Flavor; maybe the player wants to simply block an attack, where in another situation, the parry move has greater utility.
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2015-06-19, 08:30 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
I forgot about the power source. If the powers were, instead, skill-based, then they would be innate & thus resist any nullification, outside of a good opposed roll.
Jump, lowering mass, jump, jump, & then punch? Not even possible. You get a move action, a few free actions, & a standard. Dynamic arrays allow a player to use those designated powers simultaneously, but not to the extent of breaking total allowed actions.
Those are modifiers for the effect & optional yes, but once a modifier has been applied to an effect, it can't be turned off & on at the player's whim. This is why I listed two options.
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2015-06-20, 08:42 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Those are the only two extras that I'd consider to not always work, or at least the way they work essentially mean they can be used as the player chooses. Its possible to redirect an attack at something other than the attacker, like say Alpha Centuari. As it is both of the extras are basically a way to build Jedi like character.
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2015-06-20, 10:12 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Ok, been up since 7:30am this morning after getting around 6 hours of sleep and it's now past 11pm were I'm living. Gonna make this short as I'm becoming incohearant, and I have to get back up tomorrow.
I checked Hero Lab earlier today, figured I'd have 5 minutes waiting on a math tutor to get there so I'd have a smig of time to tinker. And for some reason, Hero Lab doesn't list Dynamic as an option for anything, including Arrays. Does anyone know why that is? And what the math is for a Dynamic Array since those have been suggested for a couple of builds? Or how those work?"I Burn!"
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2015-06-20, 11:23 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
In a normal array, you can use one alternate effect OR another alternate effect. With a dynamic array, you can use both, but only by dividing the points for the power between the two effects. So, for example if you have a rank 10 dynamic array power with a Damage effect and an Affliction effect, you can do Rank 10 Damage, Rank 10 Affliction, or a mix like Rank 6 Damage and Rank 4 Affliction. It costs one extra point to make an alternate effect dynamic.
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2015-06-21, 09:56 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Taking a moment from my insane math professors idea of learning which is to copy everything verbatim form the math book into my notes. Not just the important stuff, everything.
It's literally just a flat 1 point extra to make an array a dynamic array?"I Burn!"
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2015-06-21, 02:44 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
One point per effect you want to make dynamic.
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2015-06-21, 04:20 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Even then it still wouldn't be innate. It says right there in the extra description (which I quoted), Innate is for things that you naturally just are. Like if you're writing stats for a giant robot, the "giant" part would be Permanent Innate Growth. Someone who's normally human-sized but can become really huge, on the other hand? Not innate no matter what the power source and description may be.
Jump, lowering mass, jump, jump, & then punch? Not even possible. You get a move action, a few free actions, & a standard. Dynamic arrays allow a player to use those designated powers simultaneously, but not to the extent of breaking total allowed actions.
Note that this isn't the best example, in that setting the array to Damage 6/Affliction 4 doesn't link the effects to each other so the only way to use them both in the same turn is with extra effort. And even then you could just use the Damage 10, switch to Affliction 10 as a free action, and use the Affliction 10 with extra effort.
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2015-06-23, 05:19 PM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Innate can apply to anything that's more a natural ability than a power. Depends on what the player's aiming for & what the GM allows, ultimately.
You can't jump multiple times because most Movement effects are Free action to allow the PC a Move action. So, each use of the Leap effect is a Move action. If the character has Move-by Action, then they could jump, make a standard action, then jump again.
I use Dynamic arrays A lot because they rule! They allow use of any power tagged as dynamic as long as the total cost of the array isn't broken. Green Lantern does it all the time. The main/most-expensive effect will be the base effect and it costs 1 pp to make it Dynamic. Then, all the less -expensive effects in the array only cost 2 pp, as long as their individual cost doesn't exceed the base effect (the extra 1 pp to make the base effect Dynamic does not cost against the cost of the dynamic alternates).
Dynamic alternate effects can be used simultaneously as long as the total point cost to operate the effects does not exceed the cost of the base effect. I'll use a Superman-type for an example;
Enhanced Trait 15: +15 STR, sustained, dynamic (cost = 15 x2 + 1 pp for Dynamic. Total cost = 31 pp, but for the array, the cost is 30 pp)
- Damage 10: ranged, dynamic alternate (cost = 30 pp, but as a dynamic alternate, cost is only 2 pp)
- Flght 10: dynamic alternate (cost is 20, but again, only 2 pp because it's dynamic)
Now. Say Superdude wanted to use his STR to lift a bus, while flying; Bus = 25 tons (rank 10 STR) let's say & he's flying at 60 mph (rank 5 Flight).
It cost 20 pp for 10 ranks of STR & 10 pp for 5 ranks of Flight. Total cost = 30, so Superdude pulls off his bus rescue!
Some people don't like Dynamic arrays because of the math, but all you really need to know is you can't hit the top levels of powers that are used simultaneously. They have to share the points, but it makes your hero far more useful and far more like comic book heroes. Done right, you can easily have a hero who effectively uses 3-4 powers at the same time (no Extra Effort required)Last edited by dream; 2015-06-23 at 05:19 PM.
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2015-06-24, 09:32 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
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2015-06-24, 09:45 AM (ISO 8601)
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Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Ohhhhhhh. And here I was looking around in the extras and flaws tab all this time!
Ok, Bit of good news, with a bit of luck, my current situation will relax somewhat after the end of this coming week, so, hopefully I will be able to sit down and properly write up back grounds and origin story's for the concepts at hand and actually tinker with hero lab and try to get sheets worked out. So, if so inclined, wish me luck/say a prayer/hope for me that this goes the way it needs too for that to happen.
I will keep this thread updated on when and if that works out, and if it does, I'll start doing intended origin story's and the like for assorted characters."I Burn!"
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2015-06-24, 12:55 PM (ISO 8601)
- Join Date
- Nov 2014
- Location
- Het Heru
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2015-06-24, 03:47 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- GI Joe Headquarters
- Gender
Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
I played a ghost character once. Here’s what I came up with for “ghost powers”
Spoiler: GhostPowers
Flight: Flight 2 (Continuous, Subtle 2). [8 PP]
Invisibility: Concealment 2 (Vision). [4 PP] *Note: This would only apply to vision, not necessarily to all visual senses, which would require Concealment 4 for 8 PP.
Incorporeal: Insubstantial 4 (Continuous, Innate). [25 PP] aggravated damage: jade
Immortality: Immortality 5. [10 PP]
Ghost Immunities: Immunity 5 (Aging, Disease, Poison, Environmental Cold, Suffocation caused by passing through solid objects). [5 PP]
Shiver: affliction
Cost: [8PP)
First condition: impaired, second condition: disabled
Affects Corporeal, Limited Degree, Resisted by Will-, linked to incorporeal
Total: 62 PP
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2015-06-28, 04:33 PM (ISO 8601)
- Join Date
- Mar 2011
Re: Mutants and Masterminds 3rd edition. I need help bringing some concepts to life.
Alright, quick update. Situation is starting to relax just ever so slightly. But the real test won't be till close to the end of this week, so, won't know for sure till then. That said, I did get a smig of time to tinker with Hero Lab, working on the Phoenix build. And A question came to mind as I was working out the details of the healing power.
I know there's a skill mastery Advantage that let's you basically always take 10 on checks for the selected skill. I was wondering if there might be a way floating around to do a similar thing with the healing power, always take 10 on it? Cause, that would be really cool if so.
Another question, the create power, is that a power that's capped at Power level? Or should I be able to have more ranks then power level. (Hero Lab says since it's a PL 10 Character I can only have 10 Ranks in the create power. Trying to figure out if that's correct or not.)"I Burn!"