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2024-02-08, 12:38 AM (ISO 8601)
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- Jan 2019
Re: Mutants & Masterminds 3.2 [playtest]
I was hoping to stat out Panacea and adjust her points a bit, but there have been some changes to Healing or Regeneration (Possibly renamed as Fast Healing?) that aren't revealed yet and I can't get the points to make sense.
It looks like the fast healing ability costs like 23 points, which is bananas because it's really bad regeneration.
Spoiler: power breakdownBIO-MANIPULATION Array 10pts : Panacea can perform one of the following effects per Turn as a Standard Action:
• ACCELERATED HEALING: Touching another character, Panacea
rolls a DC 10 Check with a +8 Bonus: Each Degree of Success on the Healing Check removes one Damage Condition,
starting with the subject’s least severe condition, and working towards the most severe. She can make one Healing
Check per subject per Scene. Additional uses on the same
subject in that Scene require EXTRA EFFORT (page 17). (Healing Rank 8, Limited, Affects Only Others 8pts)
• ADRENAL SURGE: Panacea gains a +12 bonus to her Athletics
Checks. The bonus is reduced by 1 at the end of each of her
Turns until it is gone. (Enhanced Skill Rank 6, Activation standard, Fading 1pts)
• BIO-STUN: Roll a Ranged Attack Check against a target. On a
hit, they are required to succeed on a DC 18 Fortitude Resistance Check:
SUCCESS: No effect
FAILURE (ONE DEGREE): Dazed
FAILURE (TWO DEGREES): Stunned
FAILURE (THREE OR MORE DEGREES): Incapacitated.
Targets get a new Resistance Check at the end of each of
their turns to eliminate the Dazed and Stunned Conditions,
every minute to eliminate the Incapacitated Condition. (Affliction Rank 8 8pts)
ENHANCED IMMUNE SYSTEM: Panacea is immune to diseases and
toxins and can survive twice as long as normal without food
or water.(Immunity Rank 4 Limited to Half Effect 2, 3pts)
FAST HEALING: Panacea can make a Recovery Check (see page
15) from being Injured by resting for one Turn (taking no
actions) and from being Wounded after four minutes, rather than a day. She has a total +5 Bonus on Recovery Checks
(including her Stamina Rank).
My guesses are that Regeneration is completely removed and replaced with whatever fast healing is, speeding up recovery rolls instead of automatically healing, and that Healing is actually ALWAYS limited to 1/scene so it's not actually Limited flaw (which would be an array of 16,8, and 1, which is just really really bad) but I don't know how the numbers work.
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2024-02-08, 01:13 AM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
I've made a bunch of edits:
Edit: Magic Girl Jenova moved to here.Last edited by JeminiZero; 2024-02-17 at 03:39 AM.
ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-08, 01:38 AM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
Yeah. They seem to have reverted to the 2E implementation of Regeneration.
My Guess is:
*3 ranks in Improved Recovery Check (so adding 2 Stamina = +5 total)
*9 ranks in Regen for Wounded (1 day > 4 minutes)
*9 ranks in Regen for Injured (1 hr > 6 seconds)
Total 21 PP
Since it is a Range Affliction, Bio-Stun should be 16PP.
Which also means that her Healing does not need any flaws. So Affects Others only, and once-per-scene, seem to be the new norm for healing.
This makes recovery between fights a lot harder. If you are Wounded with a bunch of Injuries, Healing will only remove the least severe condition, the injuries. You have to wait a whole day to attempt to recover from Wounded. And if you fail the recovery check, that's another day of waiting. Unless you try to "game" the system by switching scenes repeatedly to allow additional healing attempts.
"Alright, team I know you are all heavily injured and badly wounded. But I've already used my healing at the bank robbery site, so we have to take a trip to the mall if you want to get better."ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-08, 02:46 AM (ISO 8601)
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- Nov 2019
Re: Mutants & Masterminds 3.2 [playtest]
Unfortunately my character also has Regeneration, so I suppose I'll have to try and make sense of the above when I have the time and focus (or possibly just spend the points on something else, maybe I'll boost his immortality, so he just resurrects quickly instead? ).
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2024-02-08, 09:03 AM (ISO 8601)
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Re: Mutants & Masterminds 3.2 [playtest]
We really don't have all the new rules so there's some gray area. To handle it I'll bump the point-total from 120 to 150. Also recruitment is extended a week (until the 17th).
When I looked at how Recovery had changed that's when it hits home how the combat system has shifted to something more Iron-Age. The perfect system for Wolverine, Deadpool and Punisher.Last edited by SwordCoastTaxi; 2024-02-08 at 09:07 AM.
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2024-02-08, 03:25 PM (ISO 8601)
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- Nov 2019
Re: Mutants & Masterminds 3.2 [playtest]
The more I thought about it, the more I liked the morbid quality of Cthul-Lad being as fragile as anyone else but quickly resurrecting so I've removed his regeneration and boosted his immortality quite a bit. I have an idea of what to do with rest of that generous increase in PP, but we'll see how it works out in practice.
EDIT: On an unrelated note, on seeing three of my posts close together, it seems like I really overuse this little guy:Last edited by Batcathat; 2024-02-09 at 02:47 AM.
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2024-02-08, 08:27 PM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
I have Quarry stated out just been having issues with getting him into a Myth Weavers sheet. I will post him here as soon as I get to my desktop.
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2024-02-09, 02:37 AM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
Spoiler: Quarry
Name: Quarry PL 8 (150 pts)
Normal Identity: Elliot Bourne
Abilities (12 pts)
Strength 0/10
Agility 2
Fighting 0
Awareness 1
Stamina 2/10
Dexterity 0
Intelligence 1
Presence 0
Skills (11 pts)
Acrobatics* (Agi) +2
Athletics (Str) +10
Close Combat: Unarmed (Ftg) +2/+6 • 1 pts
Computers (Int) +1
Deception (Pre) +0
Driving (Dex) +0
Electronics (Int) +1
Expertise* (Pop Culture) (Int) +3 • 1 pts
Expertise* (Science) (Int) +5 • 2 pts
Insight (Awe) +3 • 1 pts
Intimidation (Pre) +0/+1
Investigation* (Int) +1
Mechanics (Int). +1
Perception (Awe) +5 • 2 pts
Persuasion (Pre) +0
Ranged Combat (Throwning)(Dex) +6 • 3 pts
Sleight of Hand (Dex) +0
Stealth (Agi) +2
Technology* (Int) +3 • 1 pts
Thievery (Dex) +0
Treatment (Int) +0
Feats (5 pts)
Diehard
Equipment: iPhone,
Improved Initiative
Improvised Weapon
Interpose
Powers (109 pts)
Tremorsense: Senses 4 (Touch, Acute, Extended 2, Ranged) Limited(only through a common surface) • 2 pt
Magic Resistance: Immunity 10 (Magic effects) Half effect • 5 pts
Elemental Acolyte: Immunity 10 (Earth effects) • 10 pts
Regeneration 10 (remove -1 toughness/round) Source (In contact with the Earth) • 5 pts
AP: Healing 4 Source (In contact with the Earth), Stabilize • 5 pts
Stone Form (Activation: Move -1 pt) • 86 pts
Growth 2 (8 ft tall) (+2 Str, +2 Sta, +2 Mass, +1 Intimidation, -1 Dodge /Parry) • 4 pts
Growth 3 (Increased Density only, 3200 lbs - does not modify defenses, size, speed, or skills) (+3 Str, +3 Sta, +3 Mass) • 6 pts
Enhanced Fighting +4 • 8 pts
Enhanced Strength +5 • 10 pts
Enhanced Stamina +3 • 6 pts
Elemental Fury: All-out Attack, Power Attack, Takedown 2 • 4 pts
Invulnerability: Impervious on Toughness • 10 pts
Being of Stone: Immunity 9 (critical hits, disease, environmental(high pressure, radiation, vacuum), poison, suffocation) • 9 pts
Elemental Resistance: Immunity 35 (damage from air, cold, electricity, fire, heat, ice or water) Half effect • 18 pts
Strength Power Array
AP Thunderclap: Affliction 10 (Resisted and Overcome by Fortitude; Dazed, Stunned), Area (Cone), Limited Degree • 1 pts
AP Groundstomp: Damage 8, Area (Burst 30’ rad), Limited ( targets must be in contact with the same surface) • 1 pts
Unstoppable: Burrowing 8 (16 mph) • 8 pts
AP: Leaping 7 (900 ft - 60 mph) • 1 pts
AP: Speed 5 (60 mph) • 1 pts
Offense
Initiative +6
Unarmed Combat: +6
Thrown Object: +6
Defense (13 pts)
Dodge: +7/+6 (-1 from size) • 5 pts
Parry: +3/+6 (-1 from size) • 3 pt
Fortitude: +2/+10 • 0 pts
Toughness: +2/+10 (Impervious) • 0 pts
Will: +6 • 5 pts
Total: 12 + 11 + 5 + 109 + 13 = 150
Spoiler: Description
Description
Elliot is a fairly typical looking high school student, if a bit on the small side for his age. He has sandy blond hair and hazel eyes. He typically wears hand me down T-shirts and jeans. His favorite shirts are ones his older brothers got from one concert or another. Mostly because he thinks they help look cool but also because he loves what he calls classic music.
Quarry is a massive figure of dark stone standing just under 8 feet tall and over 4 feet wide. His skin appears as worn stone reflecting those of the Henge when he was originally granted his powers.
Spoiler: Background
Background
Elliot was on a family vacation in England. He and his family were part of a tour group visiting Stonehenge when a thunderstorm quickly rolled in. Elliot had been off running around the fields when the tour guides were calling for everyone to return to the buses to wait out the storm. By the time he realized what was happening he was running through the monument as lightning crashed down around him. Just before he exited the ring of largest stones a bolt of lightning striking one of the stones arced out connecting to Elliot. He became infused with ancient fey energies that the stones had collected and stored over millennia transforming him into a stone elemental embodying the stones themselves.
Spoiler: Complications
Complications
Motivation: Doing Good, Thrills
Prejudice: Teenager
Accident: Quarry is big, heavy and strong and sometimes things get broken.
Honor: Elliot has been infused with ancient magics and fragments of old spirits that carry with them echos of an old code that he feels compelled to uphold sometimes even when he’s not transformed
Secret Identity
Relationships: Family (mom, dad, three brothers)
Responsibilities: School
Edit: updated to include the full 150 ptsLast edited by Rook.Gamer; 2024-02-13 at 08:17 PM.
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2024-02-09, 10:58 AM (ISO 8601)
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- Jan 2019
Re: Mutants & Masterminds 3.2 [playtest]
I strongly suspect that Impervious is not a thing in this edition based on the QuickStart characters and the new damage mechanics. Two of them instead have the unique power Invulnerability which lets them get a 2nd degree success to take no damage. Not sure of the point value tho yet.
Edit: In other news I think I’ve got the math to work out for Regeneration, which suggests the default rules are that you can’t take actions while regenerating and that it only affects lethal damage by default and as one user pointed out is based on time rank rather than per minute. Also 1 per rank same as regular regeneration.Last edited by Benoojian; 2024-02-09 at 01:20 PM.
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2024-02-09, 05:11 PM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
I'm guessing the PL increases to 10 as well?
More PP is always welcome, but it does make it tricky for anyone wanting to use one of the pre-mades.
This seems to be built for PL8. In which case, Fortitude + Will cannot exceed PL x2.
On Recovery Checks, I just realized something else: Wounded in Valiant includes the Disabled condition. This imposes a penalty die on all checks, including the recovery check. If your Stamina isn't 5+, you likely have to make several recovery checks before Wounded is removed. Which translates to several days of downtime, unless the GM allows a lot of scene switching for repeated Heals.
Thinking about it a bit more, the only way to reliably remove Wounded condition from a team (without scene switching shenanigans) is a power like this:
Accelerated Recovery (21 PP)
*Abominations can channel their biological energies into accelerated regeneration when out of combat. They can even share this ability with others.
*Regeneration: 6 ranks @ 3 PP per rank
*Extras: Duration increased to Continuous (+1), Affects Others (+1)
+ *Wounded: 6 ranks (1 day > 30 minutes)
*Flat Extras: Persistent, Regrowth, Progression (x1, affects 2 others through Touch)
Duration is changed to continuous, so the power remains active while you rest.
Anyone who wants to submit Panacea (or a similar dedicated healer) is free to copy this idea.Last edited by JeminiZero; 2024-02-09 at 05:12 PM.
ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-09, 05:45 PM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
Yes JeminiZero he was built for PL 8. I hadn’t seen the change of point total. But I assume the caps are still PL 8.
I realized my mistake on his Will as I was considering how to spend those last few points. Thanks for checking.
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2024-02-09, 06:23 PM (ISO 8601)
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- Jan 2019
Re: Mutants & Masterminds 3.2 [playtest]
I statted out Ace as well, since the only missing piece for him was the new Invulnerability power. It appears to cost a very strange 12 points.
Also like 3 of the characters have higher toughness than stamina without having the protection power, so I think another change for Valiant is that you can straight up buy toughness like any other stat.
Is it weird that I'm enjoying trying to excavate rules changes from the limited information in the quickstart?
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2024-02-09, 07:07 PM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
So replacing his impervious with the new 12 invulnerability isn’t too bad. Then I was planning on using the beginning point boost
To give him some regenerative power but it sounds like everyone will just be taking high levels in immortality. This suggests to me that we really don’t have a good grasp of the healing mechanics due to our limited information or else the new rules aren’t very super.
I too enjoy the archeological work to figure out the rules but that could take quite a bit of time and seems ripe for contention.
Maybe, SwordCoastTaxi, you could specifically state the changes to 3E you want to make based on the information at hand and leave the rest (healing and regen for example) as is to have everyone on the same footing. It seems like everyone is making their own characters at the moment.
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2024-02-10, 12:02 AM (ISO 8601)
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- Jul 2020
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Re: Mutants & Masterminds 3.2 [playtest]
Sorry folks been sick recently but my meds are kicking in. The quickstart is pretty limited obviously and I'm not a fan of how the pregens were written. Would using the original (3e) Regeneration, Healing and Impervious work better for you? That's how I created my NPCs but let me know what feels right. The plus with M&M is you can create and use any kind of power as long as it doesn't break the game.
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2024-02-10, 01:04 AM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
I hope you fell better soon. I like that approach. We can always make adjustments later if the new rules don’t mesh as well with the old ones.
Last edited by Rook.Gamer; 2024-02-10 at 01:04 AM.
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2024-02-10, 04:17 AM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
Get well soon.
ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-10, 05:43 AM (ISO 8601)
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- Jul 2020
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Re: Mutants & Masterminds 3.2 [playtest]
The bigger issue is whatever's happening with this site (obvious connectivity problems). Until they get that resolved I won't be starting this so players have time to make supers.
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2024-02-10, 07:45 AM (ISO 8601)
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- Nov 2019
Re: Mutants & Masterminds 3.2 [playtest]
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2024-02-10, 09:03 AM (ISO 8601)
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2024-02-10, 11:53 AM (ISO 8601)
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- Apr 2012
Re: Mutants & Masterminds 3.2 [playtest]
Excellent! I will put some of those points into a regen/healing ability as I was hoping to and maybe expand a bit more of his stone form.
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2024-02-10, 03:41 PM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-10, 07:05 PM (ISO 8601)
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- Jul 2020
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2024-02-10, 10:41 PM (ISO 8601)
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- Jan 2019
Re: Mutants & Masterminds 3.2 [playtest]
I am officially putting in a request to play Panacea from the Quickstart. She will use the original versions of Healing and Regeneration.
With the extra points I shored up her defenses a bit and gave her a limited immortality(she is defeated by faraday cages), and also gave her a couple extra advantages to make her dangerous in a fist fight even against a stronger opponent. I did give her the new Invulnerability power, though limited so that other electricity users can bypass it.
I am still in the process of transferring everything to a mythweavers sheet, since I used a fillable pdf to do some of the math for me. Here's the sheet for now, though you'll have to download in order to view it properly.Last edited by Benoojian; 2024-02-11 at 12:56 PM. Reason: most current sheet
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2024-02-11, 06:30 AM (ISO 8601)
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Re: Mutants & Masterminds 3.2 [playtest]
That's fine with a few caveats:
- Please change her hero and real name since you're altering the character.
- She's over the PL8 attack-defense cap (16). Please lower her Strength or her Close Combat bonus.
- I couldn't make out the power you added "Drain Their Fighting Spirit". The format cut it off. Can you repost the power here please?
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2024-02-11, 12:55 PM (ISO 8601)
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- Jan 2019
Re: Mutants & Masterminds 3.2 [playtest]
Changing her name to Bioshock
The +14 was a typo, it is actually +12 and Damage 4, though I did have Protection 4 and defensive roll which did break PL, whoops. Gonna redirect 6 points and reduce Proc to 1. Added immunity to alteration effects, her electric field interferes with anyone trying to shapeshift her and 2 more ranks in persuasion.
Reposting the entire power section and advantage section since more is cut off when you view in google
Spoiler: Bioshock powers and advantages
BIO-MANIPULATION Array 19pts : Panacea can perform one of the following effects per Turn as a Standard Action:
• ACCELERATED HEALING: Touching a character, Panacea
rolls a DC 10 Check with a +8 Bonus: Each Degree of Success on the Healing Check removes one Damage Condition,
starting with the subject’s least severe condition, and working towards the most severe. (Healing Rank 8, 16pts)
• ADRENAL SURGE: Panacea gains a +12 bonus to her Athletics and Acrobatics
Checks and gains a Land Speed of 500m a round. The bonus is reduced by 1 and the increased speed down to the next rank at the end of each of her
Turns until it is gone. (Enhanced Skill Rank 12, Activation, Fading Link Speed 6, Activation, Fading 5pts)
• BIO-STUN: Roll a Ranged Attack Check against a target. On a
hit, they are required to succeed on a DC 18 Fortitude Resistance Check:
SUCCESS: No effect
FAILURE (ONE DEGREE): Dazed
FAILURE (TWO DEGREES): Stunned
FAILURE (THREE OR MORE DEGREES): Incapacitated.
Targets get a new Resistance Check at the end of each of
their turns to eliminate the Dazed and Stunned Conditions,
every minute to eliminate the Incapacitated Condition. (Affliction Rank 8 Ranged 16pts)
• DRAIN THEIR FIGHTING SPIRIT: Roll a Ranged Attack Check against a target. On a
hit, they are required to succeed on a DC 18 Will Resistance Check
if they fail, reduce their fighting stat by 1/2 the difference between 18 and their result, min 1, max 8 (Weaken Rank 8, Ranged, 16pts)
BIOELECTRIC REJUVENATION: If Panacea is killed she will return to life after 1 day, unless trapped in a Faraday cage or otherwise has her electromagnetic signature isolated from other living things (Immortality Rank 5, Limited 5 pts)
NEAR-INVULNERABILITY: If Panacea gets two or more Degrees of Success on a Damage
Resistance Check, she takes no Damage Conditions from it, unless it is an Electricity or Lightning effect, in which case she takes the normal Bruise or Injury. (Limited, 6pts)
BIO PATHOLOGY: Running a current through her own body at all times, Panacea is tougher than she looks Protection 1 (Permanent 2pts)
ENHANCED IMMUNE SYSTEM: Panacea is immune to diseases,
toxins, and alteration effects and can survive twice as long as normal without food
or water.(Immunity Rank 9 Limited to Half Effect 2, 8pts)
FAST HEALING: Panacea automatically Recovers 1 damage condition at the start of each of her turns, though a damage condition caused by a lightning or electric effect takes 2 turns to lift (Regeneration Rank 10, Limited 5 8pts)
LIFE-SENSE: Panacea can sense living beings nearby with a DC
10 Perception Check. The DC increases by +1 per 3 meters distance. She can also sense their overall health and any Damage
Conditions they have with two or more Degrees of Success on
the Perception Check. (Senses Detect Extended Analytical Acute Rank 5 5pts)
DEFENSIVE ATTACK: When making an attack, Panacea can
take up to a –5 penalty on Attack Checks to gain an equal
bonus to Dodge and Parry. The changes last until the start
of her next turn.
DEFENSIVE ROLL: As a Free Action for each Turn, Panacea can
give herself a +3 Bonus on Toughness Checks to resist
Damage.
IMPROVED TRIP: When Panacea makes a TRIP attack (see
page 12) she has no Penalty to the Attack Check, and her
opponent does not get an opportunity to Trip her.
INSTANT UP: Panacea can perform the STAND Action (see page
12) without an Acrobatics Check or becoming Hindered
AGILE FEINT: You can use your Acrobatics bonus or movement speed
rank in place of Deception to feint and trick in combat as if
your skill bonus or speed rank were your Deception bonus
(see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever
is better)
ALL-OUT ATTACK hen you make an all-out attack (see Maneuvers, page
197) you can take a penalty of up to –5 on your active defenses (Dodge and Parry) and add the same number (up
to +5) to your attack bonus.
POWER ATTACK When you make a power attack (see Maneuvers, page
198) you can take a penalty of up to –5 on your attack
bonus and add the same number (up to +5) to the effect
bonus of your attack
MOVE-BY ACTION When taking a standard action and a move action you can
move both before and after your standard action, provided the total distance moved isn’t greater than your normal
movement speed
Last edited by Benoojian; 2024-02-11 at 01:01 PM.
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2024-02-11, 03:53 PM (ISO 8601)
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2024-02-11, 05:05 PM (ISO 8601)
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2024-02-11, 06:38 PM (ISO 8601)
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- Jan 2008
Re: Mutants & Masterminds 3.2 [playtest]
Jenova is 3E. Although not 3.2E Valiant, since her healing is based on the d20herosrd version.
The current post is only 120PP/PL8. I'm still mulling about what to do with her excess points.
Mechanics wise, Mages are among the most versatile build possible since Magic can do virtually anything. Hence she will aim to provide whatever the party doesn't have. E.g. Mind Control if there is no Psychic, Quickness if there is no Speedster, etc. The current post has Healing, but I will swap it ifPanaceaBioShock gets in.
Plot wise, since this is a one-shot, I don't foresee any long term character developments. But if there were, Jackson Cottonfield would likely be trying to crawl his way up the social ladder.
Thanks!ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
Spoiler
Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character! Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques The Blob Ikea Tarrasques Redux through Fusion+Astral Seed Spellblade Tennis Throw out nigh infinite spells per round Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit
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2024-02-11, 07:04 PM (ISO 8601)
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- Oct 2015
Re: Mutants & Masterminds 3.2 [playtest]
Is it too late to make a character?
The Time for Honoring yourself will soon be at an END.
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2024-02-12, 02:26 AM (ISO 8601)
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- Nov 2019