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Mutants and Masterminds general, I guess. I've never played

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Mutants and Masterminds general, I guess.

I've never played this game and I'm trying to wrap my head around the rules. In the cost for Enhanced Ability it says 'same as base trait' - but would that mean it costs 2 points per rank in the same way traits do or would it cost 5 points per rank if I have a 5 in said trait already?

Also how do I determine power level limits
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>>48604159
Bump. Came to /tg/ to make a thread about exactly this.

What is the most fun power level to play at? The rules suggest PL 10 for beginners.
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>>48605793
PL 10 is a good place to start, the book doesn't lie.

>Enhanced Ability
Yep, the cost is the same for whichever trait or ability you're trying to increase. So Enhanced Strength +5 costs 10 points, and you add 5 ranks to your Strength.

>Power Level Limits
There are limits based on power level for attack, defense, and skill bonuses. It's in the book.
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>>48605793
Its a small world afterall.
>>48605940
Thank you!

Anybody got any decent hero ideas going on? Pic related is mine.
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>>48606142
For all your hero needs
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>>48606142
I'd probably make something like cyborg. Not necessarily cyborg, per se, more like someone who struggles with becoming more powerful because it means that there's less of him left. Unclear whether it's him or a machine that think's its him. Plus he can't hide who and what he is. Pretty interesting story all things considered.
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>>48605940
So would this mean that, going by "power cost = ((base effects + extras - flaws) * rank) + flat", enhanced strength +5 with no flaws or extras would cost 50 points?
10 + 0 - 0 = 10 x 5 = 50 is the logic that's making me think that.
this power armors gonna be expensive as hell...
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>>48604159
>tfw you are gonna be playing a skelly martial artist who uses his arm bones to beat criminals down

Feels good man
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>>48607237
What? No, dude, it's 2 points per ability point. It's 10 points.
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>>48607948
Ok, so, just to clarify - I don't need to worry about this then?
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>>48608072
The cost of enhanced strenght is 2 PPs per rank. How the hell did you get to 50?
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>>48608072
That's the formula. You didn't do it right.

Base Effect Cost = 2
No Extras or Flaws
Five Ranks
No Flat Modifiers.

(2+0-0)x5+0 = 10
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>>48608226
By being bad at math, probly.

if ET +5 has a base cost of 10 points (because its 5 ranks), don't you need to multiply that ten point cost by 5 ranks?
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>>48608319
Ok wow, yeah, I am a dumbass. Thank you anons, I think I get it now.

Maybe I should stick to D&D.
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How do I even start statting this glorious motherfucker?

I am completely fucking lost.
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>>48605940
What's the purpose of taking Enhanced Trait rather than just buying up the trait? I suppose if the Power was a Device and therefore removeable that would make sense.

Also I'm joining a Mutants & Masterminds game soon, and my character is based off of Reaper from Overwatch but with more skeleton puns and less edge. How can I build this guy at PL10?
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>>48610483
Perhaps to separate your superpower strength from your natural strength, if you have a Complication: 'Loses Powers Near Kryptonite!' sort of thing.
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>>48610483
>What's the purpose of taking Enhanced Trait rather than just buying up the trait?
Flavor mostly but by taking it as a power you treat it like a power
So power dampeners, Rogue like power absorbers and a host of other maguffins can take away your powers
A stat is more your natural ability that barring character or species specific weaknesses can't be reduced

Or at least that's how I do it
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>>48610483
Why less edge? It's actually what makes him funny, knowing it's an old-ass man behind the mask.
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>>48606142
I just built a character for a One Piece setting game as a thought exercise. She's a samurai woman with three legendary items: badass armor, a badass bow, and a naginata that ate the horse-horse fruit.

It's pretty fucking retardedly abusive, considering how it relies on a ton of alternates and devices.

1/3
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>>48611998
Easily Removable is a fucking joke with how broken it can get, in terms of bang for your buck.

2/3
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>>48612022
And I took two of them. Ideas on how to make this character sheet not get me slapped by a DM?

3/3
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I almost DMed this, but then one of my shitty players made an invulnerable (Without using the invulnerable power) character and ruined everything.
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>>48612603
You can veto character sheets, you know.
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>>48612666
not him, but it's hard for DMs who haven't run a system before to recognize what's too good to run. Like if the guy had just taken "invulnerable" then that's obvious, but if he is mechanically invulnerable that can be hard to see.
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>>48610483
You can also make an Enhanced Trait Sustained duration, rather than the normal Permanent duration at no added cost--and Sustained effects can be used as the base of a power array.

For example, say you have a power armor that gives you Sustained duration Enhanced Strength 10. For a point, you can add an Alternate Effect, say, Ranged Damage 10. Thematically, it means that normally your armor gives you super-strength, but maybe you can instead re-channel your armor's energies into ranged energy blasts, or something.

Keep in mind, however, that Sustained Traits must be sustained with a free action each turn, and can only be switched to Alternate Effects once a round. So you couldn't, for instance, hold a building over your head with one hand and shoot a blast of energy at an enemy with the other. Also, if any effect renders you unable to take a free action during your turn (usually being stunned will do it) you instantly lose your sustained Enhanced Strength.
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>>48612603
Protip: be wary of any character with Dimension Travel or Time Travel, never allow them to have both.
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>>48612774
>>48612666
That was exactly the problem. He was playing a Captain America type character with perfect parrying. Technically not invulnerable but still literally cannot be affected by anything that wouldn't wipe the party.
>>48613027
I banned that one too, don't worry.
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>>48613053
Ah, I see.
>>
I would give a arm or leg this game regularly with a group but RL groups only like Fantasy PnP games and finding a online game that last is like finding a needle a haystack.
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>>48613629
https://www.mediafire.com/folder/026war1l4oo42/Mutants_and_Masterminds#026war1l4oo42

Follow that link and look in the 2E section for a book called Warriors&Warlocks it is a fantasy supplement for the game you can also find a conversion guide so it would be relatively easy to port to 3E
>>
does anyone have the new hero high book
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"Chainsaw: A tool that sometimes sees use as a weapon,
particularly against zombies and other slasher-flick monsters.
Unlike most melee weapons, chainsaw damage is
not Strength-based."

Would it be possible to turn a Chainsaw into a device that DOES have strength-based damage? With Strike or Damage, maybe?
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>>48614490
Just make it strength based Damage Device and call it a chainsaw
The equipment version of the chainsaw might not be strength based but if it's a device it's whatever you want it to be
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>>48614490
Personally, I don't see any reason why you couldn't. If you can come up with some non-game-mechanical reason (i.e. a thematic or flavor/RP reason) for it, all the better.
Generally, you want the mechanics to fit your ideas for a character (or device in this case), rather than ideas fitting the mechanics. But, if you can explain it at least vaguely and your GM is okay with it, then why not? Rule of cool is in effect
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>>48610483
>Also I'm joining a Mutants & Masterminds game soon, and my character is based off of Reaper from Overwatch but with more skeleton puns and less edge. How can I build this guy at PL10?

Teleport should speak for itself, although if you want to stay true to the Overwatch mechanics you'll probably take some Flaws, such as Increased Action

Possibly a Reactive Healing or a Source-based Regeneration power triggered by killing someone or being in the presence of death

A Removable Ranged Damage effect for the shotguns

Other than that it's just skills and stats to taste
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>>48613053
>That was exactly the problem. He was playing a Captain America type character with perfect parrying. Technically not invulnerable but still literally cannot be affected by anything that wouldn't wipe the party.

Wait, you had to ban a literal example skill from a source book?

>Perfect Defense
Your mastery of combat technique is so great that when
you choose to go on the defensive, you are virtually un-touchable. You either parry and slip around close attacks, or nimbly dodge and evade ranged attacks. Doing so takes virtually all your concentration, however; you’re limited to move and free actions while using your Perfect Defense, and it does not protect you from attacks that do not target you in the ways you are trained to avoid, so things like area and perception ranged attacks still affect you normally. You must also be able to defend yourself: If you are vulnerable or defenseless, your Perfect Defense does not work, either.

Step it the fuck up senpai.
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>>48611998
Tried that one more time. There's mechanical wonkiness due to it being impossible to actually make the spear full blown transform into a horse, but... I suppose this is a quick and dirty way to make it work.
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>>48615450
>Comprehend: Comprehend 1 (All)

So the horse understands anything anyone is saying ever?
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>>48613053
>the perfect parry is fucked by anyone succeeding in a feint against the guy

Step it up fampai
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>>48616530
It's kind of a trope in One Piece, that animals can understand what you're saying.
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>>48613053
>what is AoE
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>>48616545
That's not unbalanced at all!

Then again, was there any episode where anyone spoke anything else than common?
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>>48616563
Outside of the ancient writings, no.(And they still can't read).
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Now I feel like I should work on the OP campaign that I never really got to. What PL would be good for starting out at a level to Luffy at the start of his journey?
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>>48616909
When in doubt, use PL 10
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>>48616909
Starting out Straw Hats? PL 8. PL 10 by Crocodile, PL 11 by Enel, PL 12 by Enies Lobby, and then on from there.
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>>48616927
>>48616944
Fair enough. More onto that theme, in One Piece and many other medias people often come up with new moves when they're desperately cornered (Zoro cutting steel when he's almost dead), is there a good way to represent new moves like that in the heat of battle? Maybe this is already covered in the Stunts (I think they're called that), but I dont have the book to check right now.
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>>48616980
Variable, for sure.
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>>48617003
This could work. You could give each character a variable power explained as (Luck) that they can add to any other of their powers for the duration of the scene when things get really ugly.
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>>48617022
Well, a Zoro example would be like, Variable (Descriptor: Katana Techniques, Limited: Only When Injured)
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>>48617050
Yeah, for example.

A luffy one would probably be Enhanced Toughness limited: when badly injured. So he can stay in the fight for longer.
Also known as plot armor.
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>>48617088
Hell, I was musing about giving him Immunity: Death, Dying, Incapacited (Limited: When My Nakama Are Counting On Me!)
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>>48617101
That's still plot armor
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>>48617111
Yeah, but it's also not subjected to the PL cap.

Tekkai is Immunity: Affects targeting Toughness (Limited: Half Effect)
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>>48617123
If Tekkai is that, I can't wait to hear how you justify Haki armor
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>>48617136
I haven't seen any Haki yet, lol.
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>>48617144
What do you mean? You know about the existance of Haki, right?
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>>48617123
I'm quite sure both Tekkai and Armament Haki would only provide Protection and Tekkai also requires you to take no other action (as far as it has been used in the series). Armanent Haki would also include nullification for the Logia user's ability to avoid taking damage by turning into their element.
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>>48617168
I've heard of it, but no, it hasn't been explained yet where I'm at in the show.

I mean, it's basically proof you've reached true badassdom, innit? So, to be expected of a PL 14+ character.

No spoilers pls

>>48617193
Yeah. Perhaps Impervious Toughness.
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>>48617193
Nullify (Logia immunity)

Easy
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>>48617206
Why are you posting in this thread if you are not up to date. Get to it and watch/read the series right now, anon!

Impervious Toughness sounds good for Armament Haki and Tekkai.

Seriously, anon. Get up to date already. One Piece is the shit.
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>>48617206
Tekkai gives only a quarter toughness and impervious toughness that Haki gives, because Haki is that much stronger.
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>>48617231
>One Piece is shit

FIFY

No, but seriously. There's much better anime out there, no time for that one.
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>>48617231
I'm watching it right now. Just finishing the Water City 7 arc and moving into New World.
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>>48617240
>much better anime than OP.
What kind of Magical Girl stuff do you watch?
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>>48617249
Let's start with the most obvious
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>>48617262
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>>48617262
Is still haven't finished that, either.
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>>48617271
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>>48617278
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>>48617288
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>>48617262
I personally didn't enjoy Cowboy Bebop as much as I've enjoyed OP.

>>48617271
>>48617278
Haven't seen either of these.

>>48617288
I'd put FMA on the same level as OP. I've only read the manga though.

>>48617295
>endless boat meme.

You should just leave a simple list so I can save this stuff. You seem to have good taste after all, anon. But I have still not enjoyed any of these series like I've enjoyed OP.
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>>48617309
>Doesn't know that they got off the boat

Also check out Vinland Saga and Kingdom. Both are great
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>>48617288
Yeah, agreeing with >>48617309

That's the only one you've listed on the level of One Piece.
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>>48617318
Cool stuff. I've actually read up to date, but things feel pretty slow right now.

The best anime I've seen lately is undoubtedly Parasyte the maxim. After watching Kabaneri that stuff was just.. Perfection in comparison.
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>>48617331
If you like Parasyte, you should read Tokyo Ghoul
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>>48617324
>FMA is the only one on par with OP
>implying the others are sub-par

I thought you had to be at least 18 to post on this board
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>>48617353
Cowboy Bebop and Trigun were good, but not fucking amazing.
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>>48617362
And OnePiece is above average at best
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>>48617362
>>48617372
>opinions
Inb4 muh objective whatever.
>>
For some more on-topic stuff. How would you combine Nullify with Armament Haki when it is used in a) fists, b) melee weapons and c) ranged weapons. It seems like it would be quite a mess to work out if it should work with all three groups of items at-will. Also, I don't think the Nullification ever fails, would it be an opposite thing that the Logia users have a (Limited: Not on Haki attacks) for their "defense" instead, perhaps?
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>>48617436
Power Loss complication related to Logia fruits, maybe.
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I just realized that Haki can also be used to Nullify resistances of other fruit types.
>>48617458
It would only be partialy power loss. I'm pretty sure Haki would only ignore the defensive parts of the fruit users. I haven't seen Haki users being able to disable fruit powers entirely after all. Though that reminds me that fruits would have complications on their own, like waist-deep water and seastone removing all fruit abilities.
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>>48617472
Yep. See the sheet I did earlier, I did Power Loss/Weakness for Sea & Sea-Stone. Auto-helpless when submerged.
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I feel like statting up Usopp. I want to give him Fearless (when it's time, he never runs), but also give him Complication: Total Coward.
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>>48617691
That sounds logical. Compulsory (Bad) Liar would also be a good complication for him.
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Shit tier Usopp build, delivered. I couldn't figure out how to justify him having great saves, but he has wildcard potential and is a great sniper. Did him at PL8, so, more of a 'just starting out' Usopp.

Also Safe Fall, because it seems like every time he falls a ridiculous height, he lands on his head and survives it.

And yes, that is Speed limited to 'Only when fleeing'.
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>>48618144
Looks good! Now do the rest!
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>>48618194
I wouldn't even know where to begin with Nico Robin and there's already Luffy builds on the net.
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>>48617324
Not him, but basically you just like shounen stuff then.
Though ironically FMA is about deconstructing how shounen works and focusing much more on the character's ability to plan and plot around each other rather then give them new abilities because of Yamato-damashii excuses.

In fact, aside from Al nobody at ALL just spontaneously develops new powers when it's time for them to get a wholly arbitrary power up or skill (arbitrary because despite this the next villain will still be superior or their equal, usually superior and thus nothing really changes), and they're forced to rely on what they've had since the beginning. Then again since it's basically shounen as written by a woman who didn't even grow up in Tokyo like 90% of all mangaka perhaps we're just seeing a different perspective on the genre for once.
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>>48618331
Please, tell me more about what I like. I'm eager to know.
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>>48614869
Do you think Reaper would count as undead for the purpose of not having a Stamina score and immunities? I debated giving him no Stamina, but immunity to Fortitude effects and life support. But that's a huge point sink, and if it wouldn't fit the character it's be good to get rid of.
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>>48619102
He's still affected by the Sleep Dart, which probably is a Fortitude effect. He isn't really undead, he's constantly being deconstructed and rebuilt, isn't he?
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>>48619218
I think he's a nanite swarm in a roughly human shape or something.

It's not really clear.
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>>48619318
What is it to be human, anyways?

It's not like you can't break away from the source material anyways. I'd just drop the idea of him being immune to Fortitude Effects and Life Support, but that's me.
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>>48617331
Kabaneri was just stereotypical. Not like Parasyte was any better at the very end though.
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Is there a difference between Strike and Damage?

Say I build a flaming sword device with the flaming part as activation. It has a permanent 'strike 3, slashing' and an activated 1 'damage 3, fire'. Would this be correct? Also, would I have to re-activate it every time I want to hit a guy with fire?
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>>48616980
Power Stunt
spend a hero point to pull a move/power out of your ass
As long as it's believable and fits the character you're fine
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>>48619348
That's 40 points freed up then. Maybe I can invest in Immortality and have it so he can respawn. I've already got his shotguns and his teleport statted, plus Regeneration. I like the idea of giving Regen a flaw that only lets him Regen by feeding on souls/blood or something, too.
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>>48621774
The way I heard it explained to me is that Strike is based on Strength whereas Damage is independent of Strength. So a character with Strike 3 and Strength 3 is essentially doing Damage 6, whereas a character with Damage 3, Strength 3 only does Damage 3.
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>>48621774
>>48622438
They are essentially the same effect: an effect resisted by Toughness that on a failed save does health damage. Strike is just a short-hand way of noting a Strength-based Damage effect.

There is no difference, for instance, between a save against a Close Damage 6 effect and a save against Close Strength-based Damage 3 effect used by a character with rank 3 Strength mechanically speaking.
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>>48624356
This. And Blast is just shorthand for Ranged Damage.
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>>48622438
>>48624356
>>48624656
Thanks!

What would happen if I put the 'permanent' flaw on this things 'strike 3' ability? Since its -1 cost per rank, would that essentially nullify its cost and make it 0, or does it already have strike 3 as an ability? Am I allowed to do that? Its seeming broken, I wonder if there are any rules about it.
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>>48626241
It would reduce the cost to 1/2 point per rank. Another -1/rank modifier would drop it to 1/4 point per rank, and I hope you get the picture from that.

As for legality, I'm about to pass right the fuck out at my desk; I am not brain good right now.
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I want to make a Stand User in this game. Thinking of a close combat stand like The World, Shining Diamond, The Hand, etc. What's the best way to make such a character? Assuming PL 10
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>>48626412
You could stat it like a normal Array/Multiple Effect power or you could make it a Heroic Summon with a flaw that you take damage when it takes damage
Or you could make the Stand a character all its own that is linked to the User somehow
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>>48612022
>Easily Removable is a fucking joke with how broken it can get, in terms of bang for your buck.

And it's great for GMs because the first thing I would do in combat is take it away from you.
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>>48612022
That's why almost every device I've ever used was Removable so at least I would already be out of the fight when it gets taken away
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>>48626688
And that's how a good DM should handle it.

That said, if I never get to use my weapon the entire campaign, I'd bail, but I'm a good sport for complications, because usually they're fun.

>>48626747
Yeah, but magic weapons, man.
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>>48626753
The better way to do super-awesome magical weapons is to give them complications, not cheat with Removable. It's just too tempting.

Also, I'm bored. Someone tell me to build a power from some Korean Moving Pictures.
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>>48626241
Making an instant duration effect permanent is tricky, could you explain what the power is of the effect?

Note that normally, only Continuous duration effects can be made Permanent.
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>>48626792
Detective Dee.

>cheat
It's not cheating, because it's a built in flaw to the power. It just comes down to 'is my DM capable of negating this and it still be fun to play?'

Which, being fair, can be difficult.
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>>48626412
Heroic Summon with a complication. Whenever your Summon takes damage, you take the equivalent amount.
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>>48626855
What specific part of Detective Dee? I didn't know who that was until I got a Netflix subscription.
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>>48626753
>Yeah, but magic weapons, man.
Mjolnir anon
Just make the weapon bound to you or an item like a gauntlet or bracer if you want to make it Removable
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>>48626861
>Whenever your Summon takes damage, you take the equivalent amount

That's actually the "Feedback" effect flaw (-1 PP per rank)
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>>48626890
Dee himself. We'll go with Young Dee.
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>>48626890
>>48626959 (You)
Also, I'm exhausted and about to pass out on my desk. I read that as 'stat a character from a Korean Motion Picture.'

Whups.
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>>48626917
>>48626861
>>48626558
Nice. I was thinking the Stand would be called 'Mastodon' and be a fucking brute. Maybe with some Time(Deathklok)/Space(?) powers? I really liked The Hand's 'shunting' ability and Diamond's time manipulation. The stand user wouldn't be a pushover either, of course
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>>48626850
Trying to replicate a normal melee weapon (sword)'s damage with Strike 3 damage while tacking on a couple other unrelated, activated powers.
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>>48626959
I have to admit I'm not entirely familiar with the character. I think I made a decent interpretation.
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>>48627326
In that case, it doesn't need a Permanent modifier. If it were Permanent, it would kinda mean that anytime anyone touches the sword (i.e. simply picking it up) would force a Toughness save.

Damage is an Instant effect because it's tied to an action--an Attack action, or swinging a sword in this case--if it is not tied to an action on the part of a user, then it could reasonably be made Permanent.

A good general rule when working out the math of creating a power is to assume that the less math is involved in its creation, the more correct the choice probably is.
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>>48627404
You should watch them. They're like a goofy asian sherlock holmes.
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>>48627441
>A good general rule when working out the math of creating a power is to assume that the less math is involved in its creation, the more correct the choice probably is.
This, this, a thousand times this.
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>>48627441
Cool, thanks anon.

This is about the only M&M thread I've ever seen here - does it always devolve into one person (me) asking questions about rules again and again?
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>>48627547
There used to be generals up for a long time.

And yeah, it was mostly for people to ask questions about rules and bounce around ideas for characters and powers.
>>
>>48627547
Yeah basically. I'm lurking to steal ideas for the game I'm starting up, also trying to learn the system better.
>>
>>48627547
No problem anon. Hope you have fun playing!

And yes, M&M threads are typically about asking for help, but there's nothing wrong with that--we're all glad to help.
>>
>>48627568
The main thing with RPGs is that they can be talked into the group pretty easily. Especially with a system as concise as Mutants and Masterminds where the game already tells you how to do an effect, damage or affliction which suits your needs?

Other RPGs usually has something new the fanbase cares about. New books, new adventures, new little snipits of fuck stupid drama from dev teams. Mutants and Masterminds?


Nothing


A new setting book comes out and no one cares, nothing to read in it cause everyone just fucking makes there own shit in the system cause its so easy to do it for NPCs or you know, bullshit on the fly by just having damage ranks and saves. It kinda kills all talk after a while as it's easy to blow all interest in a few threads and nothing to rekindle it.
>>
>>48627568
>>48627590
Good, I don't feel bad then.

I'll divulge a little to keep it going, my current hero idea is for a game that takes place in an area that survived the fallout apocalypse. He's a hair metal looking guy with an inflated ego who rides around on a steel horse (motorcycle) in shining armor (power armor) and slays mutants by the droves in an endless quest to save stragglers and stem the limitless tides of abominations that threaten to overrun the last bastions of humanity at any moment.
The twist is probably going to be that he's a mutant too and he just doesn't know it. Might have it manifest as him gaining immunity to something that fucks him up real bad in the future. Or radiation.

Our DM wanted us to think up a villain for each of our heroes too, so I went with an Ogdru-Jahad esque skyscraper sized "Dragon" that lives somewhere out in the wastes where life literally can't exist, spawning the monsters off the edge of the map. The biker knight has only ever seen it in his dreams and heard of it from death-rattling, cackling mutant scum dying under his boot.
>>
>>48627710
That's pretty neat. I'm getting ready to run a nobledark heroes campaign set in an increasingly fascist present-day America where being a mutant is a crime.

Want the full write up?
>>
>>48627787
You're getting it anyways.

On July 7th, 1999, an alien spacecraft crash landed in the middle of New York City, and the entire world knew: We are not alone. The government, in the wake of millions of dollars of damage and thousands of casualties, capitalizes on the event, fast tracking new military budgets and R&D projects. All information on the xenoorganism is heavily classified and the wreckage of the spacecraft disappears into top secret federal facilities.
But the world wasn’t done with surprises. In January of 2000, reports begin to leak of humans with unimaginable abilities. In New Delhi, India, a man kills everyone he touches. In Louisville, Kentucky, a career criminal gains power over fire, obliterating anyone standing in his way. In London, England, a seven year old girl causes international chaos when she hacks a missile silo and launches a five thousand kiloton yield warhead. It is shot down in the Baltic Sea. The tip of the iceberg has only started to show, and by the September 11th attacks of 2001, the world knows it has to act.

1/X
>>
>>48627787
yes please ^^
>>
>>48627894
In the United States of America, the Metahuman Protection Act is unanimously passed through Congress, allowing the federal government to round up individuals with metahuman abilities, foregoing any trial or wrongdoing. There are rumors, debunked and quashed, that these individuals are being trained as weapons, and in November of 2004, the United States of America reveals its newest super weapon in the Second Battle of Fallujah: a man named Jonathan Owler, codenamed Omega Man. With a single clap of his hands, he levels half the city. God exists, and he is American.
In the years since, more Metahuman legislation has passed congress, driven through by the common man’s fears and an increasingly authoritarian government. The requirement of a warrant is removed from the Metahuman Protection Act. NSA Programs ramp up into overdrive, keeping an eye out for anyone with metahuman powers…
...And a generation of Americans are raised in fear. Fear that their neighbor will accidentally cause thousands of deaths with their uncontrolled powers. Fear that aliens will come from the sky with weapons made to level countries. And fear that they will be black bagged in the middle of the night, sent off to a top secret federal facility, never to see their friends and family again.

2/2
>>
>>48627900
>^^

>>>/plebbit/
>>
>>48627687
I think that's the wrong way to look at it. The neat thing about M&M is that you don't need to wait for new books to come out for it. The devs gave players access to the tools they use to make whatever splat. It's a very player-friendly game, and it encourages a lot of discussion online because people like to figure out how to make their favorite characters from various sources fit into the system.
>>
>>48628043
I could talk for days about One Piece in M&M. I would kill to play in such a game.

Now to just free up points off that sheet I made upthread to afford Expertise: Some Weeabo Instrument, so I can be First Mate & the Crew's Musician.
>>
>>48628095
How do you do vehicles? They've never come up in any game I've been in.
>>
>>48628179
No idea. I figure they'd be big, tough construct NPCs worth so many points.
>>
>>48628179
Generally, as Equipment or Devices with their own powers (Speed, Flight, Movement effects) and are assigned stats (Strength, Toughness, size, defense)

The Equipment chapter of the rulebook handles this.

In general, the rules that characters are subject to apply to vehicles as well
>>
Combat question.

What do you do to spice it up? I admit that I generally just run through the motions and I don't think this system is built for that kind of approach.

How do you handle combat on the fly? Make it more exciting?

Also, there are no rules for Damage from thrown items beyond "It's a Strength thing." I feel like having a semi-truck tossed at you should do more damage than a rock, but maybe I'm misreading something.
>>
>>48628383
I suppose you could add the semi-trucks size/mass modifier to your strength for the damage roll
>>
>>48628383
The best thing you can do to spice up combat is to describe it narratively: a character doesn't just use an attack action against his opponent, and said opponent fails his Toughness check and takes one level of damage. Instead:

"You throw a haymaker, winding up, planting your forward foot and powering through with your shoulder! The punch connects, and you feel the reverberation thought your entire arm as your opponent's strength gives way, and he is sent sprawling to the ground, which heaves up in response! The cracked pavement around finally settles as you stand over him, preparing yourself mentally for his counterattack!"

Second, thrown damage could mean a lot of things. A ranged modifier to Strength-based Damage effect is common. For those times when a super-powered individual picks up a bus or somesuch, the range of the attack is handled by the difference between the attacker's Strength and the mass of the object on the Measurements table, and Damage is decided by either the attacker's Strength or the mass rank of the object thrown (usually the lesser of the two).
>>
File: spidermonk.jpg (380KB, 1200x940px) Image search: [Google]
spidermonk.jpg
380KB, 1200x940px
>>48628383
This>>48628491 and more improvisation
Don't just have guys plant their feet and square up to each other for a slugfest keep the action on the move and bouncing between opponents

also be very aware of the environment heroes should want to keep away from civilians and collateral damage with villains wanting the opposite and Brick type characters need a lot f stuff to hurl at dudes
>>
>>48628759
>>48628491
I get you. Thanks to you both.

How critical are ranges in this game? Is it important to play this on a map or does that really matter?
>>
>>48628972
Critical successes work slightly differently in this game, as opposed to something like D&D. Generally they gain increased effect, meaning a +5 modifier to the roll or the save difficulty. But they can also create an added effect (basically any effect in the Power Effects section of the rulebook at a base DC of 10) or can result in an Alternate effect like using a Power Stunt.

Using a map can be helpful for giving the players a sense of environment (i.e., there's a bus sitting in the street, I think I'll pick it up and lob it at an enemy), but isn't necessary if the GM can describe the scene well. Also, maps aren't always practical; consider a player with super speed, running 64,000 miles an hour--trying to map where he is at the end of his turn might be unrealistic.
>>
>>48628972
Maps can actually be some what detrimental considering characters with high enough ranks in speed can circle the globe in a round or flying characters shooting 30,000 feet straight up on their turns
Though you might want to use one for enemy bases or areas you expect to spend some significant time in
>>
File: Grendel.pdf (1B, 486x500px)
Grendel.pdf
1B, 486x500px
>>48629101
>>48629193
Would anyone be opposed to a mock combat with a Nazi genetic experiment?
>>
File: The Rook.pdf (1B, 486x500px)
The Rook.pdf
1B, 486x500px
>>48629317
His opponent, the Rook. I'd like to test the system if I could, just to see all the little bits and bobs.
>>
File: Turn1.png (1MB, 1024x768px) Image search: [Google]
Turn1.png
1MB, 1024x768px
>>48629317
>>48629487
So just looking at the Strength and Stamina difference between Grendel and Rook is cause for concern. Rook won't survive a straight fight - we'll have to Batman this somehow.

Looking at Rook's character sheet, I see his Stealth rating is fantastic at +13. Grendel's Perception is high enough to counter that, unfortunately.

What should The Rook do?
>>
>>48630255
Flash Bombs are going to be the best option for this
Also use flight to stay mobile
>>
Rolled 1 (1d20)

>>48630317
Right. The Rook's wings activate and he hovers stealthily in the air. We'll say Grendel hasn't noticed him yet - any attack at this point would be done against Grendel as Vulnerable, meaning all of his active defenses are halved against it.

May as well. I'll roll for Grendy, you roll for Rook.
>>
Rolled 12 (1d20)

>>48630394
lets hit him with a Explosive Talon and stay in the air
>>
Rolled 5 (1d20)

>>48630745
Cool. So since the Talons are a Burst Area there's no Ranged attack check, they just explode where they're needed at a DC 18 Toughness check.

Grendy rolled a 1, bringing his Toughness check to an 11, a failure by one degree. Grendel is bruised and has a -1 penalty to further Damage checks. It is now Grendel's turn.

Grendel Picks up the car next to him (Move Action) and throws it at Rook (Standard Action). His throw is at a +4, so we add 4 to whatever comes up. Throwing Damage defaults to Strength damage.
>>
Would making Lung from Worm be a bad idea if I don't give him an upper limit to his growth?
>>
>>48630840
At a 9 Rook easily Dodges (Active Defense Dodge: 14) so it's back to Rook in the turn order.

Rook's explosive talons crash into Grendel's back, prompting the Nazi monstrosity to reflexively swat in the direction of the pain. His superhumanly strong fist catches a nearby car, sending it flying in Rook's direction.
>>
Rolled 15, 18 = 33 (2d20)

>>48630879
rolling to dodge the car and hit him with a Flash
>>
Rolled 15, 16 = 31 (2d20)

>>48631103
You already dodged the car. Active Defenses have to be overcome first before any damage can be inflicted.

You roll an 18 to throw a Flash Bomb, which is an affliction and a burst area. I misread the rules - Area attacks permit Dodge checks to get away from them. Grendel will roll to Dodge and Fortitude in the case of failure.
>>
>>48631278
Grendel succeeds his Dodge check. Area attacks do not get a Ranged attack check, so no need for your roll, anon. Grendel can't really do much more than throw another car at you, which he does with that 16 of his. Rook's Dodge is only 14, meaning Grendel hits.

I'll take your 18 as your Toughness defense. Add 6 for a 24, which barely exceeds Grendel's 22. Alright, back to Rook.
>>
Rolled 12 (1d20)

>>48631345
Toss a taser talon
>>
Rolled 20 (1d20)

>>48631384
Rolling for Grendel's defense
>>
>>48631670
Easily makes the save.

Alright, I think I get the combat stuff now. Very important to use Hero Points and combat stunts to make this move faster. Thanks for hanging around.
>>
>>48631690
no problem always happy to help someone get a feel for a system
Thread posts: 164
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