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2011-11-24, 10:56 PM (ISO 8601)
- Join Date
- Jul 2011
- Gender
Mutants and Masterminds Power list
Okay, I'm looking to see if I can find the power list for Mutants and Masterminds, preferably the most recent addition. I went looking but I can't find it. I was hoping someone at the playground could point me in the right direction.
Also, if I could get advice on how to create the superhero I kind of want to for a game a guy at my school is cooking up.
The premise is that he's a pale kid with plant growth and control powers ala Poison Ivy. He can make plants grow, control them at will and if it's possible, I'd like to be able to give him minor pheromone secretion, a toxic touch (so he can't get too close to people) and for him to be able to sort of empathically be able to speak to plants as well. From a superhero standpoint though those three powers aren't as important I suppose if all of that's going to hurt the character from a gameplay perspective (as plant speak, toxic touch and pheromones he can't fully control are more roleplay powers)
He has knowledge of multiple types of plants and would probably keep several different types of seeds on him to facilitate using his powers if the local vegetation just wasn't doing the job. He'd also likely absorb sunlight for energy so he wouldn't need food and would really only need to stay hydrated.
As for weaknesses he's not good with extremes of heat or cold. He can handle temperatures of up to about 105 degrees and at that point he starts being virtually unable to move and extremely weak (he wilts essentially). His cold tolerance is pretty bad as well and he can't really function in temperatures below 50 degrees Farenheit. I figure certain levels of exposure at 32 degrees could even kill him.
For personality (though I suppose at this point it's less important) I've kind of got it in my head that he's crippling shy around people, especially women due to his toxic touch and the pheromone secretion making it a constant danger (this is why I wanted those couple of powers, primarily to justify a part of his personality. However, if need be I'll find another way to justify this trait of his). For whatever reason, he's not good at personal interaction and is soft spoken for a superhero. I also think that due to not being good with people he's doing the superhero thing more out of a sense of duty than a sense that it has to be done. Perhaps he feels obligated to some other hero in his back story and he's more about keeping the promise to one person he respected and admired rather than feeling any affection to the human race.
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2011-11-24, 11:17 PM (ISO 8601)
- Join Date
- Dec 2010
Re: Mutants and Masterminds Power list
A list of effects is here, under ''M&M Hero's Handbook PDF Preview''.
Come, visit the exotic desert beauty of the City of Zangiers!
(Just be sure to bring a sharp sword and sharper wits.)
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2011-11-26, 09:11 AM (ISO 8601)
- Join Date
- Jan 2006
- Location
- Protecting my Horde (yes, I mean that kind)
Re: Mutants and Masterminds Power list
Well M&M 3rd Edition doesn't have powers per se, it has base effects that you use to build powers. Thus Poison Ivan here should probably have the Affliction effect, maybe a damage effect (although maybe not) for the toxic touch. I'm fairly certain the communication effect allows talking to plants.
Keep in mind that you don't want to make most of these powers uncontrolled, continuous and even permanent perhaps depending on what you want to achieve, but uncontrolled is not such a good idea.
As for the temperatures, those are handled via Complications.
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2011-11-26, 03:06 PM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Newfoundland
- Gender
Re: Mutants and Masterminds Power list
[QUOTE=windweaver;12273376]He can make plants grow{/quote]
CREATE rank whatever. Rank determines how much volume you can create and how difficult it is to break your creations. Created objects can provide cover (bushes conceal your escape), trap a creature (vines wrap around them), damage someone (drop a tree on them), or support weight (make a bridge of roots). Add whatever extras are appropriate (you might want Continuous/Permanent and Innate, probably Movable to control them, Precise to make specific plants.
minor pheromone secretion
a toxic touch (so he can't get too close to people)
empathically be able to speak to plants
knowledge of multiple types of plants
keep several different types of seeds on him to facilitate using his powers if the local vegetation just wasn't doing the job
absorb sunlight for energy so he wouldn't need food and would really only need to stay hydrated.
not good with extremes of heat or cold
crippling shy around people
You will probably also want Senses: Detect Plants to figure out what vegetation is available in the area.