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  1. - Top - End - #331
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    HalflingRogueGuy

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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Hillyan View Post
    The character I'm working on is human with mechanical wings (unremovable) that can't fly very well without an armored flightsuit with a full helmet visor/breathing mask but the one thing I can't figure out on my own is what combination of Senses to use for a proximity sensor to keep her from hitting anything behind her with her wings during flight or from backing into a lamppost/overpass/wall/etc.
    You're overthinking it. You can already avoid that kind of accidents by default. Having such probems with your wings would be a complication, and I don't see how any other mechanics would be applicable.
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  2. - Top - End - #332
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Hillyan View Post
    I know in most cases this would likely be handwaved away
    You are correct, superheroes generally fly somewhat more competently than as if they were playing QWOP.

    [Snip]
    You have just described radar. Or, in M&M terms, Accurate, Radius, Distance Radio Sense (Removable) [4 points]. Add Extended to taste.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  3. - Top - End - #333
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Thank you Sith_Happens, that was a lot more useful then Mr. TL:DR before you though the flying problem being a Complication might be something I'll keep in mind anyway.

    I should be able to manage from here on but if I run into another wall I'll take another look here.

  4. - Top - End - #334
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    Default Re: Mutants & Masterminds III: How to build some powers?

    How might one be able to model a perfect attack? IE, an attack that can completely bypass any defense (save a few, because Quirks/Limited) and automatically hits. Damage would still be resolved normally, but the attack itself would pretty much be an auto hit.

    I'm running a kind of Exalted game using the M&M 3e rules, and my players have access to Perfect Defenses (basically, the ability to combo Ultimate Effort with a Hero Point to perfectly negate an attack) and I'm trying to come up with the sort of ability people would want to use Perfect Defenses against.

  5. - Top - End - #335
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Hrm...this is the first time I've noticed that they didn't port the Perception Ranged modifier to 3e.

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  6. - Top - End - #336
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    WolfInSheepsClothing

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    Default Re: Mutants & Masterminds III: How to build some powers?

    Yes they did. It is listed under the Increase Range modifier.

  7. - Top - End - #337
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Pfft. Goes to show what happens when you just skim.

    On a related note: Boom. Do that.

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  8. - Top - End - #338
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Hello all, im joining a PbP game here and i'd love it if you guys could give my character a once over to be sure i havent missed something absurdly obvious. My hero is named Basilisk and he is the "Super Soldier" from the Pacific theater, he is a giant lizard (who was once a man) who spits paralytic venom shards (couldn't figure out how to make Affliction ranged, im ok with that though) has super strength, is about as durable as a tank, and can absorb electricity and fire it right back. Oh and he Regens, gotta have Regen.

    Spoiler: Basilisk
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    Str-12 (16)
    Sta-14 (20)
    Agl-5 (10)
    Dex-0
    Fgt-8 (16)
    Int-0
    Awe-0
    Pre-0

    Dodge-3
    Fort-14
    Parry-6
    Tough-14
    Will-6 (6)

    Ranged Combat Lightning Blast-10 (5)
    Perception-10 (5)
    Expertise Science-5 (2.5)
    Ranged Combat Thrown-5 (2.5)
    Stealth-4 (4, -4 from Growth)
    Technology-5 (2.5)
    Intimidate-4 (2 ranks free from growth, 1.5)

    All out Attack
    Animal Empathy
    Fast Grab
    Great Endurance
    Fearless
    Imp Grab
    Imp Hold
    Move By Action

    Affliction 5 vs Fort, Dazed, Immobile, Paralyzed Extra: Alternate Resis: Dodge (5)
    Energy Absorption 5 Electricity (Blast Lightning) (10)
    Growth, Permanent 4 (8)
    Immunity 7 Aging, Suffocation underwater, Electricity (7)
    Movement Underwater 1 (2)
    Movement Wall Crawling 2 (2)
    Regeneration 10 (10)
    Senses Acute Smell 1 (1)
    Speed 4 (4)
    Swimming 2 (2)


    So if you guys can give him the once over, and point out any ways to generally improve him, that'd be awesome.
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  9. - Top - End - #339
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Kid Jake View Post
    Pfft. Goes to show what happens when you just skim.

    On a related note: Boom. Do that.
    And if you need it to be a melee attack, just add "Limited to close range." Boom, an auto-hitting melee attack for the price of a normal ranged attack.

    Quote Originally Posted by Blackhawk748 View Post
    (couldn't figure out how to make Affliction ranged, im ok with that though)
    With the Increased Range extra.

    Spoiler: Basilisk
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    Str-12 (16)
    Sta-14 (20)
    Agl-5 (10)
    Dex-0
    Fgt-8 (16)
    Int-0
    Awe-0
    Pre-0

    Dodge-3
    Fort-14
    Parry-6
    Tough-14
    Will-6 (6)

    Ranged Combat Lightning Blast-10 (5)
    Perception-10 (5)
    Expertise Science-5 (2.5)
    Ranged Combat Thrown-5 (2.5)
    Stealth-4 (4, -4 from Growth)
    Technology-5 (2.5)
    Intimidate-4 (2 ranks free from growth, 1.5)

    All out Attack
    Animal Empathy
    Fast Grab
    Great Endurance
    Fearless
    Imp Grab
    Imp Hold
    Move By Action

    Affliction 5 vs Fort, Dazed, Immobile, Paralyzed Extra: Alternate Resis: Dodge (5)
    Energy Absorption 5 Electricity (Blast Lightning) (10)
    Growth, Permanent 4 (8)
    Immunity 7 Aging, Suffocation underwater, Electricity (7)
    Movement Underwater 1 (2)
    Movement Wall Crawling 2 (2)
    Regeneration 10 (10)
    Senses Acute Smell 1 (1)
    Speed 4 (4)
    Swimming 2 (2)
    ...What power level is this character supposed to be? Because as far as I can tell (your formatting needs work), this has the defenses of a PL 10 character, the ranged attacks of a PL 8 character, and the melee attacks of a PL 16 character. Assuming you did all your math right, which it looks like you might not have.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  10. - Top - End - #340
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    Blackhawk748's Avatar

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    Default Re: Mutants & Masterminds III: How to build some powers?

    First off, thanks, now i need to find it....

    Also PL 10, and this is my second write up, and ya i know, shouldnt have used notepad. The numbers in parentesis are the points i paid for the various things.
    Quote Originally Posted by Guigarci View Post
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  11. - Top - End - #341
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Blackhawk748 View Post
    Also PL 10, and this is my second write up, and ya i know, shouldnt have used notepad. The numbers in parentesis are the points i paid for the various things.
    That makes much more sense. Here are my critiques and suggestions then:

    * Rank 5 attacks are going to do squat against the vast majority of PL 10 opponents. Your Affliction and Energy Absorption need to be increased to rank 10, which will probably mean dropping one or the other completely.

    * As far as I know, Environmental Adaptation (Underwater) does nothing that Swimming doesn't already do. [2 points saved]

    * Wall Crawling 2 should cost 4 points. [+2 points spent, good thing you just saved those two points on Environmental Adaptation]

    * Speed and Swimming should probably be permanent.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  12. - Top - End - #342
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    ClericGuy

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    Default Re: Mutants & Masterminds III: How to build some powers?

    I am curious, what is the point to visually impaired (-2) and visually disabled (-5)? It seems that only outright blindness (visually unaware) really has any effect on combat. Same for hearing or really any sense.
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!

  13. - Top - End - #343
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by jguy View Post
    I am curious, what is the point to visually impaired (-2) and visually disabled (-5)? It seems that only outright blindness (visually unaware) really has any effect on combat. Same for hearing or really any sense.
    It helps you be more sneaky against them.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  14. - Top - End - #344
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    ClericGuy

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    Default Re: Mutants & Masterminds III: How to build some powers?

    That makes sense if it is environmental like fog but what about actual attacks like a flash bang? Does an enemy being impaired allow the use of stealth without concealment?
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!

  15. - Top - End - #345
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by jguy View Post
    That makes sense if it is environmental like fog but what about actual attacks like a flash bang? Does an enemy being impaired allow the use of stealth without concealment?
    No, but Hide in Plain Sight only costs one point.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  16. - Top - End - #346
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by jguy View Post
    I am curious, what is the point to visually impaired (-2) and visually disabled (-5)? It seems that only outright blindness (visually unaware) really has any effect on combat. Same for hearing or really any sense.
    I'd probably apply the visual penalties to attack rolls, unless the guy has a different Accurate sense. You need to see someone before you can punch him, after all. Anything more narrow, like hearing, is probably worth a Limited flaw.
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  17. - Top - End - #347
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    ClericGuy

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    Default Re: Mutants & Masterminds III: How to build some powers?

    I have an idea for a power but don't know exactly how to put it together. The PC can create little crystals at will that shoot lasers. Theoretically there isn't a real limit to the number he can make (Theme for how they get stronger as he gains levels). I want a 'Sky-line Barrage" power where he pretty much coats the sky with these things and fires down. This would be a very indiscriminate attack. How do I get the appropriate size without spending an absurd amount of points? I have 44 points to work with under an array.
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!

  18. - Top - End - #348
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Sounds like the minion power would fit that pretty well by itself. Just buy up a crap load of progression ranks and go to town.

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  19. - Top - End - #349
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    Default Re: Mutants & Masterminds III: How to build some powers?

    I've had a sudden idea of how to build better general Illusion magic than the actual Illusion power:

    General Illusion Magic:
    Affliction (entranced/compelled/dominated), Alternate Resistance (Will), Area (Perception), Selective, 30 points, rank 10

    This saves 20 points, 30 if you get rid of Selective, while still basically accomplishing what I want with illusions- after all, what is an illusion other than an attempt to control the actions of my enemies? this way, I can do what I want with illusions while saving me points. I just describe what illusion appears and how it affects their actions, done.
    I'm also on discord as "raziere".


  20. - Top - End - #350
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Lord Raziere View Post
    I've had a sudden idea of how to build better general Illusion magic than the actual Illusion power:

    General Illusion Magic:
    Affliction (entranced/compelled/dominated), Alternate Resistance (Will), Area (Perception), Selective, 30 points, rank 10

    This saves 20 points, 30 if you get rid of Selective, while still basically accomplishing what I want with illusions- after all, what is an illusion other than an attempt to control the actions of my enemies? this way, I can do what I want with illusions while saving me points. I just describe what illusion appears and how it affects their actions, done.
    The fact that it slows them down on less than three degrees doesn't quite fit, though. Make a scary thing to make them run away, but if they only partially fall for it, they either stop and stare or run away slowly?
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    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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  21. - Top - End - #351
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Lord Raziere View Post
    I've had a sudden idea of how to build better general Illusion magic than the actual Illusion power:

    General Illusion Magic:
    Affliction (entranced/compelled/dominated), Alternate Resistance (Will), Area (Perception), Selective, 30 points, rank 10

    This saves 20 points, 30 if you get rid of Selective, while still basically accomplishing what I want with illusions- after all, what is an illusion other than an attempt to control the actions of my enemies? this way, I can do what I want with illusions while saving me points. I just describe what illusion appears and how it affects their actions, done.
    The advantage of the Illusion effect is that it works like D&D illusions, meaning your opponents don't get a resistance check at all until they poke it with a stick. Heck, even that doesn't for sure let them resist, seeing as

    Quote Originally Posted by Under the Hood: Illusion
    Keep in mind characters don't get to make a resistance check to overcome an illusion unless they have reason to believe the illusion is not real. Given the rather fantastic things that can happen in different settings, an illusion generally has to provide some evidence of its true nature. Smart illusionists keep the true nature of the powers secret, and smart Gamemasters require players to come up with something a bit more comprehensive than "I disbelieve!" to figure out when there are illusions at hand."
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  22. - Top - End - #352
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    Default Re: Mutants & Masterminds III: How to build some powers?

    hm. then probably to going back with Sight and Sound Illusions for me. sure, I could go with smell and touch but....most of our senses are sound and sight anyways so....I prefer to save 20 points rather than add details that most people don't use in illusions anyways.
    I'm also on discord as "raziere".


  23. - Top - End - #353
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Silly question coming up!

    Attacks on Minions are Routine Checks.

    Quickness allows you to make Routine Checks faster, potentially even as a free action.

    I can't just instantly eliminate Minions using extreme Quickness, right? There must be a rule to prevent that.

  24. - Top - End - #354
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by JustIgnoreMe View Post
    Silly question coming up!

    Attacks on Minions are Routine Checks.

    Quickness allows you to make Routine Checks faster, potentially even as a free action.

    I can't just instantly eliminate Minions using extreme Quickness, right? There must be a rule to prevent that.
    If so, it's not a clear rule. Congratulations, you just saved two points on Takedown 2?
    Last edited by Sith_Happens; 2015-03-29 at 05:38 PM.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  25. - Top - End - #355
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Sith_Happens View Post
    If so, it's not a clear rule. Congratulations, you just saved two points on Takedown 2?
    ... How did I miss Takedown? That fits perfectly. That should be a required purchase for all Speedsters.

    Now to free up 2 points to grab it with. I can delay buying Direction and Distance Sense for a week or so.

    Cheers!

  26. - Top - End - #356
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Building a doomsday device? Any ideas?

    Nuclear Mine - Blast 12, Area 11, Trigger(time bomb), Skill Check Required, Unreliable (-2 single use only), Vulnerable (When placing), Close, Limited (Affects User If He's Still Around), Incurable, Limited (20 rounds to place) - 7 points per level / 84 points / 17 points if purchased as equipment

    Hits everything in a 8 mile radius with the equivalent of a rocket launcher.....

    Besides the contagion-based effects... I have no other idea.

  27. - Top - End - #357
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    Default Re: Mutants & Masterminds III: How to build some powers?

    I had the idea to make a support character, one whose powers were to make everyone else on the team better (kind of like D&D Bardic Music). In the end I scrapped the idea and just bought Teamwork, Leadership and Inspire 5 instead, but the idea still has legs.

    A while ago someone came up with this for 2e: http://www.giantitp.com/forums/showt...ange-the-world

    How would we do the same thing in 3e? I know it'd be 8 Linked Enhanced Traits, Affects Others, and then maybe Perception Range, and a Senses power large enough to catch the entire planet... Or would it be better to forget the Senses and just have it cover a huge Area?

    Tl;dr: How do I buff the planet?
    Last edited by JustIgnoreMe; 2015-04-02 at 07:02 PM.

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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by JustIgnoreMe View Post
    I had the idea to make a support character, one whose powers were to make everyone else on the team better (kind of like D&D Bardic Music). In the end I scrapped the idea and just bought Teamwork, Leadership and Inspire 5 instead, but the idea still has legs.

    A while ago someone came up with this for 2e: http://www.giantitp.com/forums/showt...ange-the-world

    How would we do the same thing in 3e? I know it'd be 8 Linked Enhanced Traits, Affects Others, and then maybe Perception Range, and a Senses power large enough to catch the entire planet... Or would it be better to forget the Senses and just have it cover a huge Area?

    Tl;dr: How do I buff the planet?
    Perception area unfortunately doesn't work like that in 3e- it requires the target to perceive the effect, not anyone the user can perceive. My preferred cheese involves Summon- Multiple Minions 33 gets you a minion for each person on the Earth (and then some), so summon one for each person and have the minions buff the people individually. Example that only costs 86 pp (and is thus feasible at PL6):

    Powers: Senses 7 (Detect Life 2, Extended 3, Accurate) (7 pp), Summon 2 (Multiple Minions 33, Horde, Ranged, Perception, Continuous, Precise) (79 pp)

    Minion Stats: Str --, Sta --, Dex --, Ag --, Fgt --, Int -5, Awe -1, Pre -1,
    Minion Powers: Enhanced Trait (All Stats +10, Affects Only Others, Limited to Person Wearing/No more than 1 on same target) (80 pp), Shrinking 12 (Permanent, Innate) (13 pp), Regeneration 1 (1 pp)

  29. - Top - End - #359
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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by gnownek99 View Post
    Building a doomsday device? Any ideas?

    Nuclear Mine - Blast 12, Area 11, Trigger(time bomb), Skill Check Required, Unreliable (-2 single use only), Vulnerable (When placing), Close, Limited (Affects User If He's Still Around), Incurable, Limited (20 rounds to place) - 7 points per level / 84 points / 17 points if purchased as equipment

    Hits everything in a 8 mile radius with the equivalent of a rocket launcher.....

    Besides the contagion-based effects... I have no other idea.
    Pssh, amateur.

    Watch and learn:

    ---------------------------------------------
    Illudium Q-36 Explosive Space Modulator: Damage 72 (Ranged, Extended Range 30, Inaccurate 40, Distracting, Limited: can only be used as a finishing attack, Activation: standard action, Quirk: can only be activated or used at designated station, Easily Removable), 15 points
    ---------------------------------------------

    The Earth has a toughness of at most 35 and a dodge of -92, meaning that the Modulator is guaranteed to destroy it on the first shot as long as a pesky rabbit doesn't come along and disarm you.

    Oh, and did I mention that it's under cap for a PL 0 character?
    Last edited by Sith_Happens; 2015-04-02 at 09:14 PM.
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    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

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    Default Re: Mutants & Masterminds III: How to build some powers?

    Quote Originally Posted by Syless View Post
    Perception area unfortunately doesn't work like that in 3e- it requires the target to perceive the effect, not anyone the user can perceive. My preferred cheese involves Summon- Multiple Minions 33 gets you a minion for each person on the Earth (and then some), so summon one for each person and have the minions buff the people individually. Example that only costs 86 pp (and is thus feasible at PL6):

    Powers: Senses 7 (Detect Life 2, Extended 3, Accurate) (7 pp), Summon 2 (Multiple Minions 33, Horde, Ranged, Perception, Continuous, Precise) (79 pp)

    Minion Stats: Str --, Sta --, Dex --, Ag --, Fgt --, Int -5, Awe -1, Pre -1,
    Minion Powers: Enhanced Trait (All Stats +10, Affects Only Others, Limited to Person Wearing/No more than 1 on same target) (80 pp), Shrinking 12 (Permanent, Innate) (13 pp), Regeneration 1 (1 pp)
    Shouldn't you need a lot more ranks of Summon? A quick glance suggests that the minion is around 80pp, meaning around 6 ranks of summon to get the necessary points (6*15=90pp to play with)
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