Results 331 to 360 of 696
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2015-03-02, 12:09 PM (ISO 8601)
- Join Date
- Aug 2014
- Gender
Re: Mutants & Masterminds III: How to build some powers?
Yes, I am slightly egomaniac. Why didn't you ask?
Free haiku !
Alas, poor Cookie
The world needs more platypi
I wish you could be
Originally Posted by Fyraltari
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2015-03-02, 03:21 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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2015-03-03, 03:26 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- The Netherlands
- Gender
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.
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2015-03-04, 08:31 PM (ISO 8601)
- Join Date
- Mar 2011
- Location
- My Campaign Setting
- Gender
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.~The meteorite is the source of the light, and the meteor's just what we see,
and the meteoroid is a stone that's devoid of the fire that propelled it to thee.
And the meteorite's just what causes the light, and the meteor's how it's perceived,
and the meteoroid's a bone thrown from the void that lies quiet in offering to thee.~
Tatzlwyrm Avatar by me.
Extended Sig thisaways.
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2015-03-04, 08:45 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Mayberry, NC
- Gender
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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2015-03-04, 10:12 PM (ISO 8601)
- Join Date
- Jul 2013
- Gender
Re: Mutants & Masterminds III: How to build some powers?
Yes they did. It is listed under the Increase Range modifier.
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2015-03-04, 10:28 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Mayberry, NC
- Gender
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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2015-03-04, 10:38 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
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: BasiliskStr-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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2015-03-05, 02:39 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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.
With the Increased Range extra.
Spoiler: BasiliskStr-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)
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2015-03-05, 07:44 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
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.
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2015-03-07, 03:38 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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.
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2015-03-23, 10:10 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
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.
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2015-03-24, 12:45 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
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2015-03-24, 06:58 AM (ISO 8601)
- Join Date
- Nov 2008
- Gender
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2015-03-24, 03:35 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
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2015-03-25, 03:21 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Mutants & Masterminds III: How to build some powers?
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2015-03-27, 05:21 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
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.
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2015-03-27, 05:43 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Mayberry, NC
- Gender
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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2015-03-29, 03:13 AM (ISO 8601)
- Join Date
- Mar 2010
- Gender
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.
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2015-03-29, 11:08 AM (ISO 8601)
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- Mar 2010
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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2015-03-29, 01:31 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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
Originally Posted by Under the Hood: Illusion
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2015-03-29, 01:34 PM (ISO 8601)
- Join Date
- Mar 2010
- Gender
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.
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2015-03-29, 05:01 PM (ISO 8601)
- Join Date
- Nov 2006
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.
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2015-03-29, 05:38 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
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2015-03-29, 05:46 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Mutants & Masterminds III: How to build some powers?
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2015-03-30, 12:29 PM (ISO 8601)
- Join Date
- Oct 2013
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.
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2015-04-02, 02:35 PM (ISO 8601)
- Join Date
- Nov 2006
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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2015-04-02, 08:24 PM (ISO 8601)
- Join Date
- Mar 2012
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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)
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2015-04-02, 09:10 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Dromund Kaas
- Gender
Re: Mutants & Masterminds III: How to build some powers?
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
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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?
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2015-04-02, 09:58 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Mutants & Masterminds III: How to build some powers?
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.