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2018-02-18, 09:24 PM (ISO 8601)
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- Mar 2011
Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
More or less what it says on the tin. I'm looking to build a basic, Iconic Kamen Rider for a MM 1 shot. PL 12 180PP. Because it's a one shot I'm figuring I'll only need the 1 transformation and 1 Bike.
So, anyone got any ideas what the stats on this guy should look like?"I Burn!"
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2018-02-19, 07:22 AM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Can you give us a quick run-down of what sort of powers you'd like to cover? (I'm not too familiar with the genre, but I'm very familiar with M&M.)
Hill Giant Games
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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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2018-02-19, 08:12 AM (ISO 8601)
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- Mar 2011
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
https://en.wikipedia.org/wiki/Kamen_Rider
Riders, from what I've gathered, would have the transforming hero bit for a start. They tend to be inhumanly strong, tough, quick, and capable in melee combat. Lots of flashy martial arts, frequently a sword though there usually not entirely dependent on it, sometimes a gun of some sort but there usually even less dependent on that. They all have a tricked out vehicle of some sort, almost always a motorcycle. Some have other vehicles as well. They also have a propensity for super human leaps and for having incredibly powerful named finishing moves (The sort of famous one all riders share being called out as "Rider Kick!".). Having the vehicle be weaponized and able to be called too me/remote controlled seems like it would also fit.
Super senses and some healing seem like they'd fit as well. The Latter cause fights often seem to have had little damage carry over between them, and major fights can at times go on for prolonged periods."I Burn!"
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2018-02-19, 10:27 AM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Transformation might be a Complication more than anything else. If you want to represent it mechanically, I'd say throw Activation on your main "bunch of physical enhancements" power, and put a Quirk (only useable in transformed state) on the instant-duration ones.
They tend to be inhumanly strong, tough, quick, and capable in melee combat.
Lots of flashy martial arts,
- Stunning Punch: Str-Based Damage 1, Linked to Affliction 11 (Dazed/Stunned/Incap; Resisted/Overcome by Fort)
- Flying Kick: Str-Based Damage 1, Linked to Move Object 11 (Reduced Range, Concentration, Limited to Knockback)
- Shattering Blow: Str-Based Damage 1, Linked to Weaken Toughness 11
frequently a sword though there usually not entirely dependent on it, sometimes a gun of some sort but there usually even less dependent on that.
They all have a tricked out vehicle of some sort, almost always a motorcycle. Some have other vehicles as well.
They also have a propensity for super human leaps
and for having incredibly powerful named finishing moves (The sort of famous one all riders share being called out as "Rider Kick!".).
Having the vehicle be weaponized and able to be called too me/remote controlled seems like it would also fit.
Super senses and some healing seem like they'd fit as well. The Latter cause fights often seem to have had little damage carry over between them, and major fights can at times go on for prolonged periods.
As for the latter, you're looking at Regeneration, but I think the base system rules have you covered pretty well. All damage is shaken off with a few minutes to rest between fights, and characters can take quite a beating before going down with nothing but a good base Toughness score.
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I imagine you'd be looking at a pretty balanced character tradeoff-wise-- most Defenses at about 11, attack bonus at about 11, and most attack powers at about rank 11. Does that help?Last edited by Grod_The_Giant; 2018-02-19 at 10:28 AM.
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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2018-02-19, 09:52 PM (ISO 8601)
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- Mar 2011
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
It's, a start. Isn't equipment something that can be destroyed and not replaced though?
"I Burn!"
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2018-02-20, 09:54 AM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Not permanently:
Originally Posted by Gadgets and Gear section
If you want a less fragile option, I can think of three main ways:
- Make it a Device. This might get sort of weird, perhaps, since vehicles have a bunch of specific rules, but you could simulate a tricked-out vehicle by taking appropriate powers with the Easily Removable modifier (Speed probably being the main one). It's not a bad solution if you intend to fight mounted most of the time.
- Make it a character. Use either Summon or the Sidekick advantage and build the bike as a distinct creature. With, probably, absent Intellect, Presence, and maybe Dexterity. (Absent Awareness creates problems since it removes your Dodge and Parry), along with an appropriate Immunity. (I like "effects that depend on being alive" for ~20pts, but Immunity is very much an "ask your GM" thing). Summon is a good solution if you want to be able to have your bike just explode in from nowhere; Sidekick is decent if you'd rather have it buzzing around on autopilot all the time.
- Make it an enchantment, sort of-- have powers like Enhanced Speed with the Affects Only Others and Affects Only Objects modifiers. That way, anything you hop on will instantly be transformed into a super-bike.
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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2018-02-20, 12:18 PM (ISO 8601)
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- Dec 2008
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- Trapped in England
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2018-02-20, 12:39 PM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Oh yes, right. I remember now. Summoning Power Profile says this:
Originally Posted by Summoning Power ProfileLast edited by Grod_The_Giant; 2018-02-20 at 12:43 PM.
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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2018-02-21, 01:44 AM (ISO 8601)
- Join Date
- Mar 2011
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
The Finishing move is actually proving so costly, I've had to pair the bike back. Which isn't toooo bad, some iterations of the franchise don't weaponize there bikes. I'd have preferred it but can't always have everything right out the starting gate, and it's a 1 off game anyway.
"I Burn!"
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2018-02-21, 07:25 AM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
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.
-
2018-02-21, 08:46 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
M&M 3E doesn't do Finishing Moves well: it's almost impossible to exceed the PL values set. Your "Finishing Move" is probably going to be as strong as some other guy's regular move... and you've probably paid more points for it, will use it less often, and are weaker in other areas.
In my opinion, the best way to model finishers in M&M is to use Hero Points (or Luck, as already mentioned) to increase the effective power of your standard Kick move, and just call out "Rider Kick!" when you have the Hero Point to spend on it.
If your Finishing Move is not in an array with another power, you're not getting value for your points.
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2018-02-21, 11:17 AM (ISO 8601)
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- Mar 2011
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2018-02-21, 12:10 PM (ISO 8601)
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- Nov 2006
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
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2018-02-21, 12:27 PM (ISO 8601)
- Join Date
- Mar 2011
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Assuming I can get the stats to work, I had intended to hold a Hero Point for the finisher so that I could buy an extra action, and use that at Melee range to get Improved Aim off, while also using both Full Power Attack and Full All Out Attack. Default +5 to DC, +10 to hit and that helps Multi-Attack, and the chance for adding a crit at about 1 in 4.
Oh, and of course, 3 different effects hitting at the same time, after I and my team have been beating on him for awhile."I Burn!"
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2018-02-21, 12:39 PM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
Yeah, that would do it. Like I said, consider adding some flaws like Unreliable (there's an option to have a limited number of uses per duration) or Tiring-- that sort of thing can get the cost down while keeping it as a desperate, last-minute kind of attack. Otherwise you've got no reason not to use it every turn, which would I think somewhat defeat the purpose.
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.
-
2018-02-21, 11:04 PM (ISO 8601)
- Join Date
- Mar 2011
Re: Mutants and Masterminds 3rd Edition: How do you build Kamen Rider?
I slapped unreliable on it, and that put a pretty good dent in the cost. I've got 5 uses, which is probably more than I'll need unless the GM manages to work multiple Miniboss fights into a one off full of new players with no system mastery. Which, I find unlikely.
"I Burn!"