Hot answers tagged mutants-and-masterminds
6
The first summary comes from here:
Yep, there are 8 stats not 6 (fighting and agility are extra, and new); some things have been renamed — the powers get shuffled around into "effects", meaning that you create a "power" by picking what it can do, and adding it up. Thus Hal Jordan's power ring isn't a device with other powers, its a collection of effects ...
5
Well, if you are looking for a way of having a Power that can have any Power in it... Variable is the way to go. It is a broad Power, but your examples are broad. Now, to try and make it elegant:
Variable 6pts/rk: Multiple powers at the same time, so long as the total do not add up to more than (rank * 5) points.
Flaw: Fade, Permanent
Extra: Total Fade
...
4
PL2 is a real challenge, because the system assumes you are around PL10 and I've only seen one game below PL5.
You need to maximise each point. My personal advice is buying Device, hard to lose to make yourself a suit. Ask your GM if you can have a suit like the following:
Flightsuit (Device 3) - Cost 12 PP
Hard to lose
Augmented Reality ...
4
Keep the PL low, and concentrate on the Combat Advantages (née Feats) listed on page 70. That's where you find elements analogous to HERO's maneuvers. A practitioner of a "hard style" might use Accurate Attack, Improved Critical, and Takedown; someone using a grappling style could use Grabbing Finesse, Improved Hold, and Prone Fighting.
4
I believe so. I can't find where they state that outright, but they discuss the future of the M&M Superlink license and say it'll be just like True20 licensing, and True20 is OGL at the core.
Oh, actually, Steve Kenson stated explicitly on RPGNet that yes, it will be.
3
Here is a comprehensive review of the changes present in Mutants and Masterminds third edition, looking not just at the DCU material, but at the core rules.
When it comes to the rules themselves, I’m happy to report that M&M3e is still very much the Mutants & Masterminds we know and love. There are numerous tweaks to the engine itself (several ...
3
As a GM I wouldn't apply that bonus to the Sense Motive check. The bonus would come into play when believing the bluff would change the level of risk.
For example, "It's completely safe to take a dip in the vat full of flesh eating bacteria". Getting into the vat is a level of risk way above not getting in. Get the +10 bonus.
In combat and feinting a move ...
2
What you are looking for is Involuntary Transformation. It's a Drawback from page 126 of the Core rulebook.
Involuntary Transformation
You have two or more forms or identities you sometimes change between
against your will. The value of the drawback is based on how often you
change (frequency) and how difficult it is for you to resist the
...
1
(Assuming 2nd edition) Simply use the two powers one after the other using a Move action and a Standard action. Dash, strike. Simple as that.
Your Dashing power should be either Speed 2 (if you only want to dash on walkable distance) or Teleport 2 (with flaws to limit destination to perception) if you want to be able to dash an enemy even if he's flying or ...
1
A guy calling himself Ski over on the Atomic Think Tank forums put together a spreadsheet for DC Adventures, which runs on the same ruleset.
You can find it in his thread for the thing. It seems to work pretty well.
1
Alternate Power is best used for effects that are thematically similar, useful one at a time, and with a duration that's either instant or continuous. If the duration is sustained, or maintained by concentration, you'll find yourself having to drop one effect or another during the change in slots, which can feel disruptive. AP is really good at helping ...
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