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7

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 ...


6

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 ...


5

I believe that in 2E you already add your strength bonus to thrown items - this is built into the system, and doesn't need a power. If you really need to deal a lot of damage, but only rarely, you could always power stunt a blast off of a super-strength or strike (strength-based) power. The blast could be described as "Throwing a chunk of street, as hard ...


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

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 ...


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 ...


3

It's totally possible and a player did it in one of my game. The challenge with Gestalt is the "Duration: Sustained" part. You get KO? Your symbiote is kicked out or something. You can buy extras to make this continuous if you like. Just remember that gestalt is meant to represent two creatures (or more) of equal power level that together creates a single ...


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 ...


2

I'm a bit late to the party, to steal another answer's first sentence, but this question intrigued me. I know the specific question (answered a year or more ago) is related strictly to 2nd Edition, but the StackExchange sites are supposed to be resources for people with similar questions. Therefore, I'd like to show how this could be handled in M&M 3rd ...


2

I'm a little late to the party, but a common solution to this is Metamorph, a "power feat" for Morph. Essentially, imagine that all of your character's traits, positive and negative, are one big Alternate Form bought at cost. It should only require 1 pp to create a new Alternate Form with the same number of points, right? It's an AP of Morph, because, if ...


2

For other d20-based games, it tends to be clearly and explicitly written in the rules right next to where jumping is described. D&D 3.5 (and probably other d20) - long jump is done as part of move action, and it requires 20 feet running start (as part of that move action) or the DC is twice as hard. And if you "run out of movement mid-jump" then the ...


2

Honestly, I'm not truly convinced that there is a problem. As you say, the 'problem' only appears as a significant setback with extreme tradeoffs. A character at PL10 who is at 16 attack/4 damage is not someone who is supposed to be going toe-to-toe with equivalent PL opponents. People who are attack shifted should have a thematic reason for the shift. ...


2

I don't have the books with me but as far as I remember Adaptation is a reaction power that allows you to survive and endure. It may by extension give you some possibly offensive powers (like Super-Strength) but it shouldn't give you Blast or Strike. Remember that Super-strength is mostly useful in grappling situations and throwing cars. There's nothing ...


2

Of course it can be done. It is easiest if the symbiote is unable to act on its own (outside of jumping to another host as you described). The way you will do this is simple: Symbiote Bonding Enhanced Trait 30 (Enhanced Strength 12, Enhanced Stamina 12, Enhanced Fighting 6) AE: Flight Flight 6, Enhanced Trait 18 (Enhanced Feats(Move-By Action, Evasion ...


1

Using the link mxyzplk provided as a comment to your question: TYPE OF JUMP -- DISTANCE (IN FEET) Running Long-Jump -- Athletics check result Standing Long-Jump -- Athletics check result, divided by 2 Running Vertical Jump -- Athletics check result, divided by 5 Standing Vertical Jump -- Athletics check result, divided by 10 Any jump check can ...


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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