11

Each increase in size category costs 1 point, each decrease in size category gives you an additional point to spend elsewhere on your headquarters, although you’re not going to have a lot of room for extras! There is no implication that the point saved must be spent on the headquarters. It's explicit, highlighted in bold for emphasis. Take some more perks ...


9

It is a bundle of all of the individual items. I just did a spot check from the book and the website. They are all accounted for and there are none extra. The chief advantage to the collected edition is price — it's much cheaper to buy them in bulk — and in the extra sidebars discussing how to handle tricky powers. Incidentally, it's not a bad question ...


8

Mutants and Masterminds 3E handles this through the use of a few different systems. By the use of the Aid action (p246) and Team Checks (p16), one character can sacrifice their action to contribute to the success of a lead character's action. Through the use of Extra Effort (p20), you can gain the effect of an Alternate Effect on your power -- that would ...


8

This one has always been a bit of a handwave because Linked powers need to have the same range. By the book, with just the main book, you'd have to set up either Healing with the Reaction extra triggered by damage (or Triggered as long as your concept supports preparing the healing ahead of time with actions, and having your prepared healing able to be "...


8

charlieluce, on the Lone Wolf forums, pointed out Given that it's zero cost, I'm certain that this is just the way that Lone Wolf implemented a display customization for characters using the Summon Power. With that hint, I looked at the code again. This is not meant as an actual power condition, and actually doesn't charge any points for either rank. ...


8

I have typically (working with my GM), built a bicycle as 1 EP Equipment that grants Speed 1 rather than using Vehicle rules. That boosts my speed, and allows for Athletics checks to go faster, and also leaves the implication that I can't necessarily do it all day, that I may have to make Athletics checks to avoid getting worn out biking from place to place. ...


7

Multi attack isn't ranked. Rather, an attack gets the Multiattack property, which increases the attack's power point cost by +1 for each rank of the attack. It has three options: You can attack a number of people in an arc, with a lowered attack bonus against each You can deal extra damage to one opponent (assuming your attack can damage them) based on ...


7

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 ...


6

Superheroes are reactive because the default state is that they've won: at the end of each episode, they get the city back to the way they want it, and there's nothing more for them to do until something goes wrong again. To get active superheroes, you have to create a situation where the default state is the heroes are losing: something is wrong with the ...


6

The average weight of a car in the United States is around 4,000 pounds (see here) and Throw Distance is equal to Strength Rank - Mass Rank (p 12 Deluxe Hero's Handbook or Ranks and Measures in the online SRD), so the Captain here will need a Strength Rank of +7 to throw an average weight car 30 feet (rank 7 - rank 7 = rank 0 = 30 feet). If the car was ...


6

According to page 125 of the Gadget Guides book: An inventor can keep an existing invention running by either taking the time needed to design it (hours equal to its point cost) to do maintenance and repairs and making a DC 10 + point cost Technology check, or by spending a hero point. According to page 128: At the Gamemaster’s discretion, characters ...


6

It's the former. As the Hero's Handbook states (page 193): If a minion fails a resistance check, the minion suffers the worst degree of the effect. With any Affliction power, the worst degree is the most severe possible effect. Oddly enough, according to the Mental Powers power profile, "only third degree" is actually a valid flaw, and failing with ...


6

No, your Immunity ranks do not stack with Insubstantial ranks for extra degrees of Immunity. 5 ranks of Immunity would make a hero either immune against certain non-damage effects, or immune against damage effects with one chosen descriptor. 5 ranks: alteration effects, sensory Affliction effects, emotion effects, entrapment (grabbing, snares, or bonds),...


6

Sure, but there are few ways to translate "reluctant to be in public" to the listed complications. Accident: While normally for physical actions, the Accident complication can be a gold mine for social complications. Any character prone to metaphorically putting her foot in her mouth could easily take "Accident (Social)" as a complication. Phobia: A phobia ...


6

Your "Genie" can't be any more powerful than a regular PC Just to get it out of the way, you'd be building your genie to the same PL limit as anyone else, so your "wishes" need to built just like any power. But that really doesn't limit them that much Variable lets you manifest a large number of powers. With Affects Others, you can even give powers to ...


5

In 3E, the effect you are looking for is (as in 2E and Scrollmaster's answer) Variable. Variable: Action: Standard, Range: Personal, Duration: Sustained. 7points/rank. There is a -1point/rank flaw called 'Slow' which means your power can't be reconfigured during an action scene, only between scenes. It states that the GM will determine the time, but it ...


5

There are two ways to model this. One is to build it as the typical set of powers you might wield (Feature: Traffic signals go my way, Damage 4 (Burst) [descriptor: exploding control panels], etc) The other is to set it up as an Affliction, resisted by the Technology skill of whoever set it up (which is a +0 for many items), with the first degree being ...


5

There are basically two sorts of powers, PL(Power Level)-limited ones and non-PL-limited ones. The first are anything that impacts a PL-limited trait such as an attack bonus, an attack rank, a defense bonus, a save bonus, or a skill check. Basically, no power can be bought that would put you over PL. That's simple enough, right? Any power that does not ...


5

Spending points after character creation works in the same way as during character creation. From the "Hero Advancement & Improvement" section (emphasis mine): Players spend power points on new or improved traits for their heroes just the same as spending them to create a hero. So if your hero has a power costing 2 points per rank, and you want to ...


5

Mutants & Masterminds 3e does not take place in any specific world with any specific lore. It's a toolbox for making adventures that are similar in theme and feel to classic superhero stories. Whenever the rulebooks make reference to any part of the world (government research programs, mutation rates, doomsday plots, etc.), it's borrowing from similar ...


5

They hear Joe think "wow I am hungry", then they hear Joe say "Hey when are we going to eat, I am hungry". Telepathy differs from schizophrenia in accuracy. Also while telepathy maybe quite rare in your world it's occurrence rate is non zero, so it is something you would check for before jumping straight to mental illness.


5

The character could have an Immunity power. The Immunity effect can protect a character against certain damage or power descriptors, which may be what you have in mind. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). This power is constant and requires no action or reaction to ...


5

Reactions can occur on your own turn, but only in response to appropriate triggering stimulus As the M&M rules describe the reaction action type: A reaction is something that happens in response to something else, like a reflex. Like free actions, reactions take so little time they’re considered free. The difference between the two is a free action ...


5

Yes, Immortality can Affect Others There is nothing in the definition of the power that prevents applying Affects Others. However, this player's power doesn't work The text of Immortality starts with this: You can recover from death! If your condition becomes dead, you return to life after a time. The people your player is targeting aren't becoming ...


5

Just like any Device or Equipment, you eventually get the item back, or get to spend the points somewhere else, but it may not be immediate and/or it may require skill checks or some sort of quest for parts. Of course, if the mecha was found gear, or a gift, it might be gone forever. The system does not really support accruing loot. Specifically, under the ...


4

You may want to re-think your position on "no tactical advantage from moving" in combat. In "real-life" combat, movement often gives some sort of tactical advantage. Removing tactical advantage to movement removes most of the incentive for your players to move. If your desire is to have them move more during combat, you probably need to provide some sort of ...


4

From my point of view as a GM, there are two options if you want players to be proactive. First, you can give them more problems to solve and let them know that they can't solve them all. Secondly, you can make suggestions of ways in which they can be proactive and reward them when they find ways to surprise you. More Options The simplest solution is to ...


4

There are always a million ways to do one thing in M&M, but in this particular example, the easiest way would probably be to buy the Secondary Effect modifier for the power, possibly at a lessened rank than the full power. The Secondary Effect modifier causes the target to suffer the effect again on the following round. So you will hit on the first ...


4

Not permanently, at least with anything from Green Ronin. Part of the foundation of the game is that you have the powers that you have, and that the GM gives you power points as you advance. Now, that said, there are ways to get things like it. One way is to simply make an arrangement with your GM that, when he awards power points to the group for their ...


4

Side Effect Failing to successfully use an effect with this flaw causes some problematic effect. Failure includes missing an attack check, or the target successfully resisting the effect. If the side effect always occurs when you use the effect, whether you succeed or fail, it is worth –2 cost per rank. The exact nature of the side effect is for you ...


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