10

First, because you can assign flaws and extras Flaws reduce the cost of the power, and thus allow for a more efficient use of power points. For example, if I was making a character like Iron Man, I could give him a whole slew of Enhanced Trait powers representing the general superiority of wearing a suit like that, but then give them Removable 1 (among ...


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

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. ...


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

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 ...


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 ...


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 ...


6

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 ...


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 ...


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

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 ...


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

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

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 ...


4

Switching your array from a Continuous power means that you stop maintaining it. If it is a Lasting effect, then it moves to the appropriate sequence of saves. Create Objects is a specific exception to the rule. You can maintain those objects as a Free action because... well... mainly because it fits the kind of character that manifests such objects. When ...


4

I do not have the books on hand, and I will assume you are the Games Master of your game in this answer. Yes, flying creatures can be made "Prone". Even though they are not lying flat on the ground (since there is no ground), you can think in the line of the 3.5 rule: A flying creature with the status of prone has lost control of flight. If it is not ...


4

Each save cannot go higher than PL+5. So a PL 10 character could be sporting Will +15, Reflex +15, and Fortitude +15. Frankly, though, that level of saves is pretty ridiculous. Some people on The Atomic Think Tank ran the stats on the published characters from Green Ronin and the average was approximately PL-2 for the three exotic saves. Many of the PbP ...


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 ...


4

Good news: it is possible to convert from 2E to 3E, though of course everything is subject to GM approval. This page has a link to a PDF that details the process of converting from 2E to 3E. To summarize: For most abilities that have a direct parallel (like Strength or Wisdom/Awareness) the 2E modifier becomes the 3E score. Dexterity is the lower of the ...


4

It includes any Resistance check related to your immunity, as described by the power's description: You are immune to certain effects, automatically succeeding on any resistance check against them. So if your character has to make a Fortitude check to avoid getting poisoned or diseased, you automatically succeed that check and avoid any damage or penalty ...


4

Yes Because Immunity provides automatic success on relevant resistance checks (Hero's Handbook page 113), and because Suffocation (Hero's Handbook page 186) and Starvation and Thirst (Hero's Handbook page 186) are resisted with Fortitude checks, immunity to Fortitude does protect the character from suffocation and starvation and thirst. Immunity: You are ...


3

I'm only familiar with M&M 2E, but I assume that since the 5-shots limited use of the "unreliable" flaw appears in both systems, any solution relevant to 2E can be worked out to suite 1E - if it doesn't already by RAW. (Presented in increasing complexity order) Use GM Fiat Since this battery dependent weapon is intended mainly for the enemy mooks and ...


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