Hot answers tagged

10

Parahuman Powers, the Atomic Robo Way You're right in that the core rules gain a huge benefit from being a general framework to drop stunts on. Stunts are a way to express your individuality, and if they get too involved you can find yourself bogged down in the minutiae of stunt wrangling, the question of what applies, and when, and how, instead of focusing ...


10

Any result of 7 or higher is a hit. On a 7-9, the Nova holds 3 burns and marks a condition. There are quite a few moves in Masks that use this basic phrasing: On a hit, something happens; on a 7-9, something else happens. When phrased this way, the "something else" is always in addition to the "something". (It would probably be a bit clearer if they ...


9

Do you really have a problem? If the players are having fun is this an issue? I believe exploring is part of the game and enjoy doing it, but your players may not. Make sure you discuss the group expectation for what sort of things that campaign should contain. It is possible that once you point it out they may solve the problem all on their own. If they ...


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. ...


4

Yes, this power works. You choose which one you're using each round. According to the section on Alternate Effects in the DC Adventures Hero's Handbook, you can only have one power from an array active at a time, and you can switch between active powers as a free action once per round. Alternate Effects cannot be used or maintained at the same time as ...


3

While not the most satisfying answer from a mechanical point, the most likely answer is that you simply designate the high-power systems for the main grounds, and lower power ones for the surrounding area, as worked out with your GM. Headquarters are generally not the main thrust of the plot, so the game doesn't really go into great detail on them. There is ...


3

Short answer, no, this is not how the system works Mutants and Masterminds holds PL as a fundamental concept. Amongst its aspects, you cannot transcend PL in ways other than temporary. A more minor issue is that it sounds like you're trying to read a little more into the names of the powers and their modifiers than in what they do. A central theme of power-...


3

There are a few ways you could do this, and the Variable power might not be the best way to do it. The first would be a Summon effect, which would involve buffing a certain number of friendly individuals up to a specific stat block. It'd probably be something along the lines of Summon (Heroic, Multiple Minions X, Horde, Limited to areas with human allies, ...


3

What you are seeing from the builder are the stats for an Improvised ranged weapon, e.g. if you picked up a chair or a rock and threw it, it would have Range 5/10 and do 1d4 damage. This idea is not at all recommended, as you will have to spend a minor action every turn picking up a rock or something, you won't get any proficiency or enhancement bonuses to ...


3

By the book, as best I can tell, there's no provision for using Teleport to disarm people. Move Object does have provisions to do that, or you could use some form of Elongation. Both might suffer from Range penalties depending on your GM, and both will likely need Subtle to avoid being noticed being performed, as well as Insidious to avoid the target from ...


3

As written, Psionic contingency specifically says that only a second casting of another spell named 'Psionic contingency' dismisses the first casting, and vis versa for Normal contingency. Making no mention to it's counter part, or mentioning similar effects. As such as neither would dispel one another, barring any Magic vs Psionic transparency your DM my ...


3

A strict reading of the text would suggest yes. Psionic contingency isn't one of the "as the X spell, except..." powers, it has an explicit description which says you can only have one instance of psionic contingency active at a time. That said, if magic-psionics transparency is in use, I might well rule at my table that they conflict under a "same effect, ...


2

They work similarly but are different mechanics The Marked condition says: Marked is a condition. You take a −2 penalty to attack rolls for any attack that doesn't target the creature that marked you. You can be subjected only to one mark at a time. Newer marks supersede older ones. A mark ends when its creator dies or is unconscious. ...


2

I'm going to go with "Yes, but not on your build." Odds are it was just a screw up in the character generator, because the way you get it is fairly specific. Step 1: Be a monk. You need access to the Monk Unarmed Combat feature, either through being a monk or the Master of the Fist multiclass feat. This makes your unarmed strike an one-handed off-hand ...


2

Canonically, no, It does not let you create the element, just move it. That's part of the Flaw built into it to make it cheaper than regular Move Object. However, for example, Fire Control offers a "Flame Object" AP suggested in Ultimate Power that lets you do something similar. There's also the Ignite power in that book. It really becomes a GM purview thing....


2

Yes, you can do this, but you probably shouldn't. Mutants and Masterminds works based on a system where your attacks and defenses are limited by your Power Level, and buying them up to those limits is fairly cheap. As a result of this, every character should buy all of their defenses up to their Power Level limits, and that's what the game is balanced ...


2

Attack Penalties The arcane skill roll is both the activation roll (TN 4) and the attack roll. Penalties that affect the casting, and can prevent the power from activating, are Wounds, Fatigue, and other penalties that apply to any power. Penalties to arcane ranged attacks (Cover, Illumination, Arcane Resistance, arcane protection, etc.) still apply to ...


2

It would more or less work in the exact same way, requiring a particular level of bonus to get through. If you have Impervious on all 10 ranks of your Will save, it will block all effects of Rank 5 or less that require a Will save. If you have Impervious 10 on your Dodge, a Ranged attack would need at least a +5 bonus to hit you. Unfortunately, I've yet to ...


2

While Sean Duggan's answer is very good, and the way I'd handle this in my own games, the other approach is to build the bicycle as a vehicle. Size Medium Strength 1 Speed 2 (3 racer) Toughness 6 Equipment Points: 4 (5 racer)


2

In addition to what's stated in ValhallaGH's answer, to be able to summon different types of minions, you need the Variable Type extra, possibly two ranks if they really vary a lot. Variable Type: Minions are normally identical in terms of traits, although they may differ cosmetically. With this modifier you can summon different minions of a general type (...


2

There is no hard limit to the ranks of Summon you can have (unlike the Sidekick Advantage). There are soft limits, based upon your character's available power points / character points and the power level of your minion(s), but those are not hard limits. The ONLY way to summon more than one minion with Summon is the Multiple Minions modifier (which you can ...


2

The basic Alternate Form power works like a switch. You turn it on, you have it. You turn it off, you don't. Billy Batson (hero name Shazam or Captain Marvel, depending on who you ask) has a great example of an Alternate Form power. He turns on his super-form, and it lasts as long as he needs it to, or until he gets knocked out. There are other forms of ...


1

Yes, Weaken can be Insidious The Insidious modifier can be added to any power, though the Descriptors may require some thought and revision to make sense. But How Does It Work? Keeping in mind the Insidious description: This modifier is similar to the Subtle modifier (later in this section), except Insidious makes the result of an effect harder to ...


1

There are many possibilities, of course, but if you're looking for simple builds: Affliction - This is just a matter of deciding what conditions you want. For easy reference, I built a list of Affliction Conditions on the Ronin Army site. If you want to focus on the "keeping people from moving" side of things, then Hindered / Immobile / Paralyzed is ...


1

Canonically, there is no mechanical way to build a power like that. Movement and attack are separate. However, there are a few approaches. For non-Area approaches, Autofire is popular for attacks like this, to model possibly hitting several times. Don't require movement, but allow it as flavor and/or use a Complication for needing clearance This is the ...


1

It's a matter of GM Purview The rules only allow Fast Grab on unarmed attacks. So, from one point of view, yes, Move Object cannot be used with Fast Grab. But you can houserule it or use the Extra from Gadget Guides A couple of weapons in the Gadgets Guide included the Grabbing modifier that allowed them to do Fast Grab. You could similarly introduce ...


1

The 3rd party, Green Ronin publishing, Egyptian Adventures Hamunaptra has a spell called Root which allows a plant to grow in ANY kind of soil. It also has the Dunewalker Prestige Class which has a capstone called Oasis Seed which literally causes an Oasis, plants and all, to form and grow. Technically it's a bit of a gray area but the Fabricate spells ...


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