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12

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 ...


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 ...


4

Varies by Edition Savage Worlds has undergone numerous relatively minor revisions. Adventure Edition The most recent rules version (2019) does not contain the quoted language, at all. Instead it uses this: ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each. That's very clear and hasn't caused any ...


4

In normal English you can, in this context, replace "a like" with "the same". Thus you can read that passage as "...The character may affect up to five targets by spending the same amount of additional Power Points." Thus if you affected 2 additional targets you would spend 2 additional Power Points. This seems to be in direct opposition to their ...


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

No. It would increase the expense for less benefit. Reaction is meant to be used for powers that would normally take another action (like damaging someone who touched you, or emitting a psychic null zone when they detect the presence of telepaths). It lets you take a "free" action even when it's not your turn, but only under a specific circumstance (...


3

Yes, You're Getting Confused The confusion seems to stem from trying to apply Affects Others after Area. Affects Others changes a Personal range to effectively Close range. I say "effectively" because it's not an attack effect so there are some minor but important differences. Area would then center the effect on the user and affect all characters within ...


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, ...


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, ...


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

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

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

No. As you note, extended senses just improve your ability to perceive things at a greater distance. It's still more difficult to hit something that's further away (scope wobble is magnified over distance, wind, bullet drop, more time for your target to have moved since you fired, etc) even if you can see them more clearly. You'd be looking at applying the ...


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 ...


2

This was a matter clarified in 2e by Steve Kenson: Miles Craven wrote: I want to create a character who can generate a forcefield in an area around himself, protecting everyone in the radius. Obviously, this is Force Field with the Area (likely Burst) extra. I assume that I have to also take the Affects Others extra at the +1 modifier, since the ...


2

The Mind’s Eye article “Expanded Classes, Part Four” includes guidance for Substitute Powers in a psionic mantle. Since an ardent’s power list is the list of powers found on their chosen mantles, substituting the powers on a mantle changes the power list for that character. I don’t believe there is any other method. The existence of the Expanded Knowledge ...


2

No, But ... Your confusion comes from ignoring half of the sentence. Your effect can inflict damage, like an application of normal Strength with damage equal to its rank. When using Move Object with the damaging extra, it can be used like Strength to deal damage equal to the effect rank. The Move Object effect isn't made of fire, or similar automatic ...


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

Once an erudite has used convert spell to power, that spell now exists as a psionic power, even if only that erudite knows it. Which, RAW, means that it’s a valid choice for Expanded Knowledge—that feat says you can learn “any power.” The subsequent clause referencing other power lists is introduced by “including,” and so it represents a non-exhaustive ...


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

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

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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