
Airon87 |

There we go, discussion thread!
We will go through your sheets, helping those unfamiliar with the system to make a fun and fully functioning character.
Please create an alias for your character. If you could copy/paste the sheet template I linked in the first post of the Recruitment, that would be very helpful for me to look at your sheet and help you out with it. If you have very little knowledge of the system, I can help you step by step, just lay out in this thread what you wish your character to be able to do.

mdt |

Hello. :) I'll make an alias shortly, wanted to check in. Thanks for the spot. I found out yesterday that I'm going to be gone for 6 weeks over September, overseas travel. I will hopefully be able to post semi-normally, as long as the website is not blocked by filters (country is fairly religious, no alcohol, etc) and Paizo might have somehow gotten on a blocked list due to subject matter (gods, risque art, etc). Won't know until I get there though. If I vanish you'll know it's blocked. I'll be back first week of October if that happens.
If you want to drop me because of it, I'd understand.

Airon87 |

- you are still listing Penetrating 7 under your attacks
- sight is Acute by default, you don't need the Power, 1 pp saved
- this isn't a mistake, but just a piece of advice: you have 10 ranks in 2 different Close Combat skills, which in total costs 10 pp. If you got 10 ranks of the Close Attack advantage, you'd have the same result - but you'd keep such a high attack bonus even when fighting with something other than spears or unarmed.
Ok, here's where you all start hating me.
I want you all to have, under your alias, the character sheet in the exact same format. I need to be able to find everything I need in a second, and I can't waste time going "oh ok so this guy has his Fort save under DEFENSE, this other one has SAVES which is further down the sheet, etc..."
Chrono17, this means no breaking down the sheet with multiple spoilers. You can have your sheet under a single spoiler, or leave it as it is, but all the sheet in one block, please.
I made the TEMPLATE based on another PbP board focused solely on M&M, and I believe it is mostly clear and understandable. If you have problems with it, let me know.
Also, this is the moment to tell me how much experience you have with the game system, and how much help do you need with it, if you need a little primer on how it works, stuff like Extra Effort and Hero Points and Complications, etc...

Zanto |

The required format is completely understandable, I require that in my own games.
I have almost zero experience with this system, but I'm a math/science major and pick up these kind of things pretty quickly. I intend to do lots of reading on the main site for the rules, but plenty of help would be appreciated.

Kalden The Bastard |

So I've got the alias down. Next on my to-do-list would be actually rolling the character and posting that (using the given format) and then I'll be set for review.
I've owned the M&M3e books for years and even attempted to run a game (it was doomed from the start) but I finally started playing the game earlier this month on another PbP so I'm relearning the system a tiny bit.

Jin-Liang |

I made the requested format changes, but I kept my background spoiler tagged. I didn't want to just delete it, but I doubt it's something that you will need to reference often. This hides some of the clutter.
Sorry, the penetrating 7 in the offense block was an over sight. Fixed. Thanks on the Sight Power too, changed that as well.
I am aware that dropping my two skills and buying 10 ranks in the Close Attack advantage makes more sense, but I specifically avoided doing that. It just makes more sense for him to be better with some weapons than others. I suppose having ALL of the ranks in the skills is odd though so I went half and half.
Let me know if any further changes are necessary.

Darvin Tarroh |

I think the format is correct. Not sure how to calculate the Offense block. No experience with the system, but I've GM'd for 20+ years, including HERO system, which is vaguely similar. This seems like a hybrid of D20 and HERO to be honest. I've updated my power block, which saved me 2 pts, so I'm at 133. I'll figure out what to do with them shortly. Does the character look balanced enough? Don't want to be a drag by being too weak, or a pain by being too powerful.

Jin-Liang |

Ah, forgot to mention my experience. I have played copious amounts of 3.5 as well as pathfinder more recently. I have played some white wolf(Vampire the maquerade specifically). I've also dabbled in several other systems, but this is my first experience with Mutants and Masterminds. The system seems fairly straight-forward though(I just have to remember human limits because of the setting).

Kalden The Bastard |

Profile is a WIP. I think I over-complicated things with a linked effect power. My formatting might be a bit rough (wasn't sure what to do with a few things) so give it a once over if you can and let me know how to fix it.
In regards to the linked power:
I was looking to have a tether-like vortex, where a twisting tornado (emanating from Kalden) hits a target, that target then gets lifted into the air and can be moved closer or held in place. While the target is caught in the vortex, they are being spun about every which way.
For this, I linked (or tried to link) a line area move object with an affliction (impaired, defenseless, paralyzed) but I don't think I did the thing properly, so it probably doesn't work out like that.

Airon87 |

Ok, here's a little primer with the traps I usually see the novices of the system fall into. Chances are most of you already noticed them, but I want to cover my bases.
It is different from Pathfinder Levels. You don’t build up your character from your level, you build him down from your PL.
There is no stacking +1 and +2 and bonuses to get highest damage: Power Level effectively limits your Attack and Defense: the average of attack bonus and damage must be your PL or lower. A PL 9 character can have “unarmed attack +13, unarmed damage 5”, and “crossbow attack +7, crossbow damage 11” at the same time, but no attack can have an average higher than PL.
Same goes for defense: the highest between Parry and Dodge must average out at PL with Toughness.
EXTRA EFFORT and POWER STUNTS
Extra effort is the core of the game: by choosing to becoming Fatigued the next round, or by spending a Hero Point, you get Extra Effort. It can be used in a variety of ways common to d20 system (reroll a dice, take an extra action, etc…), but also to get a single Advantage for a round.
One of these advantages can be an Alternate Power for a power you have: this covers the “out of the box” uses of powers you often see in comic books.
Let’s say you have a character with electricity powers: he wants to use them as a defibrillator on a dying NPC. This a Healing effect, which normally isn’t included in an electricity-controller power set. The character can still do what he wanted, but becomes Fatigued next round or has to spend a Hero Point. Speaking of which…
HERO POINTS and COMPLICATIONS
Hero Points are common currency. On a fight lasting 5 or 6 rounds, there’s usually at least that many HP changing hands (that is, spent or gained by any PC). In a big boss fight, each PC usually uses 1 or 2 HP.
Complications are a great tool to personalize your PC and give hooks to your GM.
Responsibility and Hot-headedness are fine, but you can go more personal than that!
A common example is “Doesn’t know his strength”: “with the last punch you knocked the villain through a wall! He is defeated! Great… but wait, now the building is crumbling! You accidentally broke down a load-bearing-wall! here’s a Hero Point! Can you save the innocent inhabitants of the building?”
Complications can be lucky items (not necessarily powerful ones, but meaningful ones, whose loss would anger/sadden the owner: think Sokka’s boomerang rather than Sokka’s space sword), or inability to resist a treat, or anything that makes your character more of a person!
I am currently reading through your sheets and will have individual comments soon.

Airon87 |

There are a few errors with the sheet, and one big “bad idea” not an error per se but something you may want to avoid.
1) Tactile senses are already Accurate and Radius by default; 3 points saved. Yey!
2) You are severely under-capped defensively: you have Parry and Dodge at 6 (they are like AC: the 10 is the default, what counts is what you add to it), and Toughness at 2. This averages out your Defensive PL at 4, when it should be around 9. You can have a below-average defense, but you really shouldn't go lower than 2 below PL (so 7) if wish to not be a burden.
Putting a lot of Protection power into the array is not really worth that much: most of the time you will be using your offensive powers, and thus not benefit from Protection. I’d suggest taking Protection out of the array: more expensive, but it will greatly improve your effectiveness.
3) Speaking of the array: try to group powers that make sense together. There is no rule about it, it’s just role-playing issues: I know it can be tempting to fill every pp worth of every AE with powers, but try to keep each slot of the array “thematic”. Comprehend and Communication definitely belong in the same AE, Protection does not.
4) The battle-knife: weapons in M&M are powers who can be lost and therefore cost less.
There’s two types of weapons.
Mundane weapons (such as Zuko’s dual broadswords) are Equipment: for every 5 pp of powers you spend on the item, you only have to spend 1 actual pp. So let’s say a common spear:
Spear (Str based damage 3; extra: improved critical, reach)
It costs 5 pp (3 ranks of damage, plus two 1-point Extras), but it is a very common item, you can buy it in any store: so it costs you only 1 pp (1 rank of the Equipment advantage)
Legendary weapons, artifacts (such a Sokka’s space sword) are Devices, so Powers with the Easily Removable flaw. For every 5 pp of powers you spend on the item, you only have to spend 3: so let’s say a tank-slicing, empowering sword:
Super-sword:
Str based damage 4; Extra: Penetrating 5, Improved critical 2 [11 pp]
Enhanced Strength 2 [4 pp]
You spent 15 pp of powers in the item, so it costs you 9 pp (3 for every 5 spent)
Equipment, contrary to devices, can be broken, stolen, abandoned, and their loss never grants you a HP. Equipment is limited: if something is above normal, it can’t be Equipment.
Devices are integral part of your character: if you lose them, you get HP, and they’ll find a way to get back in your possession. Also, they can be as powerful as you wish (Mjolnir is a Device, Iron Man’s armor is a Device).
A big-ass knife can be mundane Equipment built as
Big Knife (str based damage 5)
5 pp worth of powers, which means only 1 pp spent.

Zanto |

Well I started diving into character creation. I got done with ability scores, skills, advantages, and complications. I haven't looked at defense yet, but I got pretty stuck on powers. I'm not entirely sure how to make them manifest how I like beyond using energy control and/or blast as the base idea.

Darvin Tarroh |

** spoiler omitted **...
1) Fixed Senses
2) Adjusted point buys to bring Dodge/Parry/Fortitude/Toughness all up to 7.
3) Fixed Arrays, removed armor completely.
4) Fixed the price of Knife to 1 pt.

Airon87 |

1) You deleted the Equipment from your sheet.
2) Why isn’t your spear Damage strength-based? Is it an oversight or a deliberate choice? Most weapon damage is Strength based, meaning you add your strength to the base damage of the weapon. Beware of PL when you go over this. Same goes for other weapons.
3) Throwing Mastery 2 increases your ranged damage with dagger and spear too.
4) You are severely undercapped defensively. Dodge 4 (even with Evasion), Parry 6, Toughness 6 puts you at low PL 6 defensively. You should invest in more Stamina, more Defensive Roll or more Parry/Dodge defenses.

Airon87 |

Powers could use a bit of work, otherwise, pretty good.
1) First, you lack any movement power – which for an airbender is weird and it’s not a good idea tactically.
2) Second, your air-bending is over-complicated. You don’t need to use Move Object as a base for every power: a damaging blast of air can be done as Damage effect, no need to use a Damaging Move Object, even if you’re moving objects to do it. Power names determine Effects, not flavor of the single power.
Now, about your tornado power, you’ll need to describe it more to me – I think I can build pretty much any power given a good description, but I can’t figure in my mind what you are describing. Does the tornado only goes up, or in front of you, is it directional? How wide is it? Can you trap more than one target in it?
3) Your Defensive PL 5.5 (average of Parry/dodge 7 and Toughness 4) – a bit low; ideally you should be PL 9 defensively, but at least put it up to 7. Also, you have Stamina 3 but Toughness 4, why?

Airon87 |

Zanto: Power creation is effect-based. What flavors the powers is the modifiers and descriptors you give them. A wizard's Fireball and Iron Man's repulsor beam are built from the same effect, and yet they turn out completely different.
Try describing cinematically what you wish to be able to do. I'll guide you into translating your ideas into stats.

Airon87 |

I’ll have to ask you to spell out both skills and defenses – I’m having trouble figuring out everything is in order. Can you please put in parenthesis how much of every bonus comes from the ability score and how much you bought.

Airon87 |

Thank you guys for being so patient while I sift through your sheets - that's what I get for starting a game from different system than the one promoted by the board!
All characters look like great fun! For those of you who are a bit discouraged by the system, I can tell you that this is how M&M works: fine-tuned and complicated character creation and then it runs smoothly and cinemtically once the sheet is done.

Zanto |

I want firebending to manifest as a few different powers. Single target, aoe, a shield, utility (setting things on fire, cooking food, fire breath to keep from freezing). At higher levels I might add fire skating and flying, but I know that right now at our power level that would be a little unrealistic. I also want combustion bending to be defined as something more damaging but more dangerous.

Jin-Liang |

Sorry about that, added Equipment back in.
His spear IS strength based damage, but for whatever reason I had neglected to include the spear's damage into the final score. Fixed, and attack bonuses adjusted to stay within power limits. This same problem was why his ranged weapon damages were off. I WAS adding in the bonus damage from the advantage, but not the weapon. Also fixed.
I moved the extra points from his attack into his defenses as well as some a few skill points. Shouldn't be nearly as handicapped now.
Thanks for your help and patience.

Airon87 |

I will spoiler the explanation for Zanto to avoid the wall of text, but everyone is welcome to read if they want to take a look at their array.
First, a variety of attacks:
Basic Ranged Damage, like a firebolt, costs 2 pp/rank; assuming you want to be rank 9, this puts your Attack bonus with firebolts at +9. This means you have +9 to attacking with ranged fire attacks, and the Toughness DC to resist said damage is 24 (15+9).
Then you can have area effect, like a fireball. This is a Ranged Area Damage, costing 3 pp/rank. If you want your Fireball to hit only selective targets, then it’s 4 pp/rank.
A quick series of flame strikes is Damage (ranged or not) with the Multiattack extra. 2 pp/rank for melee Multiattack Damage, 3 pp/rank for Ranged Multiattack Damage
Utility is trickier. I created a fine-tuned effect
Environment [extreme heat] 3 (120 ft radius) + Perception Area [30 cubic feet, shapeable] Fire Damage 4 (Extra: Precise) (6 + 17 = 23 pp)
These are 2 powers: the first allows you to control temperature for a 120 feet radius around you, the second to create weak (rank 4 isn’t that powerful) but very precisely shaped fires anywhere in your sight. We could go higher with Environment control, meaning you could affect the temperature of a wider area, but that would put you among the most powerful firebenders ever.
Since PL effectively limits your damage cap, to represent the higher power of Combustion-Bending we can't really get a higher rank of damage, especially if you wish it to be an Area. Instead, we can go with a Linked Affliction; this means that whoever is hit by your explosions has to make a Toughness save vs Damage and a Fort save to avoid being dazed or stunned. The Area Ranged Damage costs 2 pp/rank, the Affliction (which has been limited) costs 1/pp rank. Linking them means you can’t use one without the other. They both cost a point than they should less because I added a Flaw, to represent that this power is "more dangerous". Said flaw could be Unreliable (meaning you fail 50% of the time), Side-Effect (meaning you take some sort of damage when your power is resisted), Tiring, or anything else we can cook up.
Ranged Area Damage 9 (Flaw: side-effect)
Linked
Ranged Area Affliction 9 (dazed, stunned; Flaw: side-effect, limited degree)
I don’t really get fire-shields. Fire can be used to block fire or water/ice based attacks: that’s a Counter action. But fire blocking rocks, or swords? How would you describe that?
Movement powers are usually better left outside of an array: just pick what you want.
In the end, your fire-bending array can look something like this:
BP=base power
AE=Alternate Effect
Firebending array (28 pp array; Extra: AE x 3) [31 pp] [fire, bending]
BP: Ranged Multiattack Damage 9 (Extra: Accurate) [28 pp] quick rapid firebolts
AE: Ranged Area [burst] Damage 9 [27 pp] big fireball
AE: Ranged Area [burst] Damage 9 (Extra: variable descriptor (fire/concussion); Flaw: side-effect) LINKED TO Ranged Area Affliction 9 (dazed, stunned; Flaw: side-effect, limited degree) [19+9=28 pp] combustion bending attack
AE: Environment [extreme heat] 3 (120 ft radius) + Perception Area [shapeable] Fire Damage 5 (Extra: Precise) [6+21=27pp] utility fire-control
If you get your Ranged Attack Bonus with your fire-bending array up to +9, you'll be hitting offensive PL. Since your attacks are all ranged and you have such a high Dexterity, it is fairly unexpensive to do so.
I have assumed that you wish to avoid trade-offs, so your powers are rank 9 and I suggested to buy up your attack bonus to +9. You are free (encouraged, even) to shift in either direction (higher accuracy/lower rank for a more precise character, or viceversa low accuracy/higher rank for powerful but clumsy attacks. You even have different trade-offs for different effects).
I hope everything is clear.

Zanto |

Hmm, much to think on. Yes that helped quite a bit Airon.
- For now I'm going to avoid the mobility powers since those are generally high powered firebending techniques, especially flight.
- As far as the shield goes, it would be more of an offensive shield. For instance if somebody threw a rock at me it would lash out, burning and shoving away the projectile. If that makes sense.
- If I"m understanding the rules correctly I think I've found a way to use my combustion bending and make it a little different from my firebending. I want to combine all-out attack with power attack. Power attack trades accuracy for damage while all-out attack trades defense for accuracy, so combining them would lower my defense to higher my damage (if I used the same number for each ability). However, I'm not sure if my attack/damage total would still be limited by power level in this instance, because if so than all-out attack seems like it would be hardly worth it at all unless you were specifically not maxing out your attack/damage numbers.
- In general I have a much better idea on what you're looking for and will continue to read dubiously. Thanks!

Airon87 |

I can move it around when I fill out the offense section (which I still need some help with). :)
like this:
"name of attack" +attack bonus, "range", "effect" DC (details)
DCs are 15 + rank if Toughness, 10+rank if another save
so
Unarmed +10, close, Damage DC 17 (15+2 Strength)
Battle knife +12, close, Damage DC 22 (15+5+2)
Plantbending, area (cone), Dodge DC 18, Damage DC 25 In case of the area effect you do not have an attack bonus, but rather a Dodge DC (the equivalent of a Reflex save DC in Pathfinder). The DC is 18 because, as always, damage and attack must average out at 9, so if your damage is 10, your bonus to the Dodge DC must be 8 or lower.
actually you go over PL with your battle knife, 12 and 7 average out at 9.5. Please reduce either damage or attack bonus by 1.
***
Talikriktug
For Complications, dig deeper into your character.
Does he have a sworn enemy in pirates, a hatred for people polluting the water, a pet peeve versus penguin-otters?
Is there a lucky item for him? I saw you dropped the harpoon from your concept, but it can be anything, like Katara's necklace.
What about his personality? Too trusting, too headstrong, overzealous, control-freak...
Think about something that will apply to him and only him. The dehydration - loss of powers in deserts goes for pretty much any water-bender, just see the prisons they keep the bloodbender in Avatar season 3 or the no-arms lady in the new season of Korra...

Darvin Tarroh |

Ok, Thanks, wasn't quite sure how to calculate those, now I know.
Reduced the close combat/blades skill to 11, moved a skill point to Kn(Politics).

Talikriktug |

Personality: Talikriktug is fairly gullible and trusting. He is extremely confident in his physical abilities, but will fall for a pretty face or cunning ruse very easily.
He's extremely curious about new cultures, coming from such an insular community. He grew up knowing everything about everyone around him. He often inserts himself clumsily into situations where others would want privacy, basically a "tundra-bumpkin".
He can't stand bullies. Anyone who picks on the young, elderly, or infirm instantly become threats to deal with.

Kalden The Bastard |

All right, so I've got my profile up for second review.
Complications:
Changed Greed to Thrill. I didn't see him as being greedy per se but more of a thrillseeker.
Powers:
changed all the move objects to ranged damages
removed the vortex-y, move object+affliction power.
added an element control move object+damaging as a sort of "finisher"
switched his sword from equipment to an easily removeable strike power with penetrating 2 to show that it is a finely crafted, extremely sharp and pointy sword.
Added the leaping and speed powers I forgot before.
Question:
I'd like for Kal to be good at spotting ways out of situations. Could I use Expertise to make that happen? Perhaps Expertise: Escape Artist or something similar?

Zanto |

So I have returned with more specifically what I want to do with the powers. My accuracy with ranged attacks is 8 so I want the damage to be 10 on everything and I'll juggle the numbers around with different ways to attack, like all out attack.
- Single target attack. Nice and simple.
- AOE burst damage. Are there different sizes and shapes for these?
- Sustained attack against single or multiple targets. I'm a little cloudier on how to make this one work, but I'm imaging the scene where Ozai continued a stream of fire on Aang in the finale inside his rock/air shelter.
- Utility. I'm not sure if I need to actually spend points on this or if I can just say "I light the campfire with a wave".
- Force Field. Since my defenses will be low I'll need this for survivability.
- Lastly, I'm toying with the idea of suffocation. The idea is I'll create a ring of fire that burns and funnels away the oxygen in a specific area.

Airon87 |

Kalden:
Sheet looks great. You can save one point by putting Leaping and Speed under the same AE – there’s enough room in the array for that.
Zanto
Putting most of your defense in an array( in this case, a Force Field as part of the firebending) is a bad idea. Most of the time in combat your array will be set on one of the offensive powers, and thus won’t provide you with protection.
So I’d suggest Force Field as a separate power. I’m going to have to ask you to put some limitations to it, though: a Fire Shield can’t stop rocks, in my opinion. We’ll go through this together.
Everything else is pretty straightforward. Utility Fire Control is easily done as I said in the above post, you can just apply Precise to your entire array to represent fine manipulation. Both Precise or a Utility AE are 1-point additions, so it’s up to you.
The attacks are easy, Ranged Damage, Ranged Area Damage (check out the Area modifier for shape), and Concentration Ranged Damage. Suffocation can be done, though it’s not very heroic and can be easily Power-Stunted in the rare occasions you need it.
All-Out Attack and Power Attack used together can represent the combustion bending in an easy way, yes.

Zanto |

So my understanding is that a single target ranged attack that does 10 damage would cost 20pp, and a ranged AoE would cost 30pp (do I need to buy powers separately for different shapes and sizes?). For combustion bending most of the effect will be combining power attack and all out attack, but I want to have a little more flavor oomph added to it, like destroying a small bit of terrain. Any idea how much pp that would cost?

Airon87 |

As always, it depends on how big this flavor oomph needs to be. the destryed bit of terrain would be what, a few square feet of difficult terrain? It can be a LINKED power, just choose the effect, like a LINKED Weaken Toughness (limited to objects).
In addition to Power/All-Out attack, you can make combustion bending Distracting (see the modifier), thus saving pp, if so you wish.
The different area of effects needs to be bought separately, yes, but please remeber that you don't need every option in your array, just the more commonly used. The rest will be Power Stunted.

Zanto |

Difficult terrain would be cool, an interesting way to get some battlefield control in there. But I was looking more for destroying cover, like blowing up a wagon if somebody hides behind it.
Distracting is perfect! Right on flavor wise.
Ok I'll only do one area, doing multiple would be very expensive and not worth it.

Airon87 |

Difficult terrain would be cool, an interesting way to get some battlefield control in there. But I was looking more for destroying cover, like blowing up a wagon if somebody hides behind it.
That is not a problem! Damage, by default, works on anything - besides obvious immunities to your descriptor (such as a stone wall being immune to fire).
To differentiate your combustion from mere fire, you can add (through the Variable Descriptor Extra - flat 1 point of cost) another descriptor to the Combustion being attack.
I suggested Concussive, but it can be phrased as Bludgeoning or anything that seems appropriate - to represent the sudden air displacement of an explosion.
***
FOR EVERYONE:
I've been suggesting a lot to reduce your arrays and use Power Stunts to add power. One useful thing you can do is to add a line "common power stunts" so that you already have them ready when the time comes.
Some Power stunts are immediate to create. From
Ranged Fire area (cone) Damage
Ranged Fire area (burst) Damage
it is immediate. Sometimes less so. So you might want to think ahead and already see what kind of Power Stunts you can do with ypour amount of pp to use.
***
We seem to be almost ready to begin. Any final question about the game system, your sheets, or anything? Did I miss some problems along the way? If you are good to go, please say so that I know that when are ready!

Darvin Tarroh |

I think Darvin's ready to go. I'll put some thought into power stunts. I'm assuming the two powers he could stunt would be primarily the environment and the cone attack.

Airon87 |

It is mostly for your use, so put it where you are more comfortable with it. Its natural place would be either at the end of the sheet, at the end of the POWERS section, or even just in .doc on your hard drive; it doesn't need to be on your sheet at all, I just find it easier to consult if it's there with my characters, but you can do as you wish.
Also, Darvin, you Stunt from one power, not from one effect. Your Plantbeding array is a single Power, so you most likely power stunt from all of it.