rando1000's Mutants and Masterminds 2nd edition (Completed) (Inactive)

Game Master rando1000

Mutants and Masterminds 2nd edition, set in Freedom World (default setting for 2e). Characters will form their own beginning hero group.


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Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Don't be stupid, spend reward points on saves and defense. Got it.


Inactive

Hmm, question for the future, is it possible to take an alternate effect for the same power, but with different modifiers? I was just sitting here, and I thought about how it's going to start getting tedious for him due to the large amount of civs. If when he advances he could pick up healing again as an alt, though at a lower-rank likely due to being area instead of single.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Certainly possible. I'd allow it as an Alternate power with a -1 Modifier (healing dice = Ranks - 1; in other words, 5 ranks is 2d6 instead of 3d6) and a +1 Modifier for Area (your choice what type).


Inactive

Alrighty then, he'll certainly be looking forward to 'upgrading' his temporal rewinder, to help larger amounts of people at once. That does remind me, I never did ask for the specifics on how the healing power would work using the HP rules. Can you give me a run-down?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

It will heal the same way other powers damage. In other words, 5 ranks will heal 3d6 HP, in the same way a 5 rank Blast will do 3d6 damage (1d4 for 1 rank, 1d6 for 2 ranks, 1d8 for 3 ranks, 2d6 for 4 ranks, 3d6 for 5 ranks, +1d6 for each rank from there on). I'll have to keep you to the same limit that damage is limited by PL, or you could basically full-up everybody every round if you wanted (just one of the ways Pathfinder is easier to deal with; with the area effect, this is basically Channel Positive Energy every single round).


Inactive

Ahhh, alright then, thanks mate. Knowing that about damage as well is useful, I'll mark down those dice amounts in the appropriate powers.


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Can I have the ant attack during my turn, or do I have to wait till its next turn, or my next turn?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Issuing a command is a move action per the rules, so since you've only taken a Standard this round, you can in fact, give him a command. However, since the ant has already taken a standard action this round, the action will not occur until next round.


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

I'm interested in Rift's "attack portals". How exactly do they work? Is she putting someone partly through the portal, then closing it to slice pieces off, or is is more like tearing space to create a shockwave that knocks them around? Or something else?


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HP: 13/30

She's using them kind of like a blade,... opening up horizontally to slice at targets.


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Just a clarification question since this is my first game of mutants and masterminds 2nd ed.

Can Atticus Mind control multiple people at the same time with multiple uses of his mind control power?

And just a power building question,
How would I go about letting his mental powers affect multiple people at the same time? Would it be better to combine powers as power feats or an array? I feel as though I didn't do this quite right...


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

You're limited to one person at a time for now, as the power's duration is "Concentration", and the Concentration duration requires a standard action. You couldn't capture a second person without releasing the first.

Arrays are generally for things you either do not use at the same time (standard array), or you may use at the same time but split the total among the array (variable array).

Power Feats, on the other hand, modify a certain aspect of a power. Probably the best way to give yourself the ability to control multiple people (without pushing my limits on modified powers) is to spend a Feat (1 PP) to change the Duration of Mind Control from Concentration to Sustained. That would allow you to control 1 person in round 1, then in round 2 sustain the 1st person (free action) and make another (standard action) mind control attempt to snag a 2nd person.

There are probably other ways to do it, but if it becomes so effective that it causes game problems, I'll have to deny it (for example if you changed Mind Control from a Standard Action to a Free Action and did it 10 times in a single turn). Unfortunately, the rules for M&M are nowhere near as defined as Pathfinder and are thus rife for abuse (intentional or otherwise).


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

I fyou don't mind a few tweaks, then I'll look into making him a bit more effective without breaking the game. Of course, sending you changes before implementation.


HP: 13/30

At the moment you have spent 66 points on powers which you can't really use at the same time anyway, and which thematically seem to be alternative uses of the same base power. If you made all four of these (Mind Control 5, Possession 5 , Emotion Control 5, Telepathy 4) into an Array you'd only have to pay 21 points (+1 1 to each as an alternate power, using Possession as rthe base power) to get all four. You could even make Mind Control, Possession and Emotion Control into Dynamic Powers within the array and still only spend 21 points.... then you could use the 45 points left over to get other powers/skills or make those ones more effective (e.g. area effect possession, mind control etc.).

18 +20+13 + 15 = 66

Mind Control 5, Possession 5 , Emotion Control 5, Telepathy 4


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Alright, that's very helpful. I plan to overhaul Hijack after work tonight into something a little more "creative" and "effective" I'll step around OP configurations and send DM a new version before actual updating.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Thanks for the recommendations. I would have left the Telepathy out, but the other 3 definitely work well into an array.

Keep in mind my suggestion about upping the Duration of Mind Control to sustained as well, to allow you to capture more victims.


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0
rando1000 wrote:

Thanks for the recommendations. I would have left the Telepathy out, but the other 3 definitely work well into an array.

Keep in mind my suggestion about upping the Duration of Mind Control to sustained as well, to allow you to capture more victims.

Will do, and thanks for letting me make some tweaks.


Male Human Retired Fleet Admiral

Just quickly letting you know. will be busy from today till later this weekend. We are getting a kitten(Siberian), which wasn't due to happen till almost the end of the year. Change of plans made it possible to get him sooner. So today and we are getting ready to receive him, and tomorrow we fetch him.

=^^= so very excited

Will post during the weekend when i can


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

If I wanted to grab a stone and transmute it into a sleep gas grenade, I assume that would be a know (technology) roll? How difficult would it be?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Axel Black wrote:
We are getting a kitten(Siberian)

Mazel tov on the new addition.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Reece Wells wrote:
If I wanted to grab a stone and transmute it into a sleep gas grenade, I assume that would be a know (technology) roll? How difficult would it be?

Make a DC 15 power check and a DC 15 knowledge/technology check. If you fail both, you need to try again. If you fail one or the other, you can automatically succeed the following round.


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Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1
Atticus Wells wrote:
Atticus relays the massage Guardian requests.

Telekinetic back rubs for everyone!

Sorry, couldn't resist. ;)


Inactive

Aw yes.

The Exchange

skills:
Bluff: (+5)***, Concentration 5, Diplomacy (+5)***, Gather Information +10***, Notice 10, Search 10, Sense Motive (+5)***, Stealth 2, Investigate 10***, Knowledge (Technology) 10***, Profession (Engineer) 6
Human | Init: +13 | F: +2 R+1 W+1 | Def: +0 Atk: +0/+5 | Tou: +10 | Dmg: HP: 36/40 |

Down and to the left. LEFT! LEFT! LEFT! uahhhwwwwwwwwwww....


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

lol


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Not sure who's up to action?


HP: 13/30

Pretty sure its everyone except you and me.

:(


Inactive

OH, sorry! I'll get a post up. And Rando, did you figure out if increased recovery time applies to fatigued?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Theodore Lucas wrote:
OH, sorry! I'll get a post up. And Rando, did you figure out if increased recovery time applies to fatigued?

I'm going to rule no.


Inactive

Kinda sucks, but I suppose that's understandable.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Theodore Lucas wrote:
Kinda sucks, but I suppose that's understandable.

I may have misunderstood your question. Do you mean using your Heal power to "grant an immediate recovery check"? If so, I have to amend my answer to Yes, provisionally. The rules very clearly state it affects the worst damage condition, so if a person is fully healed and has no worse conditions than "fatigued", yes it can heal fatigued.

Let me know if that's not what you were asking.


Inactive

Oh? I wasn't asking that before, reffering only to regeneration's increased recovery time, but that's also useful if you're ruling it as such.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

It's weird. Technically fatigue is a "non-lethal damage condition", and both Regeneration and Healing affect "damage conditions". However, Regeneration specifically lists the damage levels and refers to them as "damage conditions".

I think it's a mislabeling leading to some unintended assumptions, but I don't see it as game breaking in either case. The only reason I MIGHT limit you from using it is if you're constantly doing extreme effort and then burning off the fatigue the next round. That could be a balance issue.

Let's go with Yes in the case of either power for now, and if it becomes a problem I'll throw some caviats.


Inactive

Alrighty then mate, thanks for your input here. Much appreciated, I'm still super new to all this and a lot of the wording is indeed kinda sketchy.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

My main concern is players are happy with what their characters can do, and players are balanced enough that there's a challenge. As long as I get those two things right, I'm happy.

The Exchange

skills:
Bluff: (+5)***, Concentration 5, Diplomacy (+5)***, Gather Information +10***, Notice 10, Search 10, Sense Motive (+5)***, Stealth 2, Investigate 10***, Knowledge (Technology) 10***, Profession (Engineer) 6
Human | Init: +13 | F: +2 R+1 W+1 | Def: +0 Atk: +0/+5 | Tou: +10 | Dmg: HP: 36/40 |

Sorry, I thought I posted in all my games that I was going on vacation. Sorry I missed this one. Um, I'm back! =)


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yeah, I put 2 and 2 together a few days ago, but I just let Tesla continue holding the ants down with gravity increase. We didn't end up getting very far in the course of a week anyway.


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

Uhm... Guardian hasn't told Tesla, or anyone, his name and he is masked!

The Exchange

skills:
Bluff: (+5)***, Concentration 5, Diplomacy (+5)***, Gather Information +10***, Notice 10, Search 10, Sense Motive (+5)***, Stealth 2, Investigate 10***, Knowledge (Technology) 10***, Profession (Engineer) 6
Human | Init: +13 | F: +2 R+1 W+1 | Def: +0 Atk: +0/+5 | Tou: +10 | Dmg: HP: 36/40 |

Sorry. I just simply assumed that we all made introductions. Do you want me to call you something else?


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

Guardian for now. He just met all of you, and he's a bit wary of revealing his "Secret Identity" right off the bat! ;)


Inactive

Note that Stopwatch would be the same. He may be some punk kid, but plenty of 'real world' examples have shown that keeping one's identity secret is a good idea.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

for anyone not in my other game, I need to let you know I'll be out doing passover until sometime tomorrow afternoon (CST). Have a good night/day/whatever it is where you are.


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

I don't know if Atticus would recognize Reece, especially with the mask. He left home about 15 years ago, so Atticus would have been a small child at the time. Reece, having a photographic memory, however, might recognize Atticus...


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Huh, I'll explain it like he feels like Reece's mind is familiar, but the time separated has definitely made it implacable to him. He also is too polite to root through your mind without permission.


Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

That works! If Atticus's powers started developing early, he might have unintentionally touched Reece's mind at some point. You would have been told that your (2nd ?) cousin had gone away, but no one knew much and Reece's father refused to talk about it.

Have you come up with your character's early life? Reece comes from a very wealthy family, the CEO of a Fortune 500 company.


Inactive

"Have you come up with his early life? Here, let me do it for you."

I'm sure that was just a simple mistake, but I found that funny to read.


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Male Mutant PL 6/86 pts, DR: 10, HP: 7/30, Fort: +2, Refl: +3, Will: +6, Notice +7, Hero Points: 1

Whoops! Er, uhm, I mean nothing to see here, everything's fine...

(Edits Atticus to Reece, Wanders off whistling)


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Sorry guys, said I'd work on the rework but with finals coming up I've been pretty swamped. Hope to have it done eventually, but being a bit nerfed initially won't be too bad I hope.


Inactive

Theodore is going FULL NERD on everyone. So much to study, so little time! Also, I was thinking to myself earlier about Well's question regarding a team name. In the end, I wondered... why not just use what we already have? Call our team, "The Unexpected"! Hell, could even come with our own motto. "Villains of St. Louis will soon learn to expect The Unexpected!"


Male Human Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Well, I think we first need an actual reason to stay as a team right now. The current situation is more like a cross-over special that's only temporary.

There has to be a defined reason that we decide to stick together. Something like a rich, mysterious sponsor that see's our combined talents as useful for his purposes. Or some crime has been pinned on all of us and we have to work secretly and undercover to get the true culprit.

Whatever the case, I'd like an actual reason to be a team, not just happenstance.

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