Search found 246 matches

by Man Drake
Mon Feb 04, 2013 4:10 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Characters made of gas, Inspiration needed.
Replies: 5
Views: 4643

Re: Characters made of gas, Inspiration needed.

The use of air control does make game-sense for a djinn idea, but the question will be does it make for a balanced build in this character: should the character be allowed to be untouchable but effectively able to touch everything else? (given that the character does have alternate solid forms). Wh...
by Man Drake
Sun Feb 03, 2013 5:28 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Characters made of gas, Inspiration needed.
Replies: 5
Views: 4643

Re: Characters made of gas, Inspiration needed.

If you are concerned about the ability to nip in-to/out-of gaseous form, you can require a build use a full turn to change (which should be seen as a drawback, not a flaw, as one rarely changes form all that much during combat: if its doesn't hamper you 50% of the time, it isn't a flaw). Yeah I mig...
by Man Drake
Sun Feb 03, 2013 2:37 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Characters made of gas, Inspiration needed.
Replies: 5
Views: 4643

Characters made of gas, Inspiration needed.

I'm looking for some heroes/viillians composed of air and their vulnerabilities and or the "realistic" physics of what could possibly harm or hinder a body made of air. I'm working on an Object Mimic who will be transforming into various inorganic solids, liquids and gasses by touching them. I beli...
by Man Drake
Sun Feb 19, 2012 1:47 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Are Groups of Feats (Fighting styles )Array Legal?
Replies: 3
Views: 1232

Are Groups of Feats (Fighting styles )Array Legal?

In case the title doesn't say it all, can I do this: Fighting style Array Base - Fighting style Judo: Improved Trip, Improved Throw, Improved Grapple AP - Fighting Style Karate: Improved Block, Power Attack, Accurate Attack Cost 4 points Does it make a difference If I use Enhanced Feats instead? Tha...
by Man Drake
Thu Feb 16, 2012 4:06 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Are APs that include deprecated Abilities OK?
Replies: 9
Views: 1688

Re: Are APs that include deprecated Abilities OK?

You may find this ORQ on the Silver Scream informational. Thanks for the reference. I had forgotten all about Enhanced Attributes being Sustained for some reason, and the checks for maintaining them. :?: So does that mean every time I'm hit in combat, for example, I have to make a check for my Enha...
by Man Drake
Thu Feb 16, 2012 3:27 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Are APs that include deprecated Abilities OK?
Replies: 9
Views: 1688

Re: Are APs that include deprecated Abilities OK?

Enhanced Abilities are sustained, so it is legal to put them in an array. It would be up to the GM, but personally, I'd look askance on it. Part of the benefit of your base abilities is that you have them even if powerless and they remain at that base level by default with nothing activated. "Selli...
by Man Drake
Wed Feb 15, 2012 11:35 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Are APs that include deprecated Abilities OK?
Replies: 9
Views: 1688

Re: Are APs that include deprecated Abilities OK?

The better way to do that is Array 7 (Dynamic) Base: Enhanced STR 14 Alternate Power: Flight 7 (Dynamic) Costs the same, but you can do any mix of Strength and Flight. Oh I know about that... and it seems I may not have explained my self well. When I said "Strength 14" I meant spending 4 points to ...
by Man Drake
Wed Feb 15, 2012 11:25 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Effects of Concentration and Distracting
Replies: 1
Views: 1034

Effects of Concentration and Distracting

Concentration Under normal circumstances, If my character is maintaining a power, say Flight, that has a Duration of Concentration, he needs to spend a Standard Action concentrating to maintain the power. (page 70) :?: 1) So does this mean that I can only fly as far as one Move Action, i.e. at half...
by Man Drake
Wed Feb 15, 2012 9:50 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Are APs that include deprecated Abilities OK?
Replies: 9
Views: 1688

Are APs that include deprecated Abilities OK?

So what I'm wondering is can I have an Array where the primary slot is an Ability like Strength of say 14 that looks like this: Strength 14 cost 4 AP1) Strength 10 + Flight 2 cost 4 AP2) AP Strength 2 + Flight 6 = -8 + 12 = cost 4 AP3) AP Strength 0 + Flight 7 = -10 + 14 = cost 4 Now I know line AP1...
by Man Drake
Fri Jan 20, 2012 10:17 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Trip and Attack Specialization Questions
Replies: 1
Views: 768

Trip and Attack Specialization Questions

The Trip Action (page 159 2nd ed.) says to make a melee attack. I'm wondering if that could be ANY melee attack? For instance: 1) If my character has a general attack bonus of +5 (spent ten points on attack) and an empty hand bonus of +7 (spent 1 point on Attack Specialization [Empty Hand] ) then I ...
by Man Drake
Wed May 25, 2011 11:00 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Density Question
Replies: 9
Views: 847

Re: Density Question

:) Sounds like a case of a Readied Action of a Grapple and Throw. M&M doesn't really natively handle things like just getting run over and there's no concept of relative weight when it comes to throwing things, but throwing a car 15 feet is approximately Strength 45, which as seen above is about 13...
by Man Drake
Mon May 23, 2011 5:48 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Power Reserve Flaws
Replies: 3
Views: 534

Re: Power Reserve Flaws

OK, I guess I didn't quite explain what I was trying to do. And as usual you guys saw to the heart of the matter anyway... So the longer version of what I'm trying to do is, separate the Absorption Extras, Power Magnet, and Energy Storage into their own pared down version of Absorption (I'll worry a...
by Man Drake
Fri May 20, 2011 5:37 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Stealth notice and super-senses
Replies: 7
Views: 826

Re: Stealth notice and super-senses

- Accurate Mind detection (100 feet) hero sitting into his office. Another one is sneaking up the stairs and just after his office door I would assume that the Hero would not be surprised unless he was doing something particularly distracting like using ESP on the White House. - The same as above b...
by Man Drake
Fri May 20, 2011 4:41 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Power Reserve Flaws
Replies: 3
Views: 534

Power Reserve Flaws

OK, working on my EnergyBattery concept again... That is a sort of scaled down Absorption for energy attacks. For part of the powers I'm going to combine, I would like to have a Power reserve. The part that I'm finding tricky to price is that I want the Power Reserve to not only have -1 Fades, But I...
by Man Drake
Thu May 19, 2011 4:40 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Stealth notice and super-senses
Replies: 7
Views: 826

Re: Stealth notice and super-senses

I mean that if I don't want this kind of effects I could buy a super-sense without the accurate feat. In this case, at my opinion, the hero will know that someone is reaching but not from where and how, so he could be surprise attacked... I don't know about that. Hearing is not Accurate for humans,...