Search found 93 matches

by cochramd
Fri Mar 02, 2012 7:36 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: the opposite of fearsome presence
Replies: 6
Views: 2567

Re: the opposite of fearsome presence

In a team, nobody is going to like the guy who doesn't take their fair share of the hits though! If that guy can easily smuggle MacGuffins across international borders, avoid arrest/no jury in the world would convict him, easily obtain top secret classified information because hardened FBI agents l...
by cochramd
Thu Mar 01, 2012 3:34 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Does an incorporeal being need Toughness?
Replies: 8
Views: 1767

Re: Does an incorporeal being need Toughness?

Ah, but what if those points are spent on Insubstantial? After all, Insubstantial 4 is 20 points, 16 if permanent. You could buy a lot of Toughness, Immunity or Impervious Toughness with 16 or 20 points.
by cochramd
Thu Mar 01, 2012 6:43 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Does an incorporeal being need Toughness?
Replies: 8
Views: 1767

Re: Does an incorporeal being need Toughness?

Well, that is just your opinion. It might not apply to all settings. In fact, I'm sure that most settings, whether homebrew or official, wouldn't have an insubstantial universe coplanar with the substantial one, although I might just be playing with the wrong people. I myself am more in favor of inc...
by cochramd
Wed Feb 29, 2012 7:05 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Does an incorporeal being need Toughness?
Replies: 8
Views: 1767

Re: Does an incorporeal being need Toughness?

Really, it depends on your point of view. From the point of view of an average ghost, there's no point in having a toughness score or a reflex score. Insubstantial 4 protects them from the average NPC they'll encounter. This due in equal parts to the average NPC being incapable of adding Affects Ins...
by cochramd
Sat Feb 25, 2012 7:04 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: How to handle expensive useless powers
Replies: 8
Views: 2054

Re: How to handle expensive useless powers

It does say in Ultimate Power: Observers who have reason to believe your assumed form is not real can make a Will saving throw to penetrate your disguise (DC 10 + Morph rank). A successful save reveals your assumed form as false, and anyone who communicates that information to others gives them a +4...
by cochramd
Sat Feb 25, 2012 6:58 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Fun With Descriptors
Replies: 7
Views: 1944

Re: Fun With Descriptors

I do agree that the Conductor extra from Mecha and Manga is pretty overpriced, especially when you consider that the Medium flaw already exists and can be used to create a similar, perhaps better, effect. (Touch-range Damage effect+Conductor extra=2 points per rank, works at touch range and as perce...
by cochramd
Sun Feb 12, 2012 7:06 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Fun With Descriptors
Replies: 7
Views: 1944

Fun With Descriptors

As the designers said in the appendix of Ultimate Power, Mutants and Masterminds was made as an effects-based system with descriptors existing to fill in the specifics of any given effect. This was done so we wouldn't have a system where electric attacks didn't need a modifier for "“Conducts Through...
by cochramd
Sun Feb 12, 2012 5:43 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: How to handle expensive useless powers
Replies: 8
Views: 2054

Re: How to handle expensive useless powers

Oh, definitely. The entire purpose of the power is to create characters with a bonus to disguise that is ungodly high for their power level. 10 ranks of morph gives you a +50 bonus to disguise. At PL 10, this means that a fellow PL 10 character could only see through your disguise on a natural 20 if...
by cochramd
Fri Jan 20, 2012 5:37 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Stronger Power Magnet
Replies: 3
Views: 997

Re: Stronger Power Magnet

To clarify, I was asking what sort of modifier it would be to have Power Magnet work on super-powered individuals, not just inanimate objects. But now that you mention it, Transform is better than Drain for that power stunt. It's a base 3 points per rank (unless the Gm rules that it's 2 points per r...
by cochramd
Thu Jan 19, 2012 4:56 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Stronger Power Magnet
Replies: 3
Views: 997

Stronger Power Magnet

I'm not building something based around Absorption any time soon, but there's a something about Power Magnet that intrigue me. Someone with 10 Absorption (Boost Strength and Constitution) Limited to Electricity with Power Magnet and Energy Storage can rip the power out of a generator station 1000 fe...
by cochramd
Wed Jan 18, 2012 1:22 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Absorption Question
Replies: 11
Views: 1891

Re: Absorption Question

I wouldn't say that Power Magnet is a Drain. A Drain that would be able to rip the electricity out of a superhero with electric powers is 3 points per rank, and that's when it's touch range. Affect inanimate objects only neutralizes the range cost. Power Magnet, regardless of whether it's for all ty...
by cochramd
Wed Jan 18, 2012 12:18 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Absorption Question
Replies: 11
Views: 1891

Re: Absorption Question

Protection (base 1 per rank) Impervious (+1 per rank) Limited(-1 per rank)* So you get back 1 point per rank if you skip the protection component. *Protection that only works against all physical or against all energy receives Limited as a -1 modifier. Technically, protection that only protects agai...
by cochramd
Tue Jan 17, 2012 6:12 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Ranged Interpose?
Replies: 7
Views: 2113

Re: Ranged Interpose?

At that point, why not just use Combat Reaction twice? First Combat Reaction "Move adjacent/between an ally and the attack when an ally is attacked." Second Combat Reaction "Interpose with adjacent, attacked ally when first combat reaction is completed." Or, since combat reaction is resolved before...
by cochramd
Sun Jan 15, 2012 12:00 pm
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Ranged Interpose?
Replies: 7
Views: 2113

Re: Ranged Interpose?

I was talking to a guy on another site, and he recommended substituting a reaction extended range/perception Create Objects effect. I wouldn't spring for it, because you had to buy it twice (once for yourself, and once for your allies, and that's presuming the DM even lets you buy it for yourself.) ...
by cochramd
Sun Jan 15, 2012 11:56 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Innate and Permanent - When to apply?
Replies: 8
Views: 2478

Re: Innate and Permanent - When to apply?

Draining is different from a countering. A countering is far more analogous to a concentration duration nullification.

Woah. Two words ending in 'ration' in a row, inside a string of 3 words ending in 'ation'.