Misc. Questions

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Re: Misc. Questions

Postby Fists of Dorn » Mon Dec 02, 2013 1:22 pm

Squirrelly-sama wrote:16) I'm having trouble understanding Subtle and noticeable. For example a character with sustained protection in the form of an enchanted bodysuit with Subtle, does this mean that no one notices he's wearing a body suit? Does it mean that they don't know that the suit gives a protection bonus? Does it mean that if the character got hit and didn't get hurt like they thought they won't think it's the bodysuit? Does it mean that they think he took more damage than he really did?



An effect that is normally noticeable and has been assigned one rank of the Subtle extra is now less noticeable than before. As noted under the extra the character chooses one of the following to apply:

A ) The effect requires a DC20 Perception check to notice it when used. This means that while the effect is active, anyone can notice it using a normal sense if they would be able to perceive the effect. So maybe the aforementioned bodysuit glows slightly, or there is a distinct yet subtle "hum" in the air around the character wearing it. The character determines how the effect is noticeable (which is always done for every effect) when (s)he creates it.

B ) The effect is unnoticeable to all senses except for a specified "exotic" sense. This may mean that one character's effect is undetectable except by Infravision while another character may elect that his effect is undetectable except by Magic Awareness/Detection. The exotic sense must make sense with the descriptors for the effect the Subtle extra has been applied to.


A second rank of the Subtle extra makes the effect unnoticeable.

Think of the ranks as follows:
No ranks of the Subtle extra (or the Noticeable flaw has been applied): Obvious and when noticed it is obviously not normal

One rank of the Subtle extra: Inconspicuous, but when noticed it is obviously not normal

Two ranks of the Subtle extra: Completely unnoitceable



Squirrelly-sama wrote:17) Innate Innateness. What I'm wondering is how to handle the following type of situation: Fixer is a normal man in a setting with a bunch of mutants and demons, he improves his chances with a modified (kevlar and steel) Heavy Jacket with super toughness that limits his mobility, one day he runs across another badass normal, Father Calvaros, who fights rogue demons and can use his church magic to nullify they protection, left vague since there are many ways the supernatural entities use their powers to protect themselves. Due to a misunderstanding they start a fight, Calvaros uses his church magic on Fixer to try and make him less tough, but Fixer's toughness comes from a normal equipment like device, am I supposed to think that Calvaros suddenly makes his jacket disappear? And if so does that mean Fixer automatically switchs to his alt: affect of higher Dodge/Parry and speed?



The first paragraph of Nullify should help to clarify this for you:

Mutants & Masterminds Player's Handbook- Nullify- p.121 wrote:Nullify can counter particular effects of a particular descriptor, such as fire effects, magical effects, mental effects, and so forth (see Countering Effects, at the start of this chapter). You can counter one effect of your chosen descriptor per use of Nullify. You can’t nullify innate effects (see the Innate modifier description).



Father Calvaros' player must determine the descriptor his nullifying effect is capable of affecting; in this case the player has chosen effects with the Demonic descriptor. Further he would have applied the Limited flaw to this effect, so that he is only able to nullify protection effects.
This means that any protection effect that does not utilize the demonic descriptor cannot be affected by Father Calvaros' church magic; Fixer would retain his protection and limited mobility granted to him by his heavy jacket device.


To answer your last query on what happens when Fixer, wearing his heavy jacket, encounters a hostile that can actually affect the protective bonuses granted to him by his heavy jacket:

The power is negated entirely- this includes any flaws assigned to it (like a quirk that reduces Fixer's dodge/parry/etc. whilst wearing it). How this happens is all in the descriptors; it doesn't just disappear, unless the hostile creature's ability to negate protection effects is achieved via acute teleportation of gear (Adding a few ranks of the feature extra to the teleportation effect).
The GM can always impose a complication on Fixer's player by saying that the protective value of his jacket is negated, but its effects of hindering his mobility are still intact. The GM would then award Fixer's player with a Hero Point and the player can use it to get extra creative in how he deals with the hostile creature.

You'll just have to describe how the effects interact. Just remember that nullify doesn't destroy the targeted device, it simply negates its use temporarily.


Hope that helps.



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Re: Misc. Questions

Postby Squirrelly-sama » Mon Dec 02, 2013 4:01 pm

So if I understand correctly Subtle on sustained effects worked like the following:

Sustained effects are noticeable, not simply "not hidden", as in if someone had Super Speed then when they used it they made a loud ruckus as their feet rapidly hit the floor meaning it actually draws notice from the unaware when used rather than simply being easily identified as having Super Speed.

One Rank of Subtle makes it "Not Hidden", in that it you don't draw notice when using it but it is still identified as Super speed by anyone with half a brain who's seen you use it.

Two Ranks of Subtle (1 rank total) makes it unnoticeable without a special sense or being very aware. So it can be something like Stretching Space to move somewhere quickly (Special Sense) or just pulling Flash Steps or such where you move so fast that it seems like teleportation you but you cause a very slight wind to blow in your passing which can tip off your targets.

So would it be possible to take a 3rd rank? Basically you leave zero trace of super speed, it effectively acts as a Teleport Limited to places you can walk to, with the difference being you can spam it.

Also The Nullify thing was really helpful thanks!

Edit:
The Body Suit power works like the following; The character is a mage and he designed a skintight supersuit (basically a leotard that covers everything bellow the neck) he can summon at will and can be recreated at whim if lost (hence not given Removable flaw). The suit doesn't show any hint that it offers protection (but smart people can guess what it does after he tanks some attacks).

On Calvaros, his nulify ability is left vague on the account that limiting it to demons would leave him open to Mutants and other nasties, Basically Calvaros prays to God to allow his attacks to strike true and they nullify enhanced toughness of the opponent. while he can't limit it to some specific kind of Protection since the monsters can be varied one maybe turning his skin to armor while another might simply make a forcefield. It's given a broad Modifier.

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Re: Misc. Questions

Postby Fists of Dorn » Tue Dec 03, 2013 1:45 pm

Squirrelly-sama wrote:So if I understand correctly Subtle on sustained effects worked like the following:

Sustained effects are noticeable, not simply "not hidden", as in if someone had Super Speed then when they used it they made a loud ruckus as their feet rapidly hit the floor meaning it actually draws notice from the unaware when used rather than simply being easily identified as having Super Speed.



Any effect that is noticeable is supposed to have a showy effect of some kind that draws attention. The flying character leaves a brilliant trail of light behind him, or his jet boots make all sorts of noise and even disrupt the air- kicking up debris when he nears a surface. The effect should easily be noticeable, though this does not mean that it ought to be immediately identifiable. An example is a death ray. Sure you can easily notice it by the sickly green beam of energy being emitted from the giant robot's hands, but you wouldn't immediately know what it was (though it's easy to guess). Maybe it walks through the city blasting away at buildings with this, but with no discernible effect? The buildings are all completely fine afterward. Upon closer inspection of the contents of the building though, a hero may notice that the beam has killed every living thing inside the building (i.e. the death ray is a neutron beam).


Squirrelly-sama wrote:One Rank of Subtle makes it "Not Hidden", in that it you don't draw notice when using it but it is still identified as Super speed by anyone with half a brain who's seen you use it.



One rank can make the effect very difficult to notice (Requiring a DC20 Perception check to notice it) or it can automatically be noticed by anyone able to perceive it with an exotic sense (like detect magic to detect a mage's mage suit).
Either way the effect is obviously unnatural, though the actual effect is not necessarily immediately identifiable.


Squirrelly-sama wrote:Two Ranks of Subtle (1 rank total) makes it unnoticeable without a special sense or being very aware. So it can be something like Stretching Space to move somewhere quickly (Special Sense) or just pulling Flash Steps or such where you move so fast that it seems like teleportation you but you cause a very slight wind to blow in your passing which can tip off your targets.



No. One rank is either a DC20 Perception check or cannot be noticed without an exotic sense (and with that exotic sense, it is automatically detectable).

Movement effects will always be noticeable in that the character moves- either by disappearing from one spot and reappearing in another via a flash step, teleportation, or super fast flight. You simply have to get comfortable with that when dealing with movement effects.
In such instances instead of masking the actual movement, the application of the subtle extra is instead masking the sights/sounds that the movement effect creates.

Taking flight as an example, most paragons ought to have a single rank of subtle on their flight- otherwise they would leave some sort of visible trail or an audible rush of air filling in behind them. This would silence their otherwise noisy flight so that they now appear to glide silently through the air. A single rank could make it so that anyone able to make a DC20 Perception check could hear the air being disturbed by his flight. Or a single rank could instead make it so that normal senses cannot perceive the gravitational forces he is using to keep himself aloft, but anyone with gravity awareness/detection senses could sense it.
Another example is a light-based hero leaving a light trail behind them when flying. A single rank of subtle could make it so that the light trail is made up of infrared and only visible to those with infravision.


Squirrelly-sama wrote:So would it be possible to take a 3rd rank? Basically you leave zero trace of super speed, it effectively acts as a Teleport Limited to places you can walk to, with the difference being you can spam it.



Remember that Subtle makes the EFFECT harder to notice, not the character using it. Two ranks of the Subtle extra make the EFFECT unnoticeable, though the user is still just as noticeable as ever. If you want the character to be invisible while moving, you need to apply ranks of the subtle extra and also have the use of a Concealment effect while moving.

A flash step like in most manga is going to have a single rank of the subtle extra- limiting it to being seen by other characters with the Rapid extra on their senses (Or instead by characters with ranks of the Quickness power equal to, or exceeding, that possessed by the character using the Flash Step)- and a concealment power that hides the character from normal vision- again this is likely to be limited to characters with fewer ranks of Quickness than the user.


Squirrelly-sama wrote:Also The Nullify thing was really helpful thanks!



Glad to hear it.


Squirrelly-sama wrote:Edit:
The Body Suit power works like the following; The character is a mage and he designed a skintight supersuit (basically a leotard that covers everything bellow the neck) he can summon at will and can be recreated at whim if lost (hence not given Removable flaw). The suit doesn't show any hint that it offers protection (but smart people can guess what it does after he tanks some attacks).



So much like the mage suits that aura mages use in Fred Perry's Gold Digger universe. The suit is the noticeable part of the protection effect. Without ranks of subtle it should be easily noticeable- glows or perhaps has swirling arcane symbols that make it obviously abnormal. One rank of subtle could make it so that the normally noticeable effect is unnoticeable to normal senses, but easily visible to those able to view auras - or the first rank could instead make it so that the swirling arcane symbols are barely perceptible (i.e. requires a DC20 Perception check), but can be seen by anyone- rather than requiring any special magic aura vision.


Squirrelly-sama wrote:On Calvaros, his nulify ability is left vague on the account that limiting it to demons would leave him open to Mutants and other nasties, Basically Calvaros prays to God to allow his attacks to strike true and they nullify enhanced toughness of the opponent. while he can't limit it to some specific kind of Protection since the monsters can be varied one maybe turning his skin to armor while another might simply make a forcefield. It's given a broad Modifier.



Just remember that Nullify is limited to one descriptor at a time- the broad extra merely broadens that descriptor from something like (Magic: Necromancy) to (Magic). Father Calvaros would need an alternate effect (one for muties and one for demons).
Of course the GM could also change things up depending on the setting, and this sounds like a prime example, and say that there are three major categories for powers in the setting (Natural), (Technological), and (Supernatural). At that point (Supernatural) could be used to cover both muties and demons while (Natural) covered things like training and other effects assigned to "normal humans", with (Technological) all technology.




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Re: Misc. Questions

Postby Squirrelly-sama » Tue Dec 03, 2013 4:19 pm

So effects can only be Attention drawing, hard to notice, or impossible to notice? Now that I think about it, some of the effects only work as sustained, how the heck would Permanent Flight or Speed function?


On the Subtle Speed:
Would the following powers work as I think or would they require something more?

Clockstopper can freeze time and in the mean time do what ever he likes, so long as it doesn't disturb the objects arround him. He uses this as a means of undetectable super speed (Speed 8 + Quickness 8 both have subtle rank 2). Now there's a guard in hall way that he can't simply sneak past normally so he freezes time and walks past the dude and lets time resume when he's out of sight (like the next room).

Lambda can bend space around her, shortening distances to travel (can't go through obstacles) and thus gaining super speed (Speed 10, Subtle 1). Anyone with Space/Time senses can tell exactly what she's done but normal people see her as seemingly teleporting between locations.

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Re: Misc. Questions

Postby Inscribed » Wed Dec 04, 2013 1:05 am

No, there would have to be some sort of Concealment power involved. Or at the very least a stealth roll opposed by perception, in the latter example. You cannot get concealement with just Speed, even with unnoticable on it.

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Re: Misc. Questions

Postby JDRook » Wed Dec 04, 2013 2:38 pm

Squirrelly-sama wrote: how the heck would Permanent Flight or Speed function?

Permanent is technically a Flaw, and before an effect can be Permanent, it needs to be bought up to Continuous Duration. Presumably Continuous Movement would allow one to maintain movement without requiring actions, sort of like cruise control, so a PC could theoretically be stunned or take a nap and continue moving at the same vector. If you apply the Permanent Flaw, you presumably can't turn the Movement off, but for it to actually be a Flaw it has to somehow be significantly more detrimental than Continuous duration. The only thing I can think of would be requiring that the PC is constantly moving at no less than 0 rank movement (30'/round) at all times, no exceptions, which would make it difficult to stay indoors or be inconspicuous or something.

In terms of "functionality," though, this seems like a ridiculous power which would be difficult to make work in even a humorous game. And using additional extras like Subtle to alleviate the issues of Permanent is, IMO, completely counter to how effects should work; if you don't want the mechanical limits of a Flaw, don't use it. I would say that it's a theoretical power that would be largely unplayable, or at least undesirable to play in the long term.

Squirrelly-sama wrote:Clockstopper can freeze time and in the mean time do what ever he likes, so long as it doesn't disturb the objects arround him. He uses this as a means of undetectable super speed (Speed 8 + Quickness 8 both have subtle rank 2). Now there's a guard in hall way that he can't simply sneak past normally so he freezes time and walks past the dude and lets time resume when he's out of sight (like the next room).

Lambda can bend space around her, shortening distances to travel (can't go through obstacles) and thus gaining super speed (Speed 10, Subtle 1). Anyone with Space/Time senses can tell exactly what she's done but normal people see her as seemingly teleporting between locations.

Both of these seem to be functionally identical to Teleportation, so why not build it as such? Try this:

Instant Travel: Teleport X, Extra: Accurate +1, Flaw: Target must be normally accessible -1, Subtle 1 (Space/Time)

This allows your PCs to travel to any place within X distance, which should be defined by how far you think the PC can travel during time stop, or how much space she can warp. Accurate means they don't have to know the end location before they start. The Flaw would keep them from going through obstacles to get to the location. 1 Rank of Subtle makes it only detectable to Spacey-Wacey/Timey-Wimey senses, and if you want you can make it utterly undetectable (except possibly by Complication). They could easily be an AE or Power Stunt off the Speed/Quickness powers you've already defined.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: Misc. Questions

Postby Squirrelly-sama » Thu Dec 05, 2013 2:17 pm

JDRook wrote:
Squirrelly-sama wrote: how the heck would Permanent Flight or Speed function?

Permanent is technically a Flaw, and before an effect can be Permanent, it needs to be bought up to Continuous Duration. Presumably Continuous Movement would allow one to maintain movement without requiring actions, sort of like cruise control, so a PC could theoretically be stunned or take a nap and continue moving at the same vector. If you apply the Permanent Flaw, you presumably can't turn the Movement off, but for it to actually be a Flaw it has to somehow be significantly more detrimental than Continuous duration. The only thing I can think of would be requiring that the PC is constantly moving at no less than 0 rank movement (30'/round) at all times, no exceptions, which would make it difficult to stay indoors or be inconspicuous or something.

In terms of "functionality," though, this seems like a ridiculous power which would be difficult to make work in even a humorous game. And using additional extras like Subtle to alleviate the issues of Permanent is, IMO, completely counter to how effects should work; if you don't want the mechanical limits of a Flaw, don't use it. I would say that it's a theoretical power that would be largely unplayable, or at least undesirable to play in the long term.

Squirrelly-sama wrote:Clockstopper can freeze time and in the mean time do what ever he likes, so long as it doesn't disturb the objects arround him. He uses this as a means of undetectable super speed (Speed 8 + Quickness 8 both have subtle rank 2). Now there's a guard in hall way that he can't simply sneak past normally so he freezes time and walks past the dude and lets time resume when he's out of sight (like the next room).

Lambda can bend space around her, shortening distances to travel (can't go through obstacles) and thus gaining super speed (Speed 10, Subtle 1). Anyone with Space/Time senses can tell exactly what she's done but normal people see her as seemingly teleporting between locations.

Both of these seem to be functionally identical to Teleportation, so why not build it as such? Try this:

Instant Travel: Teleport X, Extra: Accurate +1, Flaw: Target must be normally accessible -1, Subtle 1 (Space/Time)

This allows your PCs to travel to any place within X distance, which should be defined by how far you think the PC can travel during time stop, or how much space she can warp. Accurate means they don't have to know the end location before they start. The Flaw would keep them from going through obstacles to get to the location. 1 Rank of Subtle makes it only detectable to Spacey-Wacey/Timey-Wimey senses, and if you want you can make it utterly undetectable (except possibly by Complication). They could easily be an AE or Power Stunt off the Speed/Quickness powers you've already defined.


I suppose Permanent speed could be something like turning on Turbo boots.

On a similar note, Concealment is a sustained effect meaning it's noticeable by default according to the RAW. Meaning that hiding yourself makes you noticable.

And for Clockstopper: while it seems like teleportation it's main uses is pretty much giving him about 15 minutes of free time to do non action stuff for that turn. This could be such things as investigating something super fast, carefully going through the mine field and leaving a path for fellow PCs to follow, or stop time and drop a tracking device in the villains bag before returning to the same spot you were leaving them none the wiser. It also can be used to help in taking down hoards of mooks with that same advantage which is something teleport can't do.

It was built off the power from the Time Power Profile: Time Stop 8: Quickness (Subtle 2), Speed (Subtle 2), Quirk: Limited to routine actions while active (–4 points) • 2 points per rank.
I just removed the quirk. Here's an earlier discussion on the subject [link]. Notice the last post

-----------

18) Zero Range Burst area. What I want to know how to build a damaging power that instantly attacks everything in melee range at once. Maybe Marquis gets surrounded by a few heroes and decides to turn himself into a temp bone porcupine to attack them all at once. Or a super martial artist who's engaging several people at once (like in this video)
18a) On a similar note how would one handle something along the lines of stabbing thought some guy to attack the person behind them? Like you have an anti-tank rifle and you shot it into a group of mooks like that one scene in Helsing Ultimate. Or like the arrow scene here.

19) Would it be okay to buy up concealment from Textile senses? The book says that you would have to look up Insubstantial but that doesn't really work for a character who's still completely solid but just unnoticeable by textile senses. The character has something like a feather touch, so another PC won't feel being patted down to check for valuables or having a bug stuff down in their pocket or speed weaving cobra's into their mullet.

20) I gotta a bunch of questions about indirect.
20a) Character can has a floating thing that trails after their arm. He moves to punch someone but apparently came up short, only for the floating thing to zoom by and smack them in the face.
20b) Gaphax can make portals in thin air, he creates a portal to punch the villain in the face despite being on the other side of the room.
20c) Gilgamesh can open the gates of Babylon to create a wall of blades behind him that he can shoot at you.
20d) Breach has a ray gun and with her portal powers can fire it and have it appear anywhere in any direction. She also happens to have a type of remote viewing (open tiny portals before her eyes). Can she shoot the bad guy who's just created a protective dome around himself?
20e) A character practices a lost martial art call Snakestrike. They can redirect their blows mid strike to feint against opponents, striking in any direction at a target in melee range (including their back).

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Re: Misc. Questions

Postby Greyman » Thu Dec 05, 2013 2:58 pm

Squirrelly-sama wrote:On a similar note, Concealment is a sustained effect meaning it's noticeable by default according to the RAW. Meaning that hiding yourself makes you noticable.
Concealment provides concealment to the user, which also conceals any Personal ranged effects in use. Though other-wise ranged effects will still give the position away.

Concealment which merely provides the penalty to an offender's attack, without the stealth feature, has the Obvious flaw applied. This represents blurring, displacement, smoke-screens, and other obvious occlusions.

The activation of a Concealment effect might still be deemed noticeable; you shimmer as you vanish, the air warps around you, or something. So Subtle on Concealment may be used to represent the ability to disappear without a trace ("I didn't see her vanish, she was just there one second and gone the next"). It is also useful on Affects Others Concealment to conceal the affecting step.

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Re: Misc. Questions

Postby JDRook » Thu Dec 05, 2013 3:40 pm

Squirrelly-sama wrote:I suppose Permanent speed could be something like turning on Turbo boots.

If you can turn it on and off, it's not Permanent. Permanent is always on. It's easy to do with Effects that don't require an Action, like Protection, but Attack and Movement Effects would be problematic.

Squirrelly-sama wrote:And for Clockstopper: while it seems like teleportation it's main uses is pretty much giving him about 15 minutes of free time to do non action stuff for that turn. . . . It also can be used to help in taking down hoards of mooks with that same advantage which is something teleport can't do.

This is what Alternate Effects are for. At the basic level, Clockstopper's Time Stop Power is two Effects (Speed 8 + Quickness 8 at subtle rank 2) which while Subtle in themselves give absolutely no mechanical advantage to sneaking past someone, save that it can probably be done in one round. It also doesn't allow you to attack more often in a round or make area attacks or whatever. If you want your Super Speed Power to do all of that (if not all at the same time) the simplest way to do it is Alternate Effects, which would all be included under the Time Stop Power.

As written, Clockstopper's Time Stop Power would cost 20p. Going through your described actions, Quickness could help with a fast Search under the Investigation skill, and would probably be similarly useful looking for mine placements. However, planting a tracker without being seen would require high Stealth and maybe Sleight of Hand or an appropriate Effect like Concealment. You could buy Concealment as a separate Effect - "Too Fast to Follow" - with a Flaw: Limited to while using Time Stop, and you should decide if it conceals against all Senses or a select few; as a Time Stopped descriptor, I'd go with All Senses, so with the Flaw that would cost you 10p. That Concealment Effect would also help with the security guard scenario you described, although the Teleport AE I outlined would only cost 1p. And unless you have Takedown against minions or another Attack Effect, there's no way Time Stop will allow you to hit multiple targets as written, but a few AEs worth up to 20p would solve that.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: Misc. Questions

Postby Greyman » Thu Dec 05, 2013 3:56 pm

Squirrelly-sama wrote:18) Zero Range Burst area. What I want to know how to build a damaging power that instantly attacks everything in melee range at once. Maybe Marquis gets surrounded by a few heroes and decides to turn himself into a temp bone porcupine to attack them all at once. Or a super martial artist who's engaging several people at once (like in this video)
The Multiattack extra, or (against minions only) the Takedown advantage.

Squirrelly-sama wrote:18a) On a similar note how would one handle something along the lines of stabbing thought some guy to attack the person behind them? Like you have an anti-tank rifle and you shot it into a group of mooks like that one scene in Helsing Ultimate. Or like the arrow scene here.
If you can just reach passed someone, its the Reach advantage. If you can bypass barriers, combine Reach with the Indirect advantage.

Squirrelly-sama wrote:19) Would it be okay to buy up concealment from Textile senses? The book says that you would have to look up Insubstantial but that doesn't really work for a character who's still completely solid but just unnoticeable by textile senses. The character has something like a feather touch, so another PC won't feel being patted down to check for valuables or having a bug stuff down in their pocket or speed weaving cobra's into their mullet.
"No" to the concealment. If you can touch it, you can feel it. The best you might do is disguise the texture.

The feather touch is an application of a Feature allowing Investigate (Search) to be performed deftly (without triggering touch sensitive responses), and perhaps with additional ranks to provide circumstantial bonus to Sleight-of-Hand (Steal) checks (which can be used to plant as well as pluck).

Squirrelly-sama wrote:20) I gotta a bunch of questions about indirect.
20a) Character can has a floating thing that trails after their arm. He moves to punch someone but apparently came up short, only for the floating thing to zoom by and smack them in the face.
What effect does this have?
If it does nothing but provide a description of making a Feint, then its just a descriptor.
If it increases reach then its the Reach advantage.

Squirrelly-sama wrote:20b) Gaphax can make portals in thin air, he creates a portal to punch the villain in the face despite being on the other side of the room.
Elongation Limited to Attacks and Movement (Permeate) Limited to limbs. Alternatively you might be allowed to use Indirect rather than limited movement.

If the range of this attack is particularly limited, instead combine Reach and Indirect as done above.
Squirrelly-sama wrote:20c) Gilgamesh can open the gates of Babylon to create a wall of blades behind him that he can shoot at you.
How far behind him? If it's just over his shoulder, its a descriptor. Otherwise use ranks of Indirect to set position and possibly direction.

Squirrelly-sama wrote:20d) Breach has a ray gun and with her portal powers can fire it and have it appear anywhere in any direction. She also happens to have a type of remote viewing (open tiny portals before her eyes). Can she shoot the bad guy who's just created a protective dome around himself?
Yes. Remote Sensing is a free action so can be used to bypass concealment by cover. You are presumed to have sufficient awareness of where your sensor is so that if you can perceive something, you can target it.

However both range and range penalties are calculated by the distance from the offender to the target -- no matter where the attack seems to emerge, or the offender's senses are displaced.

Squirrelly-sama wrote:20e) A character practices a lost martial art call Snakestrike. They can redirect their blows mid strike to feint against opponents, striking in any direction at a target in melee range (including their back).
It's a Feature, enabling an opportunity to make a Surprise attack.

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Re: Misc. Questions

Postby JDRook » Thu Dec 05, 2013 4:24 pm

Squirrelly-sama wrote:18) Zero Range Burst area. What I want to know how to build a damaging power that instantly attacks everything in melee range at once. Maybe Marquis gets surrounded by a few heroes and decides to turn himself into a temp bone porcupine to attack them all at once. Or a super martial artist who's engaging several people at once (like in this video)
18a) On a similar note how would one handle something along the lines of stabbing thought some guy to attack the person behind them? Like you have an anti-tank rifle and you shot it into a group of mooks like that one scene in Helsing Ultimate. Or like the arrow scene here.

The short answer for both of these would be Takedown, with the description as the super martial artist taking out several minion-types at once, or an attack going through several mooks in a line.

The "bone porcupine" can be done a few ways. One is Reaction Damage with contact as the Trigger, which can simulate an Aura of Energy/Fire/Spikes/etc or a perfect counterpunch, since by default it always hits. The other could be similar to what you suggest with a Close Range Burst Area Damage, probably with the Selective Extra so you only hit enemies, and a Limited Flaw: Only targets in Melee range. The Reaction Damage would be 4p/rank while the Close Burst would be 2p/rank, so I think it would be interesting to have both in an Array with the Reaction Damage at half the ranks of the Burst, so you could have a defensive stance with perfect counterpunches that don't use up your actions, or change to an offensive stance that does twice the damage to all close enemies for one Standard Action.

Porcupine Kata:
- Offense (8-Direction Spines)- Damage 10, Extras: Burst +1, Selective +1; Flaw: Limited to Melee range - 20p
- Defense (Perfect Counterattack) - Damage 5, Extra: Reaction +3 (Trigger:contact) - 1p
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: Misc. Questions

Postby FuzzyBoots » Fri Dec 06, 2013 4:51 am

A single attack going through several people could be seen as an Area (Line) attack or, with minions, a descriptor for Takedown Attack. Concealment from Textile senses would probably be an exotic sense. :-P But yeah, rules as written, it takes Insubstantial to conceal against Tactile senses, although I'd be willing to take an argument for a form of Concealment that works against specific forms of ranged tactile senses, or for the aforementioned Obvious Concealment where you know they're there, but you have trouble accurately targeting them. The latter could play very nicely for someone who's flickering in and out of existence, which means that an attempt at hitting where you think they are might just mean catching empty space.

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Re: Misc. Questions

Postby ronyon » Mon Dec 09, 2013 12:19 am

Would Quickness allow one to take 10 or 20 with Stealth or Sleight of Hand?
Can ranks of Speed subsitute for Ranks of Stealth?
Concealment vs. all senses that only conceals (no defensive boons) plus Hide In Plain Sight, should do nicelybl for showing that you pass unseen.
Subtle Concealment might be used to represent the fact that you dont actually disappear.
Much of what you do during stopped time could be masked with Insidious and Subtle on Strength.
A Sublet , Insidious punch is unseen and unfelt. I think that should cover a gentle pat down or going through of pockets as well.
Some kind of Reaction triggered power would be useful for Countering. Subtle, Insidious Move Objects at the same ranks as your Strength ,triggered by any imminent danger would let you move allies out of the line of fire,disarm assailants, or simply Reactivly Counter allkinds of things, as Time Manipulation is a flexible Descriptor.

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Re: Misc. Questions

Postby insaniac99 » Mon Dec 09, 2013 4:34 pm

ronyon wrote:Would Quickness allow one to take 10 or 20 with Stealth or Sleight of Hand?

No, but a 1 point advantage would let you always take ten and another one point advantage would let you take 20 for a hero-point. Your quickness ranks would let you do it super fast.
ronyon wrote:Can ranks of Speed subsitute for Ranks of Stealth?

No. Teleport sometimes could (you just teleport into the building which mechanically doesn't trigger stealth checks, but the SFX is freezing time and walking there. I might allow ranks of stealth limited to when moving, but I would probably encourage the player to use teleport instead.

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Re: Misc. Questions

Postby FuzzyBoots » Mon Dec 09, 2013 7:07 pm

insaniac99 wrote:No. Teleport sometimes could (you just teleport into the building which mechanically doesn't trigger stealth checks, but the SFX is freezing time and walking there. I might allow ranks of stealth limited to when moving, but I would probably encourage the player to use teleport instead.

Worth noting that Speed, Flight, and Teleport are all Noticeable by default (creating a particular whizzing sound, lighting, whatever), so you probably can't use Stealth with them unless you apply Subtle (although if you do have Subtle, they quickly make hash of the "half speed while Stealthing" rule).


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