Plant Master

The place to discuss using and abusing the first edition Mutants & Masterminds rules. Rules questions, rules interpretations, house rules, and more rules.
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ThrawnFett
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Plant Master

Post by ThrawnFett » Sat Jul 09, 2005 5:41 pm

I want to make a Plant Master character with the ability to make/ grow hybrid plants that have various powers. I tried to do it with the Summon ability, but it turn out way too powerful. I want at most 1 or 2 powers on each, nothing as fancy as a full blown summoned creature.

Any ideas on how to do this?
[Thrawn's a] cool guy. If I was hanging out by the Stick, drinkin' some drinks, I'd definitely let [him] drink some with us. ~supermagus

Amnarii
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Post by Amnarii » Sat Jul 09, 2005 7:32 pm

use the gadgets power. The plants are your 'devices'.

Circeus
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Post by Circeus » Sun Jul 10, 2005 7:24 am

Minions is an interesting possibility. You might want to look at animation.

The basic Plant Control has a few options you might to take in addition to your Gadget (so you don't spend a HP each and every time you do something.)
Golden age set the moral standard, the Silver Age revised it, the Bronze Age broke free of it and the Rust Age ran wild with it. -- A. David Lewis

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