Which is better to have?

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Stule Brown
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Which is better to have?

Postby Stule Brown » Fri Jul 22, 2005 12:14 am

Which one do you guys think is better to have?



Super-Constitution +10, Con 20 (+5), with the Toughness Feat

or

Protection +10, Con 20 (+5), with the Toughness Feat



I am trying to create a brawler and I am trying to figure out which one offers the best protection.

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The Trapster
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Re: Which is better to have?

Postby The Trapster » Fri Jul 22, 2005 12:18 am

Stule Brown wrote:I am trying to create a brawler and I am trying to figure out which one offers the best protection.
:?
They are the same. Someone with that much CON is going to be bullet proof to normal lethal weapons.
So I think it depends on how usefull you think the other abilities of Super-Con will be for the character. :wink:
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Carrion
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Re: Which is better to have?

Postby Carrion » Fri Jul 22, 2005 5:49 am

The Trapster wrote:
Stule Brown wrote:I am trying to create a brawler and I am trying to figure out which one offers the best protection.
:?
They are the same. Someone with that much CON is going to be bullet proof to normal lethal weapons.
So I think it depends on how usefull you think the other abilities of Super-Con will be for the character. :wink:


Indeed...basically the main thing that Super-Constitution is going to do for you that Protection won't is make you particularly resistant to disease, poison, and environmental hazards. That, and Super-Constitution will help improve your checks in recovering from damage.

Keep in mind that if your character would hypothetically have both Protection and Amazing Save (damage), these two powers stack, so your combined bonus from these two powers cannot exceed your powel level.

But, as The Trapster said...your character is basically going to be bullet-proof with a CON like that (as well as the Toughness feat), and it all depends on how useful you think the power you combine with it would be.

Therefore:

--If you're wanting a character that can survive just about anything, go with Super-Constitution.
--If you're wanting a character that won't seriously unbalance the game much more than the character you're proposing already is, go with Protection or neither of these two super-powers. I think going with neither of the powers might actually be the route to go for a more challenging, but enjoyable game.

Hope this helps...
As the world falls into decay, my powers grow...

Break the bone and the body will heal...break the spirit and the body will die.

The enemy of my enemy is not necessarily my friend.

Stule Brown
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Postby Stule Brown » Fri Jul 22, 2005 10:21 am

It sure does!

Thanks!

This is the Power Set that I have decided to go with:

Super-Strength +10
Extra: Super-Constitution, Immunities,
Power Stunt: Lethal, Lifting,
Cost: 8+4/84

Energy Field +10
Extra: Regeneration
Flaw: Uncontrollable (Berserk),
Cost: 2/20

Amazing Save +2 (Willpower)
Cost: 1/2

Str 20
Con 20
Feats: Toughness, Great Fortitude, and Durability
Berserk Flaw (Major)

Damage Save: +17 (Any attack under this is treated as stun)
Fortitude Save: +17

And when I hit, I strike for +10 Energy Field Damage, and +15 Strength Damage.

I think I have what I am looking for.


Thanks for all the help.

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Postby Carrion » Fri Jul 22, 2005 12:12 pm

Goodness...from I've seen I hope you're taking on foes that could potentially destroy the world with a bat of their eyes! :wink: It appears that few villains would stand a chance against this character...

In addition, I hope your character is fighting villains alone and far from the company of the populace. Otherwise, if your character goes berserk, he's probably going to wipe the floor with his team members and anyone else who happens to be around once all the bad guys are gone...
As the world falls into decay, my powers grow...



Break the bone and the body will heal...break the spirit and the body will die.



The enemy of my enemy is not necessarily my friend.

Stule Brown
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Postby Stule Brown » Fri Jul 22, 2005 12:27 pm

Actually I am the GM and this is for a player.

He wanted a character that was a lonewolf and was on Par with the Hulk but he had to stay within the restrictions of PL10.

So I helped him out.

He is actually a government experiment gone wrong and is now being hunted by them.

He is always afraid of losing his temper becasue people, even his friends, seem to die around him.

I like the Super-Con becasue everyone and their mother has Protection.

This is basically the Hulk in my campaign.

This characters biggest strength and rpg oppurtunity is the fact that he does go Berserk and kills everything around him.

So he can have no friends or love ones.

How do you handle the fact that if you fall in love or have friends, you will eventually kill them?

Did I mention that the player that is going to play this character loves to roleplay? Hehe.

Anyway, thanks for the compliments!

Carrion
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Postby Carrion » Fri Jul 22, 2005 12:55 pm

Stule Brown wrote:Actually I am the GM and this is for a player.

He wanted a character that was a lonewolf and was on Par with the Hulk but he had to stay within the restrictions of PL10.

So I helped him out.



I was actually just about to ask if you were the GM in this particular case...thanks for clearing that up. If you're willing to have a PC that powerful in your campaign, then that's all good...

I'm actually surprised you're able to create a character like this and still remain within the PL10 parameters. May I ask what sort of other ability scores and skill levels this character has? It doesn't seem like he has room for much else than feats and super-powers...
As the world falls into decay, my powers grow...



Break the bone and the body will heal...break the spirit and the body will die.



The enemy of my enemy is not necessarily my friend.

Rivalsan
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The MinMax Reply

Postby Rivalsan » Fri Jul 22, 2005 3:49 pm

Flaw the Damage save out of the super con, then buy Protection as an extra off of Super-Strength. ;)

Same net cost, but more power! Ruh-ruh-ruh! More power!

(Hm.. I think there's a minmaxer thats been watching too much Home Improvement reruns..)

*sigh* Back to step one...
Hello, my name is Rivalsan, and I'm a MinMaxaholic. Twelve step programs don't work for us. We keep trying to find a way to do it in ten steps. Or less.. I bet I could squeeze it down to.. *sigh* (Crowd: Hi, Rivalsan)

Stule Brown
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Postby Stule Brown » Fri Jul 22, 2005 4:58 pm

Sure Carrion,

Here he is...

Rage

Ability Scores
Str 20 (10) +5
Dex 10 (0) +0
Con 20 (10) +5
Int 12 (2) +1
Wis 15 (5) +3
Cha 14 (4) +2

Total: 31


Attack Bonus: +5 (15)
Defense Bonus: +2 (4)

Total: 19


Skills
Climb 1
Intimidate 1
Knowledge: Military 6
Language: Sign 1
Profession: Construction 1
Profession: Military 4
Swim 1

Total: 5(15) - I used 1 pp = 3 skill points


Powers
Super-Strength +10
Extra: Super-Constitution, Immunities, Leaping,
Power Stunts: Lethal, Lifting, Super-Leaping,
Cost: 9+6/96

Energy Field +10
Extra: Regeneration
Flaws: Uncontrollable (Berserk), Tiring,
Cost: 1/10

Amazing Save +2 (Willpower)
Costs: 1/2

Total: 108


Feats
Endurance (2)
Great Fortitude (2)
Rapid Healing (2)
Toughness (2)
Durability (2)
Penetrating Attack: Unarmed (2)

Total: 12


Weakness
Berserker: Major (10)
Adversary: Major (U.S. Army) (10)
Quirk: Moderate (Justice) (5)

Total: (25)

150 pts + 25 = 175 pts

There ya go.


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