Alternate Rules for The Tiring Flaw
In classic fantasy campaigns, superpowers are rarely an unlimited resource. Powers where available are usually exhausted by over-use. The Tiring flaw given in M&M is an excellent way of constructing superpowers that fit in classic fantasy campaigns. Characters have limited use of their powers at full strength and more frequent use of their powers at a lower power. These alternate rules introduce new options that expand the use of the tiring flaw.
These rules assume a roll of 1 on a Fortitude check to avoid being tired will always fail.
New Power Stunt Frequent Use: You may take the frequent use power stunt for powers with the tiring flaw for which you have 5 or more ranks. The character can then use 4 ranks of the power without making Fortitude checks for extended periods of time. The character has to make only one Fortitude check to use the power for an hour. You also receive a +2 bonus to your Fortitude check to avoid being tired when using this power.
New Power Stunt Constant Use: You may use this flaw for powers with the tiring flaw for which you have 3 or more ranks. You may use this power at will without making a Fortitude check. You receive a +2 bonus to your Fortitude check to avoid being tired when using this power.
The GM may allow these power stunts to be taken multiple times (with a maximum of 3 times for the Frequent use power) as long as the character has more ranks of a power with the Tiring flaw than 4 x the number of Frequent Use power stunts and 2 x the number of Constant Use power stunts. Ranks that can be used without Fortitude checks for each individual use or each round stack as do bonuses to Fortitude checks. The power is balanced because the points spent acquiring these power stunts will largely be offset by the points spent on these power stunts.
Alternative DC checks. When building a power the character may choose to use saves or characteristics other than Fortitude to resist being tired:
Will Powered- Some powers are linked to a character’s will rather than a characters fortitude.You may use your will save (treat mental protection as amazing save-will) but disregard bonuses to saves from your basic wisdom if you do so (will is too useful a basic characteristic to aid in resisting the tiring flaw as well)
Memory Powered- Some powers are linked to a character’s ability to memorize and comprehend concepts. You may use your intelligence bonus + your ranks in super intelligence. You receive a +2 bonus if you have the Photographic Memory feat. Note that if super-intelligence is an extra to the tiring power, it can be used to aid in checks to avoid Fatigue from the tiring flaw (without triggering the tiring flaw). This is an exception to the Tiring flaw meant to balance the use of 2pp/level super-statistics in place of the 1pp/level amazing save to avoid Fatigue.
Personality Powered- You may use your charisma bonus + your ranks in super-charisma. You receive a +2 bonus if you have spent 2 or more pp on Charisma-based skills. Note that if super-charisma is an extra to the tiring power, it can be used to aid in checks to avoid Fatigue from the tiring flaw (without triggering the tiring flaw). This is an exception to the Tiring flaw meant to balance the use of 2pp/level super-statistics in place of the 1pp/level amazing save to avoid Fatigue.
An example power package using these rules is given below.
Psychic Warrior Package
Amazing save- Fortitude +8, 1pp per rank = 8pp
Great Fortitude Feat 2pp
Natural Weapon+8, Extra (Boost-Dexterity), Extra(Running), Extra(Senses), Powerstunt: Leaping ,1x Powerstunt: Frequent Use, Flaw Tiring, 4pp per rank, 4pp of power stunts =36 pp
The character can make one fortitude check at a DC of 14 to use 4 ranks of his power. His bonus assuming a constitution of 10 and no other powers is +12 when making the check (+2 from frequent use and +10 from his save) .If successful he can use his powers for 1 hour. If he wishes to use his power at the full 8 ranks, he must make a check each use (or to maintain any power for a round). The DC is 18 and his bonus for the check is still +12.
Most of these house rules are being developed
for my Monsters and Mayhem campaign, a new Superlink product
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