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Old 03-01-06, 06:07 AM   #281
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Quote:
Originally Posted by hero4hire
Bront,

Schedule permitting, will we be seeing some action on "Quake you Booty" ?

Also...I may just be submitting a Mission...Just to let y'all know.

I think Living Supers is an awesome idea...I'd hate to see it fade away.

~H4H

Probably sometime tomorow later today. Sorry for the slow pace, but things have been.... interesting... in RL.
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Old 03-01-06, 08:12 PM   #282
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Quote:
Originally Posted by Bront
Probably sometime tomorow later today. Sorry for the slow pace, but things have been.... interesting... in RL.


Yeah...that happens..

Like I said schedule permitting.
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Old 03-04-06, 12:53 PM   #283
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Ok, I have new notes on character approval, and should be sending out e-mails later today. That should have be being caught up on that

Edit: Emails sent

Last edited by Bront : 03-04-06 at 03:07 PM.
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Old 03-05-06, 09:45 AM   #284
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Ok, there has been one approval, 2 others are still pending.

Also, the timeline thread has been updated. Not much, but it's a start. The events leading up to the first mission will evenualy be added as well for continuity. Coments on the formating and thread are welcome here.
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Old 03-09-06, 06:19 AM   #285
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I need some help with my one thing that is kinda iffy about my character. I have Boost as one of my APs for Life Control. Boost is a rather controversial power as it can be quite broken (even though I've never played I can see that one right off the bat). What I'd like help with is suggestions on how to create a Boost power at I think it was 72 points without being cheezy or brokun. So no 5pp/rank base power and I guess no 10 ranks of boosting all skills for everyone within 50ft for 50 rounds.

Note: here is what I currently have:
Boost 10 [Trait, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net)
BA: Narrow Group of Traits (all skills) (3)
PF: Slow Fade 1 (1)
PF: Affects Insubstantial (1)
EX: Total Fade (+1)
EX: Area (Selective - 1sq/rank) (+1)
EX: Range 2 (Perception) (+2)
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Old 03-09-06, 07:03 AM   #286
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Well, glad you understood my concerns

That's 10 points, not 10 ranks by the way, so it would max out every skill at 15.

Boost is hard to balance, and what needs to be balanced is what it does, as well as why. What are you doing with the boost, which can be just as important in the Power Cheese vs RP Balanced issue.

Overall, for a 72 point power, it's not bad, BUT it's effectively a 1 point alternate power, so you take 1 round, boost, and never worry about it again for 5 minutes. That's why it can be cheap.
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Old 03-09-06, 10:24 AM   #287
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Meh, I kinda hate the concept of Boosting skills, unless it can be described real well. Plus skills are so cheap that many PP pumped into them is crazy.

What exactly is the descriptor of the Boosting? Life Control?
Well Boosting physical stats seems reasonable for the descriptor.
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Old 03-09-06, 03:14 PM   #288
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All physical stats is significantly less scary than all skills, at least to me.

Mostly because it doesn't let some random person sudently become able to do brain surgery (No, I'm not a doctor, but I did stay at a Holliday Inn Express last night). the mods to saves will max out at the power level, Strength doesn't help with damage in most cases, and again can max out, and honestly, it seems like it effects less that way.

Other things to add:
Just because you have 72 points to spend, doesn't mean you HAVE to. Nothing wrong with droping the power a bit to get it in line with what you were aiming for.
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Old 03-09-06, 03:22 PM   #289
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Quote:
Originally Posted by Bront
Just because you have 72 points to spend, doesn't mean you HAVE to. Nothing wrong with droping the power a bit to get it in line with what you were aiming for.


One thing you can do, is to buy two powers that have a sum of 72, and both power can be use at the same time. It is one thing that can be done with Alternate Power. If you want to see an exemple, look at the Magicien template at the start of the book. He can use either Astral Form or Flight and Force Field.
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Old 03-09-06, 03:35 PM   #290
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Hmm lots of interesting ideas. Yes I agree that physical stats make the most sense both based on the base power and the character. So working it up how does this sound?

Boost 10 [Trait, Dynamic](7 PP/Rank + 1 PP = 71 PP, 2 PP Net)
BA: Narrow Group of Traits (all physical stats) (3)
PF: Slow Fade 1 (1)
EX: Total Fade (+1)
EX: Action - Move Action (+1)
EX: Range 2 (Perception) (+2)

All his APs are dynamic so generally he wont be using them all full tilt but rather combining them as necessary on the fly. So if one of his friends is hurt he'll heal them what they need with Healing and give them a little Boost too.
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Old 03-10-06, 04:28 AM   #291
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So, at full tilt, you boost all physical stats of a single person by 10 points (AKA +10 to each stat, or a +5 mod) for I believe 20 rounds with no fade? (I'm not looking at the book at the moment).
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Old 03-10-06, 05:58 AM   #292
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Actually I think the boost lasts longer than that. If I read it right it is normally 1rd/rank (normally fading at 1 point per round, but not with total fade). So thats 10 rounds at full power. With slow fade it bumps it up on the progression table to 5 minutes (with the 1 extra point I could bump it up one more time to 20 minutes and finish out my 72 points).
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Old 03-10-06, 06:12 AM   #293
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that's right, progression is 1 round to 5 rounds.
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Old 03-10-06, 08:15 AM   #294
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Ok, can using a Hero Point for a Heroic Feat be used to aquire an alternate power feat? I'm realy not sure about that.

Note, it is for 1 round though.

I'm looking for an open discussion.
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Old 03-10-06, 08:55 AM   #295
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I say "Of course it can! If the GM allows and it Makes Sense"

Using "Power Stunts" is a staple of Comic-dom.
Occasionally you'll see Human Torch use his Flame to create "Thermal Updrafts" aka Slow Fall with an Area Effect. Or Ice Man draw the moisture out of a person (Fatigue) or a hero sometimes displays a "One Shot" use of his Powers and never does again (as when Professor X used telekinisis!)
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Old 03-10-06, 02:07 PM   #296
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Quote:
Originally Posted by Steve Kenson
Heroic Feat only lets you take one rank of a ranked feat, or a second rank if you already have the first.

Correct.

Dynamic Alternate Powers cost two ranks - does this would mean you cannot use a hero point to get a Dynamic AP, only a normal AP?

Also correct.

What about extra effort power stunts?

The way I handle it is: if a player wants to use extra effort for a power stunt and spend a hero point to emulate the second Alternate Power rank needed to make it dynamic (rather than spending the hero point to shrug off the fatigue), then they can do a dynamic power stunt.


The answer is, RAW, yes. You can spend a HP to have your Alternate power for one round. If you read the power stunt in the extra effort section, it explicitly tell you can gain an AP with the extra effort rule. You can even gain a dynamic AP if you apply both, as Steve tell it above.

But the master would have the last call in any situation. I don't see how you can gain Healing as an AP of Alternate Form(Solid)...
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Old 03-11-06, 03:47 AM   #297
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Cool, then I'm all for the HP used in Quake as we've discussed earlier. How well it will work will be a different issure...
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Old 03-15-06, 04:04 AM   #298
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Has anyone ever bought a PDF of a manual before? Does it have everything in the hardcover book including pictures. Do you get it on disk? Are there any sharing limitations (password, etc.). I would like to play,but $39 is pretty pricey for the book.

PS i have a character with background and concept (no hard numbers). Is it too soon to post him to the character thread?
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Old 03-15-06, 04:35 AM   #299
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Quote:
Has anyone ever bought a PDF of a manual before? Does it have everything in the hardcover book including pictures. Do you get it on disk? Are there any sharing limitations (password, etc.). I would like to play,but $39 is pretty pricey for the book.


Its worth it, but if your strapped for cash, then yea, PDFs are a viable alternative. They contain everything in the book pictures included, with the same formating. Good PDFs have bookmarks so that you can jump quickly to the different chapters/topics... bad pdfs are considerably worse, and can be very dependent on your computer. The Shadow Run 4E pdf does have all of the book marks, but the way it was done causes pretty horrific lag as you scroll up and down the page because it was put together so that each page has something like 7 layers. It just depends on the people who did the pdf.

I'm personally looking forward to picking up a pdf of the Mastermind Manual when it comes out at the end of the month. I like the format for my needs since I commute to school and lugging books around is a pain vs having it on a jump drive that I can read in the computer labs and at home.
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Old 03-15-06, 10:24 AM   #300
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Actualy, as an owner of the PDF (I bought it while waiting for my book), I find I use the PDF more, though I don't do much FtF gaming with M&M 2.0 at the moment.

The PDF is put togeather quite well, my only complaint being how they bookmarked the powers section (It forces you back to fit to height, I prefer fit to width). It's only an issue with that section, but that's enough of a bother...
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Old 03-15-06, 04:39 PM   #301
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Quote:
Originally Posted by Bront
Actualy, as an owner of the PDF (I bought it while waiting for my book), I find I use the PDF more, though I don't do much FtF gaming with M&M 2.0 at the moment.

The PDF is put togeather quite well, my only complaint being how they bookmarked the powers section (It forces you back to fit to height, I prefer fit to width). It's only an issue with that section, but that's enough of a bother...

Do you download it or do they send it to you on disk? I'm assuming its a download.
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Old 03-15-06, 05:12 PM   #302
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Download. Most companies put it into something like a bookshelf and you are allowed to download back up copies in case something happens. Others limit you to 5 downloads total.
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Old 03-15-06, 05:28 PM   #303
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What about pre-made modules. Any on PDF in MM2e? Has anyone played the ones that are out there (if there is such a thing). I really haven't found anything like that yet.
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Old 03-15-06, 05:32 PM   #304
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There aren't any modules for 2E yet, at least by Green Ronin. The only Module for 1E be Green Ronin was Time of Crisis, but it hasn't been converted. You might have some luck with Super-link products which are licensed by Green Ronin and made by 3rd party publishers. I think something like 90% of them are PDF.
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Old 03-15-06, 06:00 PM   #305
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What kinds of adventures are the players looking to get involved with? Seems like there are two kinds: villians do something big and stupid and getting confronted by a team of heroes, or more smalltime character driven investigation plots (ie batman or daredevil). Maybe some folks could chime in on the types of adventures they want to see.

BTW no luck with the superlink so far most seem to be source books and none explicitly say 2e
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Old 03-15-06, 10:38 PM   #306
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Me. I'd like to play in a heroes vs. villains game, though I am still new to rping in this genre so mostly I'm looking for a fun game to join up and try out.
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Old 03-16-06, 03:16 AM   #307
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Well,
After being home sick the last two days I decided to buy the PDF. Now the problem is getting it downloaded over my really slow connection. I got to 88% last time before getting bumped off. Was H4H still planning on Gming a game? This is the only manual you would need to GM a game, right? the only time I've ever rp'ed in this genre was with the old Marvel game. I remember we didn't get very far. In terms of adventures I would be willing to try anything.
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Old 03-16-06, 04:54 AM   #308
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I haven't seen an adventure proposal come out yet. However, i'd probably try to ignore the first one hoping the others judges can approve it so i can get in a game

I know there are 2 still awaiting approval (I need to recheck Toad, will try to do so tonight), and hopefully more players coming soon. Once we get 2-3 adventures going, things should pick up.

As for style, well, that's something that will probably come with the GM. I generaly run a different style of game than most, but I hope people are having fun
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Old 03-16-06, 08:18 AM   #309
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It seems to me like we'll need a Rogue's Gallery thread at some point to keep all the bad guys stats in one place. How do we go about getting these guys approved? I've found a lot of great stuff at the mutants and mastermind's site atomic think tank. Only 3 more hours for the 2e manual download to be completed (crossing my fingers I don't get bumped off before it finishes). If worse comes to worse I can always use our work computer, but I don't like doing that.
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Old 03-16-06, 09:24 AM   #310
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Quote:
Originally Posted by Salix
Well,
After being home sick the last two days I decided to buy the PDF. Now the problem is getting it downloaded over my really slow connection. I got to 88% last time before getting bumped off. Was H4H still planning on Gming a game? This is the only manual you would need to GM a game, right? the only time I've ever rp'ed in this genre was with the old Marvel game. I remember we didn't get very far. In terms of adventures I would be willing to try anything.



Once I get the two games I just started underway and feel comfortable with my posting on them. I plan on submitting an adventure. This however may be 4-6 weeks from now.
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Old 03-16-06, 05:58 PM   #311
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Here's hoping you got the book by now Salix, I know I got it just for LS.
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Old 03-16-06, 07:02 PM   #312
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Quote:
Originally Posted by Erekose13
Here's hoping you got the book by now Salix, I know I got it just for LS.

I got bumped at ~70% this second time. I'm going to break down and do it at work (I'm heading in at noon pacific after missing the last two days).

On a positive note I found a source for premade 2e adventures (found here : http://www.atomicthinktank.com/viewtopic.php?t=12592 ). Most seem to amount to short vignettes, but I would be willing to try to GM one as long as the players were willing to bear with me. I downloaded one for FREE and will want to try it first. It is basically a prequel to a longer adventure so if everyone has fun the company will have at least one sold. How are we handling pregenerated characters and scenarios. Is it alright to use them outright? Do we need to slightly change them to be kosher? Not sure if I'm being paranoid, but I thought I'd ask first. This adventure will likely introduce a major mastermind type villain to the LS world so it might be nice to tweak him a little to make him more endemic to LS.
I would hope to be able to start the run in a week or so. That would take some pressure of H4H, but of course I would like for my character to get some run (hopefully submitted after this weekend )
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Old 03-17-06, 04:17 AM   #313
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Eureka! Download complete

Sorry for posting two in a row-what can I say, I'm just enthusiastic

Finally got 2e downloaded. It took less than five minutes at work. Looks very cool at the surface glance. I'm kind of bummed about Luck Control. It seems really weak for the cost, and is the main item in my character concept, Gremlin. I was wondering if anyone had any ideas for making this a little more fun to play. I saw something on alternate powers in the Atomic Think Tank (I believe H4H posted to it, there can only be so many heroes from the 'Cuse). I'll need to read through that section better, but if anyone has any ideas I would much appreciate it. If I use the alternate power do I still have to burn a HP every time I use it?

Last edited by Salix : 03-17-06 at 04:28 AM.
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Old 03-17-06, 05:53 AM   #314
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Try Probability control, which was approved. I think I still need to put it in the approved content.
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Old 03-19-06, 08:58 PM   #315
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Quote:
Originally Posted by Bront
Try Probability control, which was approved. I think I still need to put it in the approved content.

I think Luck control will work just as good. I'm still having problems with statting up this power (how do alternate powers count against PP?). I really don't want it to be that powerful. I have 20 PP to spend on it so that (too powerful) shouldn't be a problem. I want Luck Control for my Primary Power with no ability to do anything but cause the re-roll and take the worse of the two two scores (maybe reduce some points for this limitation). Then I want either Blast or Nullify that is limited to affecting only mechanical devices. Here I'm thinking about simple things: goon's guns jam, the brakes fail on a vehicle, a comlink goes on the fritz. As I earn more PP I would make it stronger so that can do more things (perhaps affecting powers of armored characters). Anyone out there have any help with that? Once I get that and the combat section done, I'll be able to submit my character. I haven't had any luck scrounging help on Atomic Think Tank.

BTW: I'm still willing to give a shot at running a short premade module. It will probably take me a bit to ajudicate the action, but that's the beauty of trying this pbp. Who do I send the module to for approval?
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Old 03-20-06, 12:36 AM   #316
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Quote:
Originally Posted by Salix
Sorry for posting two in a row-what can I say, I'm just enthusiastic

Finally got 2e downloaded. It took less than five minutes at work. Looks very cool at the surface glance. I'm kind of bummed about Luck Control. It seems really weak for the cost, and is the main item in my character concept, Gremlin. I was wondering if anyone had any ideas for making this a little more fun to play. I saw something on alternate powers in the Atomic Think Tank


Lotsa Powers you could use with a "Bad Luck" theme

Indirect Blast
Confuse
Environmental Control-Distract and Hamper
Deflect (You Missed!!! )
Nullify
and my fav
Trip

Quote:
(I believe H4H posted to it, there can only be so many heroes from the 'Cuse). I'll need to read through that section better, but if anyone has any ideas I would much appreciate it. If I use the alternate power do I still have to burn a HP every time I use it?


Syracuse has had many heroes..But I am the only one for Hire

No you wouldnt have to Burn an HP to use Alternate Powers built from Luck Control
One could even have the Suggested Probablity Control be an AP of Luck Control!
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Old 03-20-06, 01:06 AM   #317
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Quote:
Originally Posted by hero4hire
Lotsa Powers you could use with a "Bad Luck" theme

Indirect Blast
Confuse
Environmental Control-Distract and Hamper
Deflect (You Missed!!! )
Nullify
and my fav
Trip

No you wouldnt have to Burn an HP to use Alternate Powers built from Luck Control
One could even have the Suggested Probablity Control be an AP of Luck Control!

H4H-
Been enjoying your thread on ATT. I was wondering if you could give me a little how-to spiel on how PP are spent on your primary power and alternate powers. If you take the alternate power feat do you get the alternate power for "free".

On a different note: how are points doled out for combat? I'll use your Adam-X build for an example. He has the following stats:COMBAT: Base Attack +6, Unarmed (Attack +9 DC 23 Bruise), Sword/Ax/Spear (Attack +9 DC 26 Lethal), Shuriken (Attack +14 DC 16 Lethal Autofire 1) Defense 23 (13 flat-footed) Init +22
but it says you spent 24 points building him. Which attributes did you spend the points on and which ones got beefed up by other feats,etc.

Last edited by Salix : 03-20-06 at 01:15 AM.
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Old 03-20-06, 01:14 AM   #318
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Quote:
Originally Posted by Salix
H4H-
Been enjoying your thread on ATT. i was wondering if you could give me a little spiel


So you were the one who has been reading it!

A little spiel on what?
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Old 03-20-06, 01:22 AM   #319
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Quote:
Originally Posted by hero4hire
So you were the one who has been reading it!

A little spiel on what?

Premature post I finished it with an edit (see below). I have questions if you have answers.

You're not quite up there with MDSnowman or the Baron (those guys are insane, I meant in quantity), but they've been very cool. I've been learning a lot about the game by reading through their combats. You going to do any of those?
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Old 03-20-06, 03:32 AM   #320
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Quote:
Originally Posted by Salix
If you take the alternate power feat do you get the alternate power for "free".


That pretty simple. If you buy an Alternate Power Feat, you can by power(s) up to the same cost of the main power, excluding the PP spend on Alternate Power Feat. You can by any amount of Alternate Power feat, but all power are excluded from one another (except the ones bought with the same AP point).

An example. If you look at the Mystic archtype in the first section of the book (you can have the pdf of the first chapiter on the official M&M website). So, if you look at it, you see she has bought:

Astral Form 6 (Alternate Power: Flight 3 and Force Field [Extra: Impervious] 12)
Magic 12 (six power feat)
Super-Sense 4

So...

Astral Form 6 Cost 30 PP + 1 PP for Alternate power
Flight cost 6 PP
Force Field [Extra: Impervious] 12 cost 24 PP

As Flight and Force Field have been taken as an AP, she can use either Astral Form, or Flight and Force field. But she couldn't use Astral Form and Forcefield at once. The cost of Force Field (24 PP) + Flight (6 PP) = Astral Form (30 PP)

Magic 12 (six power feat) cost 24 PP + 5 PP for the power feat (The first power feat is coming as free with Magic, as told in the first paragraph).

The Mystic will be able to use 6 spells, but no more than 1 will be able to be in effect at a time. Note to this, a power like Snare have an Instant duration. So if someone have been snared, you can still cast after even if the snare is still there. But you wouldn't be able to use your snare power while shapeshifted, as Shapeshift have a duration of Sustain, and while sustaining a spell, you cannot cast another one.

You can also buy a Dynamic Alternate Power at 2 PP. In teh case of the Mystic, let's say she has bought Dynamic Alternate Power for her Magic, that mean she could use her shapeshift spell with her snare, but both spell will have to run at lower power. So she could divide her 24 PP between the two power. So instead of having Shapeshift 3 and Snare 12, she could use at the same time Shapeshift 1 and Snare 8 (8 + 16 = 24).

I hope I have been clear for the Alternate Power Feat
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