Freedom City Campaign [M&M2] - OOC Discussion

Does the 20pp limit in "one power" include alternate powers added on?

Or could I have a Blast 10 with AP: Blast 5 [Area, Penetrating] ?
 

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Love time-travel stuff but I can see why people wouldn't want it in a game.

I have a bunch of concepts and am not particularly picky.

The one I like the most is a little bit complex:
A failed superhero with a minor power (irradic precognition) gets developes a friendship with an imprisioned brilliant/ethical/very crazy supervillian after his only successful adventure involved stopping a killer who was using some of the supervillian's gear.
As a reward the supervillian gave him access to some of his gear and a special suit. Unfortunately the hero can't take off the suit and the supervillian has disappeared (or died mysteriously*).
He adopts/modifies the villians gear to act as a crimefighter.
The villian's name was the the Trapper he has picked the (oh-so-dorky) name Entrapper.

The character might be a bit irriating because
1. Hodgepodge of powers
2. Strong ethical component (no killing)
3. Can M&M do technological gizmos well?

Powers would be:
Precognition, probably actually going to have developed a lot relative to where he started his carreer, but very short term (i.e. he's got a very good idea of what is going to happen a second from now -- beyond that... not so hot)
Phasing (from the suit) -- the trick is that he can't breath while phased so it's short term. The suit only can (or is programmed to... he can't figure it out) let him phase a very small amount of matter (and the trapper gear)
Trapper gear -- lots of non-lethal type stuff. Goo-grenades are the basic but I'd like to have a few different types of things. The actually Trapper's stuff was much bigger/grander/crazier, but fair less pragmatic (like he'd try to turn all the water in the city into viscious glue-type substance).

I guess it may not be clear but I'm thinking about something like the Starman comic, the one where the younger brother takes over the cosmic rod (I think James Robinson wrote it?). I loved that book.

Other ideas:
Kid Frankenstein
The Daoist (a Chinese mystic who can turn his body to air)
A character with super-man type powers pretending to be a batman type character (probably too complex/not interesting enough for the game)
 

Insight said:
This sounds a lot like Thor's origin... but there's nothing wrong with that. I like the basic idea. Now which god???

I actually was going more for Thor crossed with Superman. I am glad there is nothing wrong with it.

I am leaning toward this first character or the King Arthur inspired character.

As for the 20 pp/power limit, the Arthur character won't work if that means I can only spend 20pp on the power "Device."

If I want a Device that has an array of powers, none of which have more than 20pp to their name, would that work?

As far as power level goes, I was thinking the sword would give me a pretty hefty strike, in addition to granting me amazing regeneration/immunities. Pretty high-powered stuff, but only if I cna load of the device with multiple powers.

I'll do some God research and come up with some possibilities as well.
 

I also have many ideas!

Also, does the 20pp limit count towards linked powers? Could a blast that's linked to a Blind have 20pp for each effect, or just 20pp to divide between them?

More postage tonight when I have time...
 

I have a few concepts I've been batting around. This one is my current favorite. If it doesn't fly let me know and I'll work on one of the others.

Nanite

John Tyler is a normal college student who attempts to make a quick buck by signing up for an experimental drug trial. However, instead of receiving his drug, John becomes an unwitting dupe for industrial espionage.

There is an underhanded doctor working on a secret nano technology project at the same company developing the test drug. He cannot remove the nanobots from the labs himself, the workers are watched too closely. Instead he contrives to inject them into John, intending to kidnap him and forcibly remove the technology once it was safely outside. Much to his chagrin, he is discovered before he can make good his plans, but not before the nanites are injected into our ususpecting hero.

Sadly, the plan would not have worked in any case. Once adapted to a host, the nanites become inert if removed. Forced with losing a fortune and countless years of research, the firm strikes a deal with John where he becomes the newest test subject for their nanotechnology. He takes it out into the streets on Freedom City and puts it to real use.

The nanites inside him are incredibly sophisticated devices, improving on John's natural abilities, keeping him healthy and repairing any damage. But their most versatile function is their ability to reconfigure into a limitless number of devices for any conceivable purpose.


Basically, in addition to improved physical abilities and regeneration, the nanites would also produce a limited shapeshift type effect where he creates specific effects one at a time with nanite devices. Jetpack, laser, armor, those kind of things.
 

Since multiple people have asked, here is the deal with 20pp limit on one power:

One power means just that, one entry in the list of powers. Remember, though, that the existence of things like Alternate Powers means that you can fit multiple powers under one umbrella or create them separately if you want to be able to use them at the same time. For example, Bastion (one of the sample characters) has Kinetic Control (20pp) and both Force Field (20pp) and Flight (8pp). Flight and Force Field are available as Alternate Powers under Kinetic Control, but I wanted him to be able to fly and be protected while potentially moving objects, slowing a foe, etc, so I bought them outside the Kinetic Control.

In many cases, since this is PL 10, you are going to max out with 10 ranks in a power that costs 2pp/rank. You can also add flaws that will bring the total pp/rank down to 2 or less. You can also add Drawbacks to a power to reduce its cost.

As for Devices, and other powers that represent a "container" array, you can purchase more than 20pp of the array itself, but no power listed within the array can be more than 20pp. One of the sample characters has an Alternate Form array that I am buying at more than 20pp, but all the set powers beneath that Alternate Form are 20pp or less.

I hope that helps. A lot of the early part of this discussion will involve character construction. I fully expect that, so keep the questions coming.
 
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Shayuri said:
I also have many ideas!

Also, does the 20pp limit count towards linked powers? Could a blast that's linked to a Blind have 20pp for each effect, or just 20pp to divide between them?

More postage tonight when I have time...

According to the rules, linked powers are considered to be one power. They can be shut off or drained as one power, so, for our purposes, they would be limited to 20pp total.

One option, however, would be to add flaws to the base power (either the blast or the blind) to reduce the total cost so that you could have more ranks of both. Or add the same flaws to both.
 

hero4hire said:
Does the 20pp limit in "one power" include alternate powers added on?

Or could I have a Blast 10 with AP: Blast 5 [Area, Penetrating] ?

Blast 10 by itself is already 20pp. Adding Blast 5 as an Alternate Power with Area and Penetrating would be (4/rank) 20pp. It's legal, since the Alt Power is equal to or less than the base power, but you would be at 21pp (1 from the Alt Power feat). You'd have to add a Drawback or somehow lower the cost of the power by 1.
 

hero4hire said:
Okay concepts are:

Arachknight gains powers from a spider-like symbiote.
Tension Martial artist with Elasticity
Gauntlet Gadgeteer with a Power Glove that boosts strength
Daddy-Longlegs Mutant artist wannabe who is unnaturally tall
Karapace invulnerable alien from a high grav world
Rumble from the grittier side of Freedom City. Rumble's power is he can fight.
He's never trained, never had to. He just instinctively knows what moves to make and when.
Mnemonic amnesiac with the Power to absorb memories and skills

These all seem fine to me as concepts. Which one do you like the best?
 

Graf said:
Love time-travel stuff but I can see why people wouldn't want it in a game.

I have a bunch of concepts and am not particularly picky.

The one I like the most is a little bit complex:
A failed superhero with a minor power (irradic precognition) gets developes a friendship with an imprisioned brilliant/ethical/very crazy supervillian after his only successful adventure involved stopping a killer who was using some of the supervillian's gear.
As a reward the supervillian gave him access to some of his gear and a special suit. Unfortunately the hero can't take off the suit and the supervillian has disappeared (or died mysteriously*).
He adopts/modifies the villians gear to act as a crimefighter.
The villian's name was the the Trapper he has picked the (oh-so-dorky) name Entrapper.

The character might be a bit irriating because
1. Hodgepodge of powers
2. Strong ethical component (no killing)
3. Can M&M do technological gizmos well?

Powers would be:
Precognition, probably actually going to have developed a lot relative to where he started his carreer, but very short term (i.e. he's got a very good idea of what is going to happen a second from now -- beyond that... not so hot)
Phasing (from the suit) -- the trick is that he can't breath while phased so it's short term. The suit only can (or is programmed to... he can't figure it out) let him phase a very small amount of matter (and the trapper gear)
Trapper gear -- lots of non-lethal type stuff. Goo-grenades are the basic but I'd like to have a few different types of things. The actually Trapper's stuff was much bigger/grander/crazier, but fair less pragmatic (like he'd try to turn all the water in the city into viscious glue-type substance).

I guess it may not be clear but I'm thinking about something like the Starman comic, the one where the younger brother takes over the cosmic rod (I think James Robinson wrote it?). I loved that book.

Other ideas:
Kid Frankenstein
The Daoist (a Chinese mystic who can turn his body to air)
A character with super-man type powers pretending to be a batman type character (probably too complex/not interesting enough for the game)

M&M2 treats gadgets (called Device in the rules) as "container arrays". Essentially, you put points into the Device, then buy powers based on the properties of the Device. For example, you could have a jetpack that would essentially be Device 2 (giving you 10pp to spend on powers) with the power Flight 5 (normally 2pp/rank, or 10pp).

Devices aren't much more complex than that. Let me know if you have additional questions.
 

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