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M&M: Bad First Session/All Or None
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<blockquote data-quote="takyris" data-source="post: 1759431" data-attributes="member: 5171"><p>Ledded: Thanks! We'll see how it goes. It's going to be tough, in some cases, to figure out whether something is Training or Device based. I mean, should <strong>every</strong> whip be able to do that stuff, or should it just be "The Hero's Whip" that lets him do that? One way makes every whip more expensive, PP-wise, while the other way lets the hero lose his whip and get another one without trouble.</p><p></p><p>What I really want to do is encourage my group's creativity as much as possible in the coming session -- when I make the pitch to switch over. I flipped through M&M last night, and there were a few obvious Powers that would just completely work:</p><p></p><p>Amazing Save (duh)</p><p>Clinging (as I discussed above)</p><p>Leaping (as I discussed above)</p><p>Running (fleetness of foot)</p><p>Strike</p><p>Stun</p><p>Fatigue (pressure point muscle attack)</p><p>Paralyze (pressure point pain attack)</p><p>Drain (for Strength/Dex, either the use of poison or a pressure-point attack)</p><p>Force Field (as mentioned above)</p><p>Combat Sense</p><p>Super-Strength (minus lifting capacity improvement)</p><p>Super-Dexterity</p><p>Super-Constitution</p><p>Super-Intelligence</p><p>Super-Wisdom</p><p>Super-Charisma</p><p>(All the supers would be pretty limited -- I'd allow them four or so ranks at the most due to training)</p><p></p><p>With weapons and devices, I can see adding things like:</p><p></p><p>Snare (tangling)</p><p>Obscure (primitive smoke bombs, or a personal-range-only half-concealment version -- a cloak that partially obscures your location)</p><p>Clinging (the whip or a grappling hook or something like that)</p><p>Dazzle (as a weapon feature, a blinding strike or something)</p><p>Quills (as I mentioned, as an off-hand feature)</p><p></p><p>And then there are the kind of middle-ground ones, the ones that would only work if done properly under very specific circumstances:</p><p></p><p>Slick (some kind of oil or grease device)</p><p>Mind Control (as a way for very high-ranking nobility to give orders to lower-class folk, who instinctively obey out of sheer ingrained subservience)</p><p></p><p>Beyond that, I can imagine that magic will make use of almost everything, from Trolls with Regeneration (flaw:No fire or acid) to spirits with Incorporeal (except silver) to mystical wands that throw bolts of lightning...</p><p></p><p>So we'll see how it goes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 1759431, member: 5171"] Ledded: Thanks! We'll see how it goes. It's going to be tough, in some cases, to figure out whether something is Training or Device based. I mean, should [b]every[/b] whip be able to do that stuff, or should it just be "The Hero's Whip" that lets him do that? One way makes every whip more expensive, PP-wise, while the other way lets the hero lose his whip and get another one without trouble. What I really want to do is encourage my group's creativity as much as possible in the coming session -- when I make the pitch to switch over. I flipped through M&M last night, and there were a few obvious Powers that would just completely work: Amazing Save (duh) Clinging (as I discussed above) Leaping (as I discussed above) Running (fleetness of foot) Strike Stun Fatigue (pressure point muscle attack) Paralyze (pressure point pain attack) Drain (for Strength/Dex, either the use of poison or a pressure-point attack) Force Field (as mentioned above) Combat Sense Super-Strength (minus lifting capacity improvement) Super-Dexterity Super-Constitution Super-Intelligence Super-Wisdom Super-Charisma (All the supers would be pretty limited -- I'd allow them four or so ranks at the most due to training) With weapons and devices, I can see adding things like: Snare (tangling) Obscure (primitive smoke bombs, or a personal-range-only half-concealment version -- a cloak that partially obscures your location) Clinging (the whip or a grappling hook or something like that) Dazzle (as a weapon feature, a blinding strike or something) Quills (as I mentioned, as an off-hand feature) And then there are the kind of middle-ground ones, the ones that would only work if done properly under very specific circumstances: Slick (some kind of oil or grease device) Mind Control (as a way for very high-ranking nobility to give orders to lower-class folk, who instinctively obey out of sheer ingrained subservience) Beyond that, I can imagine that magic will make use of almost everything, from Trolls with Regeneration (flaw:No fire or acid) to spirits with Incorporeal (except silver) to mystical wands that throw bolts of lightning... So we'll see how it goes. :) [/QUOTE]
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