Monitor Duty (Freedomverse OOC)

The problem with Attack leap 1 is the DC would be so low (10+rank) it would barely work on anyone. I believe there is a Forced Movement built on Move Object called Massive Knockback which I could look into for you. Again for 15 foot of knockback the save is fairly low. Usually I leave knockback as a planned maneuver, an in-battle complication. Or just flavor.

Gah! another foible of Herolab. You can indeed give a power an advantage, however, it appears that the statblock output does not differentiate between how you got the Advantage. My version only bought it in the breaking power, and if you are ever going to smash something you were ALWAYS going to use the breaking power so it was a nice little point saver.

Please feel free to shift points around or change what you do not like. I am probably not going to start the game until next week. You are going for very complex game effects for a first timer. Please do not get discouraged. It isn't usually as complex as all of this.

Ah, didn't realize what I was going for was so complex in M&M. It's stuff that I can visualize really easily. Heh.

Finding that line between "here's what you need to codify" and "here's what we can just improvise during play" is something I could use help with since I'm unfamiliar with M&M. For example, how Knockback would be a planned maneuver / in-battle complication / flavor – that's hugely helpful, makes me realize I don't need to invest points in it.
 

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Massive Knockback
You not only hit hard, but deliver considerable momentum
with your punches, enough to send targets flying. If
you successfully hit, and the target fails a Strength check
against your effect rank, they are flung back a distance
equal to your effect rank minus their mass rank.
Massive Knockback: Move Object, Close Range, Limited to
Flinging Targets Away, Linked to Strength Damage • 1 point per
2 ranks.

What's the standard formula in M&M for determining resistance check DC?

For example, Damage clearly states Toughness checks are 15+rank. What's the equivalent for other defenses? And for Massive Knockback? 10+rank?
 

Dodge, Will and Fortitude saves are DC 10+rank
Toughness saves are DC 15+rank
Since Massive Knockback is not a Damage effect, I would guess 10+rank. Keep in mind that the average adult is mass rank 2 (200 lb).
 

Y'all's talk about Summoning has made me decide to make a Summoner tonight. I was looking over the example powers, the Create Twin and Create Triplets powers. There's just so much you can do with that, especially if you give them each a different power set. You can basically be your own team. A very fragile team, perhaps, but a team nonetheless.
 

hero4hire said:
Nine Palms Diagram: Strength-based Shapeable Area Damage 7 (DC 25; Shapeable Area: 30 cft., DC 17 [3 extra ranks])

Nine Diagram: Strength-based Shapeable Area Damage 7 (DC 25)

Question: Because it has the Area (Shapeable) modifier, would this attack be Dodge DC 17 to take half the damage rank, rounded down (i.e. 3)? So if you succeed, you only need to make a DC 21 Toughness check. And if you fail you need to make a DC 25 Toughness check. Either way, you're taking some damage. Is that right? So there wouldn't be any attack roll?

M&M Hero's Handbook p.138-139 said:
Area +1 cost per rank
This extra allows an effect that normally works on a single
target to affect an area. No attack check is needed; the
effect simply fills the designated area, based on the type
of modifier. Potential targets in the area are permitted
a Dodge resistance check (DC 10 + effect rank) to avoid
some of the effect (reflecting ducking for cover, dodging
out of the way, and so forth). A successful resistance check
reduces the Area effect to half its normal rank against that
target (round down, minimum of 1 rank).
 

Question: Because it has the Area (Shapeable) modifier, would this attack be Dodge DC 17 to take half the damage rank, rounded down (i.e. 3)? So if you succeed, you only need to make a DC 21 Toughness check. And if you fail you need to make a DC 25 Toughness check. Either way, you're taking some damage. Is that right? So there wouldn't be any attack roll?
I will have to look into it. But since the combined effect is 10 ranks there might be a case for dc20 resistance.

But yes. No attack roll. They Get a Dodge save instead. Fail means DC 25 vs toughness. Success means only DC 20.

Sent from my SM-G900V using EN World mobile app
 

I will have to look into it. But since the combined effect is 10 ranks there might be a case for dc20 resistance.

But yes. No attack roll. They Get a Dodge save instead. Fail means DC 25 vs toughness. Success means only DC 20.

Sent from my SM-G900V using EN World mobile app

Thanks!

OK, a question about Massive Knockback. It's something that seems pretty iconic to the whole martial artist concept, and definitely I see my character doing it somewhat regularly. Should I invest points to make it a power?

Would something like this work?

[SECTION]MASSIVE KNOCKBACK [3 points]
Move Object rank 5 + Extras: Selective 1 + Flaws: Close Range -1/rank, Limited (to flinging targets away) -1/rank, Limited (ranks after 1st only increase Resistance DC) -1/rank, Linked to Strength Damage 0 [3 points]
Training, Chi/Mystical
  • When you hit with a Strength-based attack, you can choose to have the target make a DC 15 Strength check or be flung back a distance rank equal to your effect rank (1) minus their mass rank (2 for most people) = 15 feet (distance rank -1).
[/SECTION]

Trying to evaluate whether it's worth it to pin this down as a concrete power? If so, how to afford / build it. And what DC Strength check would be considered "effective" in M&M?
 


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[MENTION=20711]hero4hire[/MENTION] Here's my new version of Mystic Fist based on your build. I reduced 2 skill ranks and removed 3 advantages to free up 4 character points which went into powers (specifically redoing Eye of the Jade Tiger & adding Massive Knockback & adding Feature (Esoteric Style) to his Martial Arts). Otherwise, I used your power rewrites 100%, including eliminating the staff (part of his story is that he lost it in a duel), with the exception that I kept Dim Mak a Weaken-power with Damage; I didn’t make it an Affliction-power because I didn’t want to step on the toes of Tarantula & Hex [MENTION=6801242]GreenKarl[/MENTION] and [MENTION=4936]Shayuri[/MENTION]) whose PCs have Affliction-based powers.



Mystic Fist

Kevin Zhang is the 21st earthly incarnation of the legendary Li Po known also as the Immortal Grasshopper or the Mystic Fist. However, on the streets of Freedom City he sometimes goes by the name of Nightstick (his persona before gaining powers), or by less-than-sympathetic sensationalist magazines as the Kung-Fu Killer.

Totals: Abilities 58 + Defenses 20 + Skills 20 + Advantages (inc. Equipment) 12 + Powers 40 = 150

Abilities [58 pts]
STRENGTH 3 STAMINA 4 AGILITY 4 DEXTERITY 1 FIGHTING 10 INTELLECT 2 AWARENESS 4 PRESENCE 1

Defenses [20 pts]
Dodge 12 Parry 12 Toughness 8 (Iron Shirt Chi Gung) Fortitude 9 Will 9

Offenses
Initiative +8

Unarmed +10 (DC 18)
Grab +10 (DC 13 Strength)

Throwing Star +10 (Ranged, DC 16) Multiattack

*Legendary Fist +10 (DC 25) Strength-based, Multiattack
*Boot to the Head +14 (DC 21) DC 16 Fortitude: dazed & hindered > compelled & prone; Split 1
*Breaking Blow objects only, +8 OR routine 18 and auto-crit on hit (DC 27); Penetrating 12
Dim Mak requires grab, +10 vs. Parry (DC 20, can delay damage) Fortitude DC 20: Weaken Stamina up to -5
*Nine Palms Diagram Shapeable 30-ft Area, Dodge DC 17 (DC 20 on success, DC 25 on failure)
Forced Astral Projection Reach +14 (no damage) Will DC 15: special

*Massive Knockback (optional) When hitting with these powers, can force target to make a DC 13 Strength or be pushed 15 feet (distance rank -1 = power rank (1) - size rank (2))

Skills [20 pts]
Acrobatics (AGL) 7 (+11), Athletics (STR) 5 (+8), Expertise (INT) (Photography) 1 (+3), Insight (AWE) 1 (+5), Intimidation (PRE) 2 (+3), Investigation (INT) 3 (+5), Perception (AWE) 4 (+8), Persuasion (PRE) 3 (+4), Ranged Combat (DEX) (Throwing) 9 (+10), Stealth (AGL) 1 (+5, or +10 urban environments), Vehicles (DEX) 4 (+5)

Advantages [12 pts]
Agile Feint – use Acrobatics bonus in place of Deception to feint and trick in combat
*Equipment [4] – gain 20 points of equipment
Improved Disarm – no penalty to attempt a disarm, and target doesn’t get opportunity attack
Improved Initiative [1] – gain +4 initiative
Languages [2] – Tibetan, Mandarin
Move by Action – move both before and after your action
Redirect – if you trick an opponent using Deception, you can redirect a missed attack against you from that opponent to another target adjacent to you as a reaction
Trance – through a minute and DC 15 Awareness check, enter a death-like trance

Powers [40 pts] (Origin – Chi/Mystical)

Eye of the Jade Tiger [6 points]
Senses rank 5 (Accurate (visual) 2, Danger Sense (mental) 1 + Detect Chi (mental) 1 + Ranged 1) + Extras: Dimensional (one dimension: Astral) 1 [6 points]
Training, Chi/Mystical
  • When you would be surprised, make a DC 10 (GM may raise) Perception check. One degree of success means you’re not surprised, but can’t act. Two or more degrees of success mean you’re not surprised and may act during the surprise round.
  • Sense the use of Chi effects at Range.
  • Can sense into the Astral Dimension, such as Shambala Vale.

Iron Shirt Chi Gung [5 points]
Protection rank 4 + Extra: Feature 1 [5 points]
Training, Chi/Mystical
  • Gain +4 Toughness.
  • The Feature allows him to root to the Earth, applying this +4 bonus to resist attempts to knock him down or forcibly move him.

Massive Knockback [2 points]
Move Object rank 3 + Extras: Selective 1 + Flaws: Close Range -1/rank, Limited (to flinging targets away) -1/rank, Limited (ranks after 1st only increase Resistance DC) -1/rank, Linked to Strength Damage 0 [2 points]
Training, Chi/Mystical
  • When you hit with a Strength-based attack, you can choose to have the target make a DC 13 Strength check or be flung back a distance rank equal to your effect rank (1) minus their mass rank (2 for most people) = 15 feet (distance rank -1).

Way of the Grasshopper [3 point array]
Training, Chi/Mystical

>>FEATHER STEP Movement rank 2 (Trackless (visual) 1, Water Walking 1 + Flaws: Limited (solid surfaces) -1/rank) [2 points]
  • Cross over any solid surface without disturbing it or leaving a trace.
  • Walk on water, but you sink if you are prone.

>>WIRE-FU Leaping rank 2 [1 point, as part of array]
  • Leap 15 feet as a free action.

Martial Arts [24 point array]
Training, Chi/Mystical, Esoteric Style (see below)
  • Esoteric Style: Only those familiar with the corresponding esoteric styles can recognize your martial arts style or use Assessment or Analyze Style on you.

>>LI PO'S LEGENDARY FIST [18 points]
Damage rank 7 (Strength-based) + Extras: Feature (Esoteric Style) 1, Multiattack +1/rank [18]

Esoteric Style (Shambala Kung-Fu)
  • Toughness DC 25: -1 resistance / dazed & -1 resistance / staggered & -1 resistance / incapacitated.
  • Multiattack vs. Single Target: for two degrees success resistance DC +2, for three or more +5.
  • Multiattack vs. Multiple Targets: target up to 6 creatures, with corresponding penalty to each attack.
  • Covering Attack: ally within sight (but not in close combat) receives benefits of Cover vs. enemies within line of sight and Close Range of you; enemy can ignore the cover but you gain a free attack against that enemy.
  • Switch between >>“styles” (Alternate Effects) 1/turn as a free action.

>>BOOT TO THE HEAD [1 point, as part of array]
Feature (Esoteric Style) 1 [1]
Affliction rank 6 (Linked) + Extras: Accurate 2, Extra Condition +1/rank, Split 1, Subtle 1 + Flaws: Limited Degree -1/rank [10]
Damage rank 3 (Linked, Strength-based) + Extras: Accurate 2, Split 1, Subtle 1 [7] [18 total]

Esoteric Style (Tae Kwon Leap)
  • May be used as a surprise attack requiring a DC 20 Perception check to detect.
  • A target hit must make a DC 16 Fortitude check. 1st failure = Dazed & Hindered. 2nd failure = Prone & Compelled to attack you.
  • You may split the damage and Affliction conditions between two targets as you wish.

>>BREAKING BLOW [1 point, as part of array]
Damage 9 (Strength-based) + Advantages: Improved Smash 1 + Extras: Feature (Esoteric Style) 1 + Penetrating 12 + Flaws: Inaccurate -1, Limited (objects only) -1/rank) [18]

Esoteric Style (Fa Jin One-Inch Punch)
  • Toughness DC 27, bypasses Impervious 22 or less.
  • You don't suffer penalty to target objects held by others.

>>DIM MAK [1 point, as part of array]
Feature (Esoteric Style) +1 [1]
Weaken rank 10 (Linked) +, Progressive +2/rank, Reversible +1 + Flaws: Grab-based -1/rank, Tiring -1/rank) [11]
Damage rank 5 (Linked) + Extras: Triggered +1 [6] [18 total]

Esoteric Style (Five Point Palm Exploding Heart Technique)
  • You must grab a creature before using Dim Mak, the effect occurring automatically as a Reaction.
  • Target must make a DC 20 Fortitude check. On a failure, target loses ranks from Stamina equal to the difference between the check result and the DC divided by 2, up to a maximum of -5.
  • If Stamina is reduced to -5, it is Debilitated, leaving target dying with -5 Fortitude vs. death.
  • Dim Mak strikes are cumulative, and lost Stamina points recover naturally 1 point per turn.
  • Progressive Weaken effect reduces Stamina each round until the target successfully resists. Make a new resistance check for the target at the end of each turn; failure weakens the target’s Stamina further, while success stops the Progressive Weaken.
  • Triggered: You can delay damage from Dim Mak "until the target exerts effort (e.g. taking 100 steps)."
  • Tiring: You suffer a level of fatigue after using Dim Mak.

>>REDIRECT ATTACKS [1 point, as part of array]
Deflect rank 9 + Extras: Feature (Esoteric Style) 1, Reflect +1/rank, Redirect +1/rank + Flaws: Quirk (no energy attacks) -1, Reduced Range (close) -1/rank [18]

Esoteric Style (Heavenly White Tara's Mudra)
  • When taking the Defend action vs. Close-range non-energy attacks targeting Dodge/Parry, you can use Deflect 9 in place of an active Defense for others as well as yourself (on a roll of 10 or less add 10).
  • Reflect: You can reflect attacks back at the attacker as a free action. First, you must successfully deflect the attack, then make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits.
  • Redirect: You can redirect attacks you successfully deflect at any target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one.

>>NINE PALMS DIAGRAM [1 point, as part of array]
Damage rank 7 (Strength-based) + Extras: Esoteric Style 1, Area (Shapeable) +1/rank) [18]

Esoteric Style (Nine Palms Diagram)
  • Target all within 30 cubic feet (volume rank 5) shaped however you want.
  • Dodge DC 17 to “take half effect rank” (i.e. rank 3).

>>FORCED ASTRAL PROJECTION [1 point, as part of array]
Movement 5 ranks (Dimensional: mystic 2, Permeate 3) + Extras: Accurate 2, Affects Insubstantial 2, Attack (Parry) +0, Feature (Esoteric Style) 1, Reach 1, Reversible 1 [17]

Esoteric Style (No-Touch Ghost Finger)
  • Make an attack to touch a target at Reach, who gains a DC 15 Will resistance check. The target can be in this world, in a mystic dimension like Shambala Vale, or insubstantial. An affected target has an out-of-body experience (i.e. forced astral projection) corresponding with one of these effects:
  • The target is shifted across dimensional boundaries (e.g. from a mystic dimension into the world or from the world to a mystic dimenion). If the entity is extradimensional in nature, this works like a banishment. Against creatures of the normal world, however, their body remains behind but cannot be targeted until they return to it – which happens automatically if someone tries to target them.
  • The target is pushed through physical objects in a direction of your choosing, forcibly moved up to their speed, phasing through intervening objects as if insubstantial.
  • The target receives a momentary vision of a mystic dimension as their soul leaves their body. The effects of this are left up to role-playing and the GM.

*Equipment (20 pts)
Costume [3]: Camo clothing (urban, +5 Stealth), Comm-link, Night vision goggles)

Motorcycle [10] (Kawasaki Ninja)

Utility Belt [7]: Audio recorder, Camera, Multi-tool, Restraints, Throwing Stars (Ranged Damage 1, Strength-based, Multiattack)

Background
...work in progress...

Complications

Motivation: Acceptance: Being trained in the Shambala Vale and awakened to mystical powers of Chi, Kevin feels alientated from those around him even when in the midst of the city he calls home. Finding a sense of belonging has been a struggle his entire life, only amplified by the traumatic training he underwent in Shambala. Moreover, he is struggling to clear his name of association with the “Kung-Fu Killer” that sensationalist journalists are running with, hoping to earn the acceptance of Freedom City as one of its heroes.

Motivation: Responsibility: Though the monks of Shambala Vale advocated withdrawing from the world, Kevin feels he has a responsibility to defend Freedom City from the ###evil ninja cult###. At the same time, he is torn by his responsibility to defend Shambala as keeper of the Grandfather of Flowers staff.

Bad Reputation: The so-called “Kung-Fu Killer” is wanted for questioning in a string of murders involving a vigilante master of martial arts. While Kevin probably is guilty of killing someone (see “Secret” below), the media and cops are going after the wrong guy, and he intends to clear his name.

Honor: The way of the peaceful warrior is bound to a code of honor. Never to kill except in a duel to the death or in self-defense. To cause harm only as a last resort. To announce oneself and martial lineage when facing an enemy for the first time.

Identity: Kevin once prowled the streets under the codename “Nightstick” as an independent photographer belonging to a citizen watchdog/witness group. Only his closest friends and family know he was “Nightstick” – an identity which earned him enmity among organized crime. However, since returning from Shambala Vale, no one knows his identity as the “Mystic Fist.”

Potential PC Connections

[MENTION=6810779]jonathonhawke[/MENTION] Prometheus (as detective Luke Papadopoulos) might be partnered with the crooked beat detective Jimmy Pham, my PC’s uncle?

[MENTION=4936]Shayuri[/MENTION] Sandra's Grimoire may have once been kept in a library in Shambala Vale for safe-keeping... maybe there's information in there that my PC wants access to, and despite being tasked by mystics of Shambala with retrieving lost artifacts, he's more interested in other concerns pertaining to the campaign villain(s)? Or maybe you want to translate a certain magical passage only a "disciple of Shambala" can read?

[MENTION=6801242]GreenKarl[/MENTION] Tarantula’s eight-limbed nemesis the Widower might have been the NPC “killed” by my PC’s improper use of the Nine Palms Diagram or Dim Mak (see his "Secret" complication)…maybe accidentally struck during some kind of gang fight and fell into the same river that Tarantula fell into? Some kind of cosmic fate thing?

[MENTION=6855204]tglassy[/MENTION] Hawk might be a different breed of billionaire from his father, but that doesn’t mean that media didn’t thoroughly drag his name through the press in regards to that R&D accident which spewed toxic chemicals. What if my character was the photographer on a story that created a lot of bad press for Hawk, with behind-the-scenes photos my PC took illegally?
 
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