Mutants and Masterminds: The Heroes of Freedom [Recruit, Check Waiting List]

Darth Ecks said:
I just asked garyh for his layout...I mainly go to him with any questions I have about enworld. He IS the one that got me onto the boards, after all. ;)
Well he “acquired” if from me, and I “acquired” it from someone else on the board... :D
 

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Hammerhead said:
/e shudders

It's a HERO refererence.

You weren't shuddering when we were testing out your shadow imitation guy.

The numbers are from HERO. The power is proportionally more expensive for a starting HERO super than a feat in MM, but the pricing structures are different for lots of things.
 

Victim said:
You weren't shuddering when we were testing out your shadow imitation guy.

The numbers are from HERO. The power is proportionally more expensive for a starting HERO super than a feat in MM, but the pricing structures are different for lots of things.

Ah, I see. I bought HERO 5th Ed, read the first 2 chapters, shuddered not unlike HH up there, and promptly recouped my loss on Ebay.
 


Hammerhead said:
It's a good system, if you understand it. Still, it's problematic for GMs, since each of their bad guys takes hours to create.

For a game that was in it's 5th Edition, it seemed, I dunno, old. Reminded me of when I tried to read through the Hackmaster PHB. I pull out the Atari and C64 emulators once in a while, but I can only stomach those for a little while, too. :)
 


I put Shift's background up.

Also, I would like some advice on how to go about claiming certain things...
Basically, I would want Duplication to be a free action, so that Shift can make a duplicate while teleporting (or maybe he could do both half actions at the same time and that would be his turn?). But also, I want duplication and the other powers (Force Field and Incorporeal) to be useable only a number of rounds equal to the teleportation rank after the teleportation (so basically for 10 rounds after I teleport, I can be incorporeal or have a force field up, which corresponds to the glowing phase). I could take the identity change feat, but that says it takes a half action to change, which it seems to me that shift's change is the teleporation itself. I also want Shift to be vulnerable to radiation during this time, and I am not sure exactly how to get that right. Basically, I am not begging for points or anything, I just want to know how to get it correct within the game mechanics.

Thank you
 

The waiting list is at the beginning.

Mechanically, there is no flaw of Power Source. This flaw isn't very disabling; all it requires you to do in combat is to teleport, which is not much of a sacrifice. Outside of combat, it isn't a flaw at all. Further, it adds unnecessary complication to the game, since you have to keep track of rounds active. Compared to Slow, where it takes an extra half action to do all of your powers, the Power Source flaw only requires you to use one half action every ten rounds, assuming you weren't going to T-Port anyway.

Flavorwise, nothing prevents you from claiming that you have to teleport to activate your powers, but that disadvantage isn't really worth any points.
 

Hammerhead said:
The waiting list is at the beginning.

Mechanically, there is no flaw of Power Source. This flaw isn't very disabling; all it requires you to do in combat is to teleport, which is not much of a sacrifice. Outside of combat, it isn't a flaw at all. Further, it adds unnecessary complication to the game, since you have to keep track of rounds active. Compared to Slow, where it takes an extra half action to do all of your powers, the Power Source flaw only requires you to use one half action every ten rounds, assuming you weren't going to T-Port anyway.

Flavorwise, nothing prevents you from claiming that you have to teleport to activate your powers, but that disadvantage isn't really worth any points.

There is a flaw of power source in energy control, and I felt that it could be analagous to that. If someone limits my access to teleportation (drains that power) then the rest cannot be used. I am sorry, I sort of forgot to mention that (garyh was helping me with my character and we thought that could be a good idea and then I didn't even think about it). And also, the powers tied to my teleport are incorporeal, force field, and duplication, all of which can be pretty useful outside of combat (well, not force field so much). My combat skills are generally my feats.
 
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The Flaw for Energy Control means you have to use existing sources of energy. For example, Pyro in X2 had that flaw; he had to carry a lighter everywhere and start fires that way, then use EC to burn people.

If you buy Duplicate, FF, and Incorp as Extras of Teleport, then they are also eliminated if hit by a Drain attack. However, they also make you harder to Drain, so it's a trade-off.
 

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