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Mutants & Masterminds: Question about power stunts and extra's
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<blockquote data-quote="Teflon Billy" data-source="post: 1785067" data-attributes="member: 264"><p>Right</p><p></p><p></p><p></p><p>Right, and you would be able to use <em>either</em> of them in a round. Not both.</p><p></p><p></p><p></p><p>Nope. You can use it either/or...that's how stunts work.</p><p></p><p>To model using them both at the same time (say, a cold blast that drains Heat Energy) You would...</p><p></p><p>Buy <strong>Energy Blast: Cold</strong> (Base power) 2pp/level . +10 power =20pp</p><p></p><p>Add <strong>Drain</strong> as an <em>extra</em> (not a stunt) of the base power 2pp/lvl, -1pp/lvl as an extra. +10 Power =10pp</p><p></p><p>Add <strong>triggered</strong> as an <em>extra</em> on the <strong>Drain</strong> power (Trigger is Energy Blast being fired)=10pp</p><p></p><p>So total is 20+10+10pp=40 pp for an attack that requires a damage save to avoid Stun hits and a Fortitude Save to avoid Heat Energy being Drained away</p><p></p><p></p><p></p><p>So far so good.</p><p></p><p></p><p></p><p>the same as the base power...in your example +10</p><p></p><p></p><p></p><p>you can fiddle around with the "pp" represented in the Power Stunt as you like, but they can't total more than the base power at any time.</p><p></p><p>So say you had your cold blast +10, That's 20 pp, ame as the Cold Control base power. All good.</p><p></p><p>But suppose you wanted <em>Area Effect</em> on the Energy blast. To add that extra would be an extra 10pp, which would bring the total to 30pp...which is not allowed.</p><p></p><p>So you could add a flaw like <strong>Tiring</strong> or soemthin on it, Which with the -1pp level cost, would cancel out the extra cost incurred by the <strong>Area</strong> extra, and would bring it back down to 20pp.</p><p></p><p>Or you could Make the Cold Blast only +6 (12pp) with the area extra (+6pp_ which equals 18pp..spend the final two points adding <em>Penetrating</em> as a power stunt and you have an effective +8 Area Cold blast for 20pp...which icomes in under the cap of the Power Stunt.</p><p></p><p></p><p></p><p>And it does...</p><p></p><p></p><p></p><p>It does, because Energy blast is a 2pp/lvl power, and that is reduced by 1 for it being an <em>Extra</em></p><p></p><p></p><p></p><p>Correct.</p><p></p><p></p><p></p><p>+10, same as the base power.</p><p></p><p></p><p></p><p>Yes, the Energy Field is a sustained power, triggered by a melee atack against you. It doesn't require an action on your part to "use" other than to activate and sustain it. The Energy Blast however, requires a half action. </p><p></p><p></p><p></p><p>Well, they are entirely different power sets for one. Their effects are not similar.</p><p></p><p>The first one (Energy Control: Cold + Energy Blast Cold) will let you </p><p></p><ul> <li data-xf-list-type="ul">Fire off Energy Blasts</li> <li data-xf-list-type="ul">Create "Ice Slicks" out of Ambient Moisture</li> </ul><p></p><p>The second (Energy Field + Energy Blast) will let you</p><p></p><ul> <li data-xf-list-type="ul">Inflict damamge on opponents as the hit you</li> <li data-xf-list-type="ul">Fire off enegy blasts</li> </ul><p></p><p>The first costs 22pp, the second costs 30pp. The second has the potential for two damaging attacks (or more) per round.</p><p></p><p>You can't really compare them in terms of cost...you either <em>want </em>to create ice slicks or you don't.</p><p></p><p></p><p></p><p>No apologies necessary. It's a pretty tricky ruleset, and not particularly well explained in the Core Rulebook.</p><p></p><p>Take a gander over at <a href="http://www.mutantsandmasterminds.com" target="_blank">www.mutantsandmasterminds.com</a> and check the forums. Steve Kenson, the author of the game has a thread in the forum where he answers rule questions in a timely fashion.</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 1785067, member: 264"] Right Right, and you would be able to use [i]either[/i] of them in a round. Not both. Nope. You can use it either/or...that's how stunts work. To model using them both at the same time (say, a cold blast that drains Heat Energy) You would... Buy [B]Energy Blast: Cold[/B] (Base power) 2pp/level . +10 power =20pp Add [b]Drain[/b] as an [i]extra[/i] (not a stunt) of the base power 2pp/lvl, -1pp/lvl as an extra. +10 Power =10pp Add [b]triggered[/b] as an [i]extra[/i] on the [b]Drain[/b] power (Trigger is Energy Blast being fired)=10pp So total is 20+10+10pp=40 pp for an attack that requires a damage save to avoid Stun hits and a Fortitude Save to avoid Heat Energy being Drained away So far so good. the same as the base power...in your example +10 you can fiddle around with the "pp" represented in the Power Stunt as you like, but they can't total more than the base power at any time. So say you had your cold blast +10, That's 20 pp, ame as the Cold Control base power. All good. But suppose you wanted [I]Area Effect[/I] on the Energy blast. To add that extra would be an extra 10pp, which would bring the total to 30pp...which is not allowed. So you could add a flaw like [b]Tiring[/b] or soemthin on it, Which with the -1pp level cost, would cancel out the extra cost incurred by the [B]Area[/B] extra, and would bring it back down to 20pp. Or you could Make the Cold Blast only +6 (12pp) with the area extra (+6pp_ which equals 18pp..spend the final two points adding [i]Penetrating[/i] as a power stunt and you have an effective +8 Area Cold blast for 20pp...which icomes in under the cap of the Power Stunt. And it does... It does, because Energy blast is a 2pp/lvl power, and that is reduced by 1 for it being an [i]Extra[/i] Correct. +10, same as the base power. Yes, the Energy Field is a sustained power, triggered by a melee atack against you. It doesn't require an action on your part to "use" other than to activate and sustain it. The Energy Blast however, requires a half action. Well, they are entirely different power sets for one. Their effects are not similar. The first one (Energy Control: Cold + Energy Blast Cold) will let you [list][*]Fire off Energy Blasts [*]Create "Ice Slicks" out of Ambient Moisture [/list] The second (Energy Field + Energy Blast) will let you [list][*]Inflict damamge on opponents as the hit you [*]Fire off enegy blasts[/list] The first costs 22pp, the second costs 30pp. The second has the potential for two damaging attacks (or more) per round. You can't really compare them in terms of cost...you either [I]want [/I]to create ice slicks or you don't. No apologies necessary. It's a pretty tricky ruleset, and not particularly well explained in the Core Rulebook. Take a gander over at [url]www.mutantsandmasterminds.com[/url] and check the forums. Steve Kenson, the author of the game has a thread in the forum where he answers rule questions in a timely fashion. [/QUOTE]
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