New Mutants and Masterminds Campaign 'Opening Moves' ooc thread

Yes, you can chain powers together in that way (although they should be thematically related) and receive a PP discount for doing that, but the disadvantage is that if the main power is Drained or Neutralized, then all the chained powers are also Drained or Neutralized.

While getting a price break by doing this, you are effectively 'putting all your eggs into one basket' and risking them all being taken away in one fell swoop.
 
Last edited:

log in or register to remove this ad

Well by the rules you can, the weakness of extra (which not all GM use but I LOVE) is Drains and Transfer. Generally you only drain/transfer one power (with out extras), but if you drain a power all the extras fail also...

Powers can not be less the 1 power point per level, so there is no reason to put a 1 pp power as an extra, unless it is just part of your 'package' or something. It all about you character concept.

NOW as a note I generally don't like it when players use a 1pp/level power as the base powers. If you use a 2pp/level or greater power it does not matter what power use you as the base as they all save the same. 1pp/level, well it is a bit... min/max (NOT that I am saying you are Hero honest ;))
 

perivas said:
Help me get this straight. Can one take extras from any power for any other power? I thought that they had to be related or spelled out in the description of the power. Take Strongarm for instance...can he take Super Strength as an extra for Amazing Save: Damage? They don't seem related to me.

Being super-tough and super-strong doesn't seem related thematically? Hmmmm...... :confused:
 


I guess I was a bit surprised when one uses a 1-point costing power as the base power and then just start taking extras...making the initial power essentially free.

Then again, I might be rethinking my character too much.
 

One question about that chaining of powers. Just to see if I got that right.

When I have a flaw for the base power, which can apply to the attached power, does it apply to it?

For example, Ghost's Dimensional Travel has the Heroic Effort flaw, does this mean, Teleportation has this flaw, too, automatically?

I thought, it worked that way, that's why I built it like this (the flaw is meant to limit Teleportation mostly), but I might be wrong. :)

Oh, and there is another benefit of attaching a 1 PP (or any) power to another power, that is, you can "pay" the cost for the attached power with a flaw to the base power, instead of paying PP, since it is now an Extra.

Bye
Thanee
 

perivas said:
I guess I was a bit surprised when one uses a 1-point costing power as the base power and then just start taking extras...making the initial power essentially free.

Works the same for Armor, yes?
 

Thanee said:
When I have a flaw for the base power, which can apply to the attached power, does it apply to it?

For example, Ghost's Dimensional Travel has the Heroic Effort flaw, does this mean, Teleportation has this flaw, too, automatically?


Nope. Extras/Flaws are applied independently to any powers in a chain and are not inherited by a power's 'children'.
 
Last edited:

BTW, any initial thoughts as to a 'team leader'? My first thoughts would probably be for 'Strongarm' as team leader since the character concept seems to be 'tactically smart', but what does everyone else think?

Any initial ideas for combined arms 'team tactics'? As far as I can see...

Nagi's focus seems to be: air support, ranged combat, mobility, and team transport.

Spyder's focus seems to be: melee combat, stealth, scouting/tracking, and night functionality.

Ghost's focus seems to be: air support, surprise attacks, ranged combat, infiltration, and intimidation/subterfuge.

Kineto's focus seems to be: air support, ranged combat, psionic awareness

Doctor S-3's focus seems to be: technology support, technology/science knowledge, anylasis/problem solving, and secondary 'everything' support since her gadgets can do just about anything.

Strongarm's focus seems to be: melee combat, team muscle, tactics, and secondary technology/science knowledge support.

It seems to me that Spyder and Strongarm should probably take the primary 'front line' melee roles, Nagi should probably take the primary 'Air Support' role, Ghost and Kineto should probably take the 'second line' role acting both as ground support and air support with their ranged attacks, and Doctor S-3 should probably be 'third line' support, supporting everyone else with her gadgets and analytical abilities while taking up any slack in the other 'lines of defense'.

Anyways, these are just my opinions based off of looking at the character postings - what are everyone else's opinions?
 

I've made some last minute modifications to my character...which is now much closer to my original concept (nanobots that can build anything from anything and, hence, gadgets and transmutation).

Great assessment on that team thing, Elfy! Looking through the choices for team leader...I think that it should be with good charisma who isn't the "stealth" element of the group (you can't sneak around when you are delivering the speech against evil). Given that, my vote would be for Nagi.
 

Remove ads

Top