Original characters help please.

Postby kirezemog » Mon Aug 06, 2012 1:24 am

Hello everyone. I've been setting up a super hero campaign using the Mutants and Masterminds 2nd edition system. About 2 or 3 weeks ago I read a review of this system, and loved what I heard. Bought the PDF and am still trying to get everything in my head so I can be a good little Watcher for my group.

The thing is, 3 of my four players have built their characters for Mutants and Masterminds already. None of the players have bought the book or PDF yet, so I thought I'd make a mock up of their characters for them so they can look up those parts to get an idea of their characters and see what fits.

So, I'd like to ask for help finding the rules that apply where I am weak on my knowledge, and if the rules don't say specifically, then opinions and options on how to make it work.

1. One of the players has this mystically powered golem creature. He is immune to fire. In fact, fire damage heals him. I haven't figured out how to do that in this system.

2. I was thinking of suggesting to him that instead of having it always heal him, how about it doesn't cause him physical stress, but rather it causes his body to heat up, causing the counterattack SFX. My question is, can you have it to where fire can do both? Like if he spends a PP it heals him like on the Wolverine datafile, and if he doesn't, it boosts his counterattack?

I've got more questions, but I need sleep.
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Postby Doc Hydrogen » Mon Aug 06, 2012 1:48 am

kirezemog wrote:1. One of the players has this mystically powered golem creature. He is immune to fire. In fact, fire damage heals him. I haven't figured out how to do that in this system.

2. I was thinking of suggesting to him that instead of having it always heal him, how about it doesn't cause him physical stress, but rather it causes his body to heat up, causing the counterattack SFX. My question is, can you have it to where fire can do both? Like if he spends a PP it heals him like on the Wolverine datafile, and if he doesn't, it boosts his counterattack?


Hey, welcome to the boards. M&M is a great system, and there are similarities to MHR, but they function completely differently.

You could easily combine these SFX...

Our new SFX could read. "SFX: Trial by Fire. On a successful reaction against a flame- or fire-based action, convert your opponent's effect die into a recovery action effect die. Spend 1 PP to ignore stress, trauma, or complications from flame- or fire-based actions."

That's one possibility. That second bit is bog standard Immunity just so you won't have to include that SFX too.

For him to do both, simply list this new Trial by Fire SFX and the typical Counterattack SFX.

Check OM88. SFX are simply "use trigger to get benefit."

Trigger: Take a specific action (a successful reaction against a flame- or fire-based action).
Benefit: Recover stress (convert your opponent's effect die into a recovery action effect die).
Last edited by Doc Hydrogen on Mon Aug 06, 2012 2:04 am, edited 1 time in total.
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Postby igorbone » Mon Aug 06, 2012 2:04 am

kirezemog wrote:1. One of the players has this mystically powered golem creature. He is immune to fire. In fact, fire damage heals him. I haven't figured out how to do that in this system.

2. I was thinking of suggesting to him that instead of having it always heal him, how about it doesn't cause him physical stress, but rather it causes his body to heat up, causing the counterattack SFX. My question is, can you have it to where fire can do both? Like if he spends a PP it heals him like on the Wolverine datafile, and if he doesn't, it boosts his counterattack?

I've got more questions, but I need sleep.


Welcome.

Well, it depends also on how you're going to treat the Golem. As you described, the creature is a companion, so I imagine it has its own power set. Does the hero has other powers?
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Postby kingpin000 » Mon Aug 06, 2012 4:56 am

you could download the random datafile and use this as guide line to create his character.
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Postby kirezemog » Mon Aug 06, 2012 2:28 pm

Thanks for the welcomes. posting from phone, so will be brief. One of my players is going to be a time displaced mage. One of the ideas in her character build is that she can sense magic, and in her time, everyone in her clan were magically empowered. So she felt magic surrounding her all the time. In the present, all that magic is gone. As such, she has a hard time keeping her emotions in control. I was thinking it would be cool if she had a limitation showing this. Something like she cannot recover emotional stress unless she takes an action against the doom pool. Just not sure where to put it. Or if that is even possible. Should it just be a distinction?
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Postby Doc Hydrogen » Mon Aug 06, 2012 2:47 pm

kirezemog wrote:Thanks for the welcomes. posting from phone, so will be brief. One of my players is going to be a time displaced mage. One of the ideas in her character build is that she can sense magic, and in her time, everyone in her clan were magically empowered. So she felt magic surrounding her all the time. In the present, all that magic is gone. As such, she has a hard time keeping her emotions in control. I was thinking it would be cool if she had a limitation showing this. Something like she cannot recover emotional stress unless she takes an action against the doom pool. Just not sure where to put it. Or if that is even possible. Should it just be a distinction?


It's possible, but that's the default anyway. Everyone has to recover via a roll against the doom pool.

I would flip that around, something like Thing's Moody Limit where he earns a plot point for stepping up emotional stress inflicted under certain conditions. Just make it so she can earn a plot point for stepping up emotional stress related to feeling homesick, missing that overwhelming sense of magic all around her, etc.
Last edited by Doc Hydrogen on Mon Aug 06, 2012 2:58 pm, edited 1 time in total.
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Postby Spatula » Mon Aug 06, 2012 2:57 pm

Doc covered what I was going to say. So I will just add, while a limit is probably the best place to put such a thing, it could be one of the character's distinctions in addition to that.
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Postby kirezemog » Mon Aug 06, 2012 6:51 pm

You could easily combine these SFX...

Our new SFX could read. "SFX: Trial by Fire. On a successful reaction against a flame- or fire-based action, convert your opponent's effect die into a recovery action effect die. Spend 1 PP to ignore stress, trauma, or complications from flame- or fire-based actions."


I wasn't sure if that was allowed. Having 2 benefits and two costs in the same SFX.
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Postby kirezemog » Mon Aug 06, 2012 7:01 pm

igorbone wrote:
kirezemog wrote:1. One of the players has this mystically powered golem creature. He is immune to fire. In fact, fire damage heals him. I haven't figured out how to do that in this system.

2. I was thinking of suggesting to him that instead of having it always heal him, how about it doesn't cause him physical stress, but rather it causes his body to heat up, causing the counterattack SFX. My question is, can you have it to where fire can do both? Like if he spends a PP it heals him like on the Wolverine datafile, and if he doesn't, it boosts his counterattack?

I've got more questions, but I need sleep.



Welcome.

Well, it depends also on how you're going to treat the Golem. As you described, the creature is a companion, so I imagine it has its own power set. Does the hero has other powers?


Whoops, poor choice of words. The player is going to play the golem. So far, none of the players have a sidekick. As far as I know, this character's powers are godlike strength, godlike durability, immunity to heat, healing in heat. He is super dense, so I think that would be his power limit.
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Postby igorbone » Mon Aug 06, 2012 7:07 pm

Oh, ok. I think Doc Hydrogen's take is a pretty good one.

kirezemog wrote:I wasn't sure if that was allowed. Having 2 benefits and two costs in the same SFX.

Well, it's your game, you pretty much must only keep the balance. You can put it as two separeted SFX if you want:

SFX: Trial by Fire: On a successful reaction against a flame- or fire-based action, convert your opponent's effect die into a recovery action effect die.
SFX: Fire Immunity: Spend 1 PP to ignore stress, trauma, or complications from flame- or fire-based actions.
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