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Postby Dreaming Psion » Mon Apr 16, 2007 9:40 am

Attack Focus is usually ranged or melee, not a specific descriptor. You cana select Attack Specialization (magic) and it will give you a +2 bonus per rank in the feat. Essentially, you only need only one rank in the Attack Specialization feat, which frees up the extraa power point for the character to fid the pp guidelines for a PL 2 character. Only other thing is that I don't think there is a Craft (magical) skill (maybe Craft [artistic} instead?) Otherwise, it's a nifty build, good job.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Postby JoshuaDunlow » Mon Apr 16, 2007 2:46 pm

Dreaming Psion wrote:Attack Focus is usually ranged or melee, not a specific descriptor. You cana select Attack Specialization (magic) and it will give you a +2 bonus per rank in the feat. Essentially, you only need only one rank in the Attack Specialization feat, which frees up the extraa power point for the character to fid the pp guidelines for a PL 2 character. Only other thing is that I don't think there is a Craft (magical) skill (maybe Craft [artistic} instead?) Otherwise, it's a nifty build, good job.


I've had this argument with lots of people on the boards, lol.. And i disagree, i agree that Attack Specialization can be applied to one specific attack.

MnM PPG: +2 bonus with a specific attack or weapon. Magic does not qualify for that, it is an array and provides a number of different affects. That might gain a benefit from that bonus.

Which is why i do allow Attack Focus to apply to Magic, since its a broad group. I suppose in this case though i should create a new feat to simulate that, for simplicity sake.

As for the Craft, i'll have to take Craft (Chemical) so he can make potions.
And im adjusting the base defense bonus to +1, and taking dodge focus so i can pay off that 1 pt.
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Postby Servitor_2152 » Mon Apr 16, 2007 4:20 pm

JoshuaDunlow wrote:
I've had this argument with lots of people on the boards, lol.. And i disagree, i agree that Attack Specialization can be applied to one specific attack.

MnM PPG: +2 bonus with a specific attack or weapon. Magic does not qualify for that, it is an array and provides a number of different affects. That might gain a benefit from that bonus.

Which is why i do allow Attack Focus to apply to Magic, since its a broad group. I suppose in this case though i should create a new feat to simulate that, for simplicity sake.


Theoretically, you could apply the Accurate power feat to each power in the array, which costs the same (1 PP for the primary power, and essentially free for each AP) and does the same thing.
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Postby JoshuaDunlow » Mon Apr 16, 2007 4:24 pm

Servitor_2152 wrote:
JoshuaDunlow wrote:
I've had this argument with lots of people on the boards, lol.. And i disagree, i agree that Attack Specialization can be applied to one specific attack.

MnM PPG: +2 bonus with a specific attack or weapon. Magic does not qualify for that, it is an array and provides a number of different affects. That might gain a benefit from that bonus.

Which is why i do allow Attack Focus to apply to Magic, since its a broad group. I suppose in this case though i should create a new feat to simulate that, for simplicity sake.


Theoretically, you could apply the Accurate power feat to each power in the array, which costs the same (1 PP for the primary power, and essentially free for each AP) and does the same thing.


Very True, didn't think about that.
:?
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Fantasy materials and Properties

Postby JoshuaDunlow » Thu Apr 19, 2007 8:30 am

Masterwork Weapons
These weapons add the feat Attack Focus when using them. They are a feature that adds +1 to a weapons equipment cost. On ranged weapons, a masterwork also adds another 10` to their range increment. This feature costs +2 equipment points to the cost.

Special Weapon Materials & Properties:
Enchanted Weapons [This costs 1 equipment point, and turns the weapon into a magical weapon; This allows a character to take advantage of creatures vulnerable to magical weapons or that have flaws limited to them. Enchanted Weapons also commonly have the following additions: Accuracy, Damage Bonus, Improved Critical, and sometimes a special power. ]
Infernal/Holy Weapons [Count as a feature at its basic level; adding a +1 to its equipment cost; This allows a weapon to take advantage of a creatures vulnerability flaw against Holy (divine) or Infernal (demonic) items]
Vorpal Weapn [A vorpal weapon adds the feat Incurable to the weapon, and increases the critical threat range by 2. These modifications add +2 to its equipment cost]
Bane Weapons [Bane weapons are good against a specific creature that they are made for; This property adds the Drain (Con) power, linked to the damaging affect of the weapon. And of course the drain power has the flaw limited (to a specific creature)]
Mithril Weapons [Mithril weapons adds +1 to the weapons damage bonus, and turn give the weapon the penetrating extra.]
Soul Forged Weapons [These weapons are very demonic items; They add the feat: Incurable, and link the Fatigue power to its damage. Base damage is increased by +2, and its threat range is also increased by 1]
Adamant Weapons [Adamant weapons are very popular and rare; They add the Penetrating extra, and increase the weapons damage by +2; The threat range is also increased by 1. ]
Nuru Weapons [Nuru is the hardest and the most mystical of materials; They add the Penetrating extra, and increase the weapons damage by +3; And increase the threat range by 2 as well]
DarkWood Bows [Dark wood increases a bows, club, or staves damage bonus by +1. Adding one to the weapons equipment cost. ]



Masterwork Armor and Shields
These items subtract 1 from the armor check weapon, cause they are more conforming to a characters body. This feature adds +1 to the weapons equipment cost.

Special Materials & Properties
Enchanted Armor [This feature costs 1 equipment point, and turns the armor into a magical one; Enchanted Armors/Shields have the following additions sometimes: Toughness Bonus, Impervious, and sometimes a special power. ]
Bane Armor [Bane Armors have the Impervious extra added to their features, with the Limited Flaw (Against a group of monsters). Examples include Holy/Infernal Creatures. ]
Mithril Armor [Armor made of Mithril, adds the Impervious Extra]
Soul Forged Armor [This demonic armor, adds the Impervious Extra and 3 ranks of the Fearsome Presence feat, if you have the shield to. It increases to 5 ranks of Fearsome presence]
Adamant Armor [Adamant Armor adds the Impervious Extra; and adds +1 to the toughness bonus]
Nuru Armor [Nuru Armor adds the Impervious Extra, and adds +2 to the armor's toughness bonus]
Dark Wood Shields [Darkwood adds +1 to the shields block modifier]


Substance Toughness
Enchanted (You can enchant an item, as a feature. Adding +1 to the equipment cost) This adds +2 to the normal substance toughness
Mithril 15
Soul Forged 14
Adamantium 17
Nuru 20
DarkWood 8
Last edited by JoshuaDunlow on Thu Apr 19, 2007 10:33 am, edited 1 time in total.
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Postby Setothes » Thu Apr 19, 2007 9:11 am

Interesting stuff there with the fantastic materials conversions!

I'd consider a literal translation of the 'Bane' weapon as just having a +2 Damage effect (Flaw: Limited - only vs. specific creature type) for +1 pp, but the Drain Con idea you've presented makes for a much more 'Bane' like weapon than the traditional d20 'Bane' weapon enhancement.

Having a 'Bane' weapon also add a level of Accurate and the Incurable Power Feat, both Flawed to only apply to the specific 'bane' creature, would add another +1 pp to the cost, and make such a weapon particularly fearsome versus it's target creature.

One thing that can be a tad inconvenient in a supers genre game is how weapons and the Str mod can so quickly add up to a fairly hefty number. A Str 18 man with a sword can inflict a +7 attack, which can blow through a brick wall or granite-skinned superhuman, while a heavy pistol, at +4, pings off harmlessly... In a fantasy game, that's not as big a deal, since the genre convention is that a man with a broadsword *can* hack down an iron golem given time, but it looks a little off in a superhero game to have the swashbuckler constantly shoving his rapier through force fields and steel ship hulls and stranger things besides!
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Postby JoshuaDunlow » Thu Apr 19, 2007 10:29 am

Setothes wrote:Interesting stuff there with the fantastic materials conversions!

I'd consider a literal translation of the 'Bane' weapon as just having a +2 Damage effect (Flaw: Limited - only vs. specific creature type) for +1 pp, but the Drain Con idea you've presented makes for a much more 'Bane' like weapon than the traditional d20 'Bane' weapon enhancement.

Having a 'Bane' weapon also add a level of Accurate and the Incurable Power Feat, both Flawed to only apply to the specific 'bane' creature, would add another +1 pp to the cost, and make such a weapon particularly fearsome versus it's target creature.

One thing that can be a tad inconvenient in a supers genre game is how weapons and the Str mod can so quickly add up to a fairly hefty number. A Str 18 man with a sword can inflict a +7 attack, which can blow through a brick wall or granite-skinned superhuman, while a heavy pistol, at +4, pings off harmlessly... In a fantasy game, that's not as big a deal, since the genre convention is that a man with a broadsword *can* hack down an iron golem given time, but it looks a little off in a superhero game to have the swashbuckler constantly shoving his rapier through force fields and steel ship hulls and stranger things besides!


All of them are good ideas, but i just provided base enchantments or properties. Doesn't mean that a weapon cannot be more powerful than otehrs either. And your example brings a good point with most fantasy RP's, and PL limits for damage. Considering its very possible for characters to have a strength of 18, and a 2d6 weapon (converts to a +5 weapon) that puts damage caps at a +9. So normally you have to uncap damage with melee weapons usually. Or at least put them at +10 to start.

However a bane weapon against a creature without Constitution, can be substituted with Drain (toughness save) instead.
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DnD Cleric?

Postby JoshuaDunlow » Thu Apr 19, 2007 11:15 am

DnD Cleric, Race: Human, Profession: Templar, PL: 4 (50pp)

Abilities [12pp]: Strength 12 (+1), Dexterity 10 (+0), Constitution 12 (+1), Intelligence10 (+0), Wisdom 16 (+3), Charisma 12 (+1)
Saves [3pp]: Toughness +4, Fortitude +2, Reflexes +1, Willpower +4
Combat[8pp]: Base Attack +2 [+4 Melee], Base Defense +2 [+4 with shield], Initiative +0, Hero Point 1
Skills [5pp]: Concentration 4 (+7), Diplomacy 4 (+5), Knowledge (Arcane) 4 (+4), Knowledge (Theology) 4 (+4), Medicine 4 (+7)
Feats[11pp]: Attack Focus (Melee) 2, Benefit (Status; Priest) 1, Dedicated, Defensive Attack, Equipment 3, Improved Block, Inspire, Ritualist,
Powers [16pp]:
Divine Magic 4 [APs: +3 spells]
*Base Spell: Turn Undead [Emotion Control (Flaws: Fear Only, Undead/Demons Only); 1pp/2 levels]
Devices [12ep]: Chainmail Armor [+3 toughness], Med. Shield [+2 block, defense], Mace [+2 damage, critical 20], Holy Symbol [1ep], Healers Kit [1ep]
Complications: Honor (religious ways), Responsibility (Faith)
Disabilities [4pp]: Power Loss [Divine Magic; Breaking a religious rule, can result in loosing powers till one can repent]; Power Loss [Divine Magic; Cannot cast spells if they cannot chant, or present symbol]


Some Example Divine Spells to choose from:
*Blessing: Boost [All traits; Feats: Selective; Extra: Total Fade, Burst Area; Flaws: Others Only, Limited (One specific trait at a time); 5pp/level +1] This will boost any one trait of the Clerics choosing. The blessing can work on any trait, but only one trait when this power is used. So the cleric can choose to grant a person a boost to his saves, and another person a boost to his physcial ability scores. Or another a boost to his combat bonus.

*Divine Ray [Blast (Divine); PF: Affects Insubstantial; Extra: Penetrating; Flaw: Only affects Ghosts/Undead/Demons; 2 pp/level +1] This divine energy will strike ghosts, undead, and demons and penetrate their defenses.

*Holy Smite [Strike; PF: Affects Insubstantial, Mighty; Flaw: Only affects Ghost, Demons, Undead ; Extra: Penetrating; 1pp/level +2 "Creates a magical mace"] Im not sure exactly how to create a power, that will boost a weapons damage bonus. Does anyone else know how to do that?

*Divine Protection [Forcefield; Extra: Impervious, Range (touch); Flaws: Ablative, 2pp/level] The cleric can touch a person, including himself and bestow a forcefield to protect them.

*Sanctuary [Mental Transformation (2pts variation; Feats: Selective;Extra: Area (shapeable), Alternate Save (will), Duration: Continuous (lasting); Flaw: Limited (those entering the area, or attempting to harm those within); 4pp/Level +1] This power is meant to create a set area, that requires a Will save from those that enter it. Otherwise they are repelled from being able to enter, or attack those within the sanctuary. I am not sure how to simulate this.
Last edited by JoshuaDunlow on Thu Apr 19, 2007 8:58 pm, edited 4 times in total.
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Postby Taliesin » Thu Apr 19, 2007 1:11 pm

Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.
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Postby The Kricket Kid » Thu Apr 19, 2007 1:49 pm

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


Impossible!! I cast smite evil on you! Make a toughness save DC 20, wait that the wrong system.

Seriously, nice conversion.

I like the enchanted weapons conversions.

Ps. I apoligize for my terrible joke.
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Postby The Kricket Kid » Thu Apr 19, 2007 1:51 pm

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


Impossible!! I cast smite evil on you! Make a toughness save DC 20, wait that the wrong system.

Seriously, nice conversion.

I like the enchanted weapons conversions.

Ps. I apoligize for my terrible joke.
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Postby The Kricket Kid » Thu Apr 19, 2007 1:52 pm

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


Impossible!! I cast smite evil on you! Make a toughness save DC 20, wait that the wrong system.

Seriously, nice conversion.

I like the enchanted weapons conversions.

Ps. I apoligize for my terrible joke.
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Postby The Kricket Kid » Thu Apr 19, 2007 1:52 pm

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


Impossible!! I cast smite evil on you! Make a toughness save DC 20, wait that the wrong system.

Seriously, nice conversion.

I like the enchanted weapons conversions.

Ps. I apoligize for my terrible joke.
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Postby The Kricket Kid » Thu Apr 19, 2007 1:52 pm

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


Impossible!! I cast smite evil on you! Make a toughness save DC 20, wait that the wrong system.

Seriously, nice conversion.

I like the enchanted weapons conversions.

Ps. I apoligize for my terrible joke.
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Postby JoshuaDunlow » Thu Apr 19, 2007 8:32 pm

Thanks for the continued support, id take some requests if anyone wants to see me build something. Also.. Kricket, Id appreciate not posting 5 times :/ I wonder what happened there. I know there was a time during the afternoon, i could not get the forums or the MnM site to load what so ever. And i definetly agree with the MnM being superior DnD , well cause simpler is better. lol. :lol:
And MnM makes a fantasy setting so much easier!

I wasn't too happy with my cleric build though, so i modified it a little bit.
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