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Normal identities and Devices

Discuss the second edition rules of the World's Greatest Superhero Roleplaying Game. Check here before posting in the Official Rules Forum, someone might just know the answer already!

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Normal identities and Devices

Postby Ysariel » Mon Jun 11, 2012 9:44 am

In the core rulebook, one of the examples for the Normal Identity drawback given is a hero who has a normal identity when not wearing their powersuit. Isn't the loss of Device powers already factored into their cost, though? It sounds a little too good to be true to get both the points break from the Device and the drawback on top of that.

Would you really approve this drawback for a hero whose powers all came from a device?
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Re: Normal identities and Devices

Postby Inviktus » Mon Jun 11, 2012 10:21 am

The main element seems to be that in fairly common situations you can be forced to operate with no powers and less than half the normal power point total. Note also that if you gain points from a drawback you don't get complication hero points when it's used against you.

So...when the giant robot starts to rip apart the city and the GM says the power pack of your Super Suit has shorted out, rendering you effectively a normal bystander during this rampage, does getting those extra 3 pp seem worth it?
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Re: Normal identities and Devices

Postby Ysariel » Mon Jun 11, 2012 10:49 am

I think I get it now. Are you saying that the discount from Devices just covered it getting disarmed/taken away etc., and normal identity is for all other times the Device doesn't work?

I have to say I totally wouldn't mind such a scenario, though. The characters I want to play would either 1) run in cockily, get thrashed in comical fashion and need to be bailed out by the rest of the team, followed by a scene where they make up with the teammate they had a rivalry/misunderstanding with; or 2) not be able to do anything to the robot, but try to help out nevertheless, getting bystanders to safety and so on; or 3) stay out of the fray and play Mission Control for an encounter, offering technical advice from the sidelines. They won't stop the robot, but they might still be able to do a little good. Somewhere in there would be an aesop about the value of teamwork/humility, or how the hero's heart and not her powers is what makes her great, or how her strength lies in her ingenuity (and not just her technology). PP or HP gained, it would be a fun scene to play. :)
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Re: Normal identities and Devices

Postby Greyman » Mon Jun 11, 2012 12:32 pm

Ysariel wrote:I think I get it now. Are you saying that the discount from Devices just covered it getting disarmed/taken away etc., and normal identity is for all other times the Device doesn't work?
More for when you don't have access to the Device. It might just take a free action to don when you have it near, but when the call to action takes place, reasonable circumstances might place it out of reach. It's in the secret compartment in your apartment, the boot of your car, or even compressed into your brief case.
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Re: Normal identities and Devices

Postby Inviktus » Tue Jun 12, 2012 4:14 am

Greyman wrote:
Ysariel wrote:I think I get it now. Are you saying that the discount from Devices just covered it getting disarmed/taken away etc., and normal identity is for all other times the Device doesn't work?
More for when you don't have access to the Device. It might just take a free action to don when you have it near, but when the call to action takes place, reasonable circumstances might place it out of reach. It's in the secret compartment in your apartment, the boot of your car, or even compressed into your brief case.

Exactly, and players will normally explain why it's never far from reach and always in good working order, but taking the drawback means granting license to the GM to declare situations where that really isn't the case.

Even though the text of the drawback scales the points to how long it takes to activate their powers you could also use that as a frequency guide for how often a more serious lack of access occurs. Even roll randomly and make up a reason to explain why after the dice say this is when it happened.
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Re: Normal identities and Devices

Postby RavnosAntitribu » Tue Jun 12, 2012 5:20 am

The Normal Identity drawback is the difference between a hard to lose necklace that grant you powers (always on) and a battlesuit that occupies at least a parking spot and you have to don it before gaining their powers IMO.
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Re: Normal identities and Devices

Postby kenseido » Tue Jun 12, 2012 7:06 am

I don't know about the parking spot, but just having the armor with you (e.g. in a briefcase) doesn't give you the powers; where as the necklace does.
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Re: Normal identities and Devices

Postby Greyman » Wed Jun 13, 2012 3:07 am

Indeed. It's not all about bulk; its about whether access to the device (or its activation) can be prevented by common circumstances.

A summonable suit of armor wouldn't have a Normal Identity drawback if the summons can't be prevented.

An always worn necklace could qualify for the Drawback if it has a complicated activation ritual, which could be disrupted.
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Re: Normal identities and Devices

Postby catsi563 » Wed Jun 13, 2012 1:16 pm

Also note that in that isntance of the Armored suit AT the drawback states a full round action is required to activate the device.

In effect the character is standing there for a full round attaching gauntlets to arm parts, locking chest pieces in place, sealing helmets, and then botting up systems and powering up the suit to full potential.

If the suit is a full on hulkbuster suit that timeframe could be extended from rounds to minutes as the suits power comes on line and its systems give status updates.

For that normal identity drawback the time frame to activate the powers or if you will to deactivate the normal identity can play just as crucial a role as the device or identity it self.
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