Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Mister Miracle

This is the catch-all forum, for Mutants & Masterminds threads that you're not quite sure where to put.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Mister Miracle

Postby Rev. Pee Kitty » Fri Apr 06, 2012 4:22 pm

If this has been covered in one of the DCA supplements, sorry, but I only have the MM3e core books right now.

How would you build Mr. Miracle's "greatest escape artist" ability? I was just rereading JLA: World War III, where he effortlessly bypasses all of the Watchtower's defenses -- getting past lasers, unlocking sealed doors, avoiding snares, etc. Obviously high active defenses, but what else would you need?
Rev. Pee Kitty
Supporting Cast
Supporting Cast
 
Posts: 105
Joined: Mon Apr 02, 2012 5:41 pm
Location: Dobbstown Sane Asylum

Re: Mister Miracle

Postby Monolith » Fri Apr 06, 2012 4:40 pm

A lot of that could simply be done with the existing skills and a ton of hero points. Hero points for rerolls that always guarantee you a minimum of 11 and others for edit scene to get around impossible obstacles.
Monolith
Hero
Hero
 
Posts: 1649
Joined: Wed Aug 03, 2005 9:07 pm

Re: Mister Miracle

Postby Flying Cobra » Fri Apr 06, 2012 6:43 pm

Luck, Lots of Sleight of Hand and Technology and Acrobatics, Ultimate Effort, Second Chance and Skill Mastery. Stealth helps some, too.
User avatar
Flying Cobra
Zealot
Zealot
 
Posts: 1202
Joined: Thu Jun 17, 2010 7:02 pm
Location: Seattle, WA

Re: Mister Miracle

Postby Shock » Fri Apr 06, 2012 6:56 pm

I'd go with Immunity 5 (Entrapment).
Shock
Cosmic Entity
Cosmic Entity
 
Posts: 9749
Joined: Tue Mar 16, 2004 9:21 pm

Re: Mister Miracle

Postby Rev. Pee Kitty » Fri Apr 06, 2012 6:59 pm

Shock wrote:I'd go with Immunity 5 (Entrapment).


Wait, can you do that? That's more of a situation than a hazard; "entrapment" doesn't necessarily allow a resistance roll. Also, that seems like it opens things up for some weird, Nobilis-style effects: "My character has Immunity (Being Wet), so you physically cannot throw me in the water, sorry!" :)
Rev. Pee Kitty
Supporting Cast
Supporting Cast
 
Posts: 105
Joined: Mon Apr 02, 2012 5:41 pm
Location: Dobbstown Sane Asylum

Re: Mister Miracle

Postby Shock » Fri Apr 06, 2012 7:05 pm

5 ranks: alteration effects, sensory Affliction effects,
emotion effects, entrapment (grabbing, snares, or
bonds)
, fatigue effects, interaction skills, or a particu-
lar Damage effect or descriptor (such as bullets, cold,
electricity, falling, fire, magic, radiation, sonic, etc.)

I got it right from the DCA book. As for Immunity(being wet)? No it wouldn't keep you from being thrown in the water. You just wouldn't get wet.

Presumably, the water would get you instead.
Shock
Cosmic Entity
Cosmic Entity
 
Posts: 9749
Joined: Tue Mar 16, 2004 9:21 pm

Re: Mister Miracle

Postby JetstreamGW » Fri Apr 06, 2012 8:16 pm

Shock wrote:
5 ranks: alteration effects, sensory Affliction effects,
emotion effects, entrapment (grabbing, snares, or
bonds)
, fatigue effects, interaction skills, or a particu-
lar Damage effect or descriptor (such as bullets, cold,
electricity, falling, fire, magic, radiation, sonic, etc.)

I got it right from the DCA book. As for Immunity(being wet)? No it wouldn't keep you from being thrown in the water. You just wouldn't get wet.

Presumably, the water would get you instead.



Nobody knows, Particle Man
JetstreamGW
Disciple
Disciple
 
Posts: 691
Joined: Sat Mar 26, 2011 3:38 pm

Re: Mister Miracle

Postby JDRook » Fri Apr 06, 2012 10:05 pm

The official DCA build of Mister Miracle has everything Flying Cobra mentioned, including a Sleight of Hand skill at +22 (max for PL12). They specifically point out in his write-up that with Ultimate Effort (Sleight of Hand) he can hit a DC42 roll with a hero point, and generally DC40 is considered an "impossible" feat. He also has an AE on his Multi-Cube:

Sonic Beam: Ranged Transform 8 (Open Locks and Seals)

which I think is a little cheesy but as a 32p AE it doesn't seem unreasonable.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

My original characters thread (2e)
My League of Legends conversion thread (3e)
My Rules Musings in 3e
User avatar
JDRook
Hero
Hero
 
Posts: 1542
Joined: Tue Jul 08, 2008 5:44 pm

Re: Mister Miracle

Postby JDRook » Fri Apr 06, 2012 10:34 pm

Shock wrote:I'd go with Immunity 5 (Entrapment).

If I used this, I'd at least make it Sustained so that you'd have to use some kind of action to get from entrapped to not. Your character could still get incap'd and tied up, but could easily escape any bonds (free action) once they woke up.

Or go the other way for full-on comedy and combine it with a double-Subtle Insidious Reaction Teleport that goes off when you're completely bound. Then when they've tied you up, locked you in a trunk and thrown you off a pier, you walk up behind them with a camera and take a picture of their dropping jaws. :D
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

My original characters thread (2e)
My League of Legends conversion thread (3e)
My Rules Musings in 3e
User avatar
JDRook
Hero
Hero
 
Posts: 1542
Joined: Tue Jul 08, 2008 5:44 pm

Re: Mister Miracle

Postby HeroicSacrifice » Wed Apr 11, 2012 9:09 am

One of my players suggested a variation on the Favored Environment advantage: Favored Circumstance. Same mechanics as the original advantage, but it can be applied to defensive rolls or "offensive" rolls when in the right circumstances. The player took Favored Circumstance: Protecting the Innocent, so he got the benefit when doing so, whether that meant disarming the villain's fiendish deathtraps or fighting the villain's fiendish henchmen (who were attacking innocent civilians) If he were fighting random thugs trying to rob a bank or trying to escape from a deathtrap himself, he would not. It's easy to see how a build of Mister Miracle could have something like this but for generic escaping. (eg, he gets the bonus when trying to free himself from restraints, but not on checks to disarm bombs or free other people from restraints.)
HeroicSacrifice
Groupie
Groupie
 
Posts: 68
Joined: Fri May 16, 2008 3:33 pm

Re: Mister Miracle

Postby King Snarf » Wed Apr 11, 2012 9:38 am

HeroicSacrifice wrote:One of my players suggested a variation on the Favored Environment advantage: Favored Circumstance. Same mechanics as the original advantage, but it can be applied to defensive rolls or "offensive" rolls when in the right circumstances. The player took Favored Circumstance: Protecting the Innocent, so he got the benefit when doing so, whether that meant disarming the villain's fiendish deathtraps or fighting the villain's fiendish henchmen (who were attacking innocent civilians) If he were fighting random thugs trying to rob a bank or trying to escape from a deathtrap himself, he would not. It's easy to see how a build of Mister Miracle could have something like this but for generic escaping. (eg, he gets the bonus when trying to free himself from restraints, but not on checks to disarm bombs or free other people from restraints.)


Actually, that is semi-official, at least as far as 2e goes; there's a Favored Circumstance Feat in Warriors and Warlocks. Shouldn't be too hard to carry over to 3e.
Arriba Flight es muy macho!

Visit my blog! http://teentemplars.blogspot.com

Visit my author page!
King Snarf
Paragon
Paragon
 
Posts: 3407
Joined: Wed Nov 09, 2005 12:01 am
Location: Upper Darby, PA (Near Philly)

Re: Mister Miracle

Postby IronSledge » Thu Apr 12, 2012 1:45 pm

JDRook wrote:
Shock wrote:I'd go with Immunity 5 (Entrapment).

If I used this, I'd at least make it Sustained so that you'd have to use some kind of action to get from entrapped to not. Your character could still get incap'd and tied up, but could easily escape any bonds (free action) once they woke up.


I'll be darned if I can find the actual post, but I remember someone around here suggested what I thought was a really elegant solution, Immunity (Entrapment) Sustained, Limited to Half Effect. It's possible to tie him up, but he's almost certain to get out of the bonds very quickly.
My blog: Family stuff, Zelazny book reviews and M&M campaign logs!
IronSledge
Hireling
Hireling
 
Posts: 166
Joined: Thu Mar 31, 2011 5:52 am

Re: Mister Miracle

Postby JDRook » Thu Apr 12, 2012 2:16 pm

I think that was Shadowchaser here.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

My original characters thread (2e)
My League of Legends conversion thread (3e)
My Rules Musings in 3e
User avatar
JDRook
Hero
Hero
 
Posts: 1542
Joined: Tue Jul 08, 2008 5:44 pm

Re: Mister Miracle

Postby IronSledge » Thu Apr 12, 2012 10:29 pm

JDRook wrote:I think that was Shadowchaser here.


Yup, that's the one. Your search fu is stronger than mine!
My blog: Family stuff, Zelazny book reviews and M&M campaign logs!
IronSledge
Hireling
Hireling
 
Posts: 166
Joined: Thu Mar 31, 2011 5:52 am


Return to General M&M

Who is online

Users browsing this forum: danelsan and 2 guests