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Modelling a Magitech Sword and Arsenal

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Modelling a Magitech Sword and Arsenal

Postby iNSOMN14 » Thu Apr 19, 2012 10:10 am

Hey, one of my players (using the GM Kit's Quickstart Character Generation) rolled up a Weapon-Master that uses a Magic Sword. His idea for the character is that he has a magitech sword that he uses different capsules in it that produce different effects. The closest thing I could analogize it to is the Caster Shells from Outlaw Star, except that have a lasting use to them (put one in and your sword glows with elemental fire for the rest of the fight). At first I figured this would be easy, just use Variable Descriptor 2 (elemental magics), but then he got into having capsules that did other things like turned it into a taser-like weapon that stunned people. And using those capsules with other weapons he'd make later on.

So, my mind then when to something a bit more elaborate in the construction of the power. That involved equipment.

The first part is that, charging a premium of adding a one-point Feature to the sword, that the capsules could built as equipment. And since they're equipment, they have certain complications built into them (takes a Move action to swap capsules, sometimes capsules malfunction, etc.). But past that, they work like ammunition for any of the weapons he'd build afterwards.

So the build would look like this:

Magitech Sword: Strength-based Damage #, Easily-Removable, Feature: Can use Magitech Capsules, Multi-Attack, Penetrating (x pts.)

Equipment: Elemental Magitech Capsules (Variable Descriptor 2 [elemental magic]), Stun Capsule (Alternate Effect - Affliction # [resisted and overcome by Fortitude; dazed and vulnerable, defenseless and stunned], extra condition, limited to second degree, progressive)

So, too complex? Too powerful? I think it's a bit of an elegant solution, especially when his next idea is a shield built about the following way:

Magitech Shield: Immunity 10 (capsule element damage), Half Effect, Feature - Can Use Magitech Capsules, Removable

That one I'm a little worried about being too powerful, but I don't expect it to be too much of a gamebreaker. At least not in my game.

Opinions? Suggestions?
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Re: Modelling a Magitech Sword and Arsenal

Postby Murkglow » Thu Apr 19, 2012 10:34 am

Perhaps I'm missing this part but why would this not just be a simple case of having Alternate effects? Find the most expensive "capsule" that he plans on using (that affliction seems like it would be expensive, though multiattack on the strength based damage would also cost a fair bit) then make alternate effects off it for the rest. That whole making them equipment thing not only seems overly complex but also needless and abusive (an AE for one point is pretty good, especially since you're making a device, making it 5 AEs per point is a bit much).

If you really want the capsules to be a seperate item which can be taken away or damaged then have that be a complication. After all the capsules being taken away but not the sword would be a pretty rare event, not exactly worth a cost break.
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Re: Modelling a Magitech Sword and Arsenal

Postby iNSOMN14 » Thu Apr 19, 2012 12:22 pm

Could it be Alternate Effects? Yeah.

Was I trying to be a little cleaver with the implementation? Yeah.

The biggest thing I was trying to accomplish what that after he gets a few extra devices put together that he could only use one capsule at a time. Need the Air Capsule to power your jumping boots? Well, can't use it to shield yourself from Weather Wizard's tornados but you can use the Lightning Capsule to block his lightning bolts. But then you can't use electricity to short out his robot's systems, so you'll have to use something else.

And I could see it all being a complication. I just wanted a few things to be inherent in the device rather than just something I'd hand out a hero point for. Extra efforted a blast from the Fire Capsule? Well now it is depleted and you'll either have to stick to hitting him with your big metal stick or switch to another capsule. Something like that I could see being a complication.

And the player was certainly looking for a price break so he could have some cool stuff sooner rather than later. Which I didn't mind, so long as he was paying for it in the end. I don't know if 3E handled equipment like 2E where little quirks like "Your gun has ran out of ammo. No you don't get a hero point for the complication, that's how a gun works. Now change the clip with a move action (or a free if you have quick draw) and move along," but that was kind of what I was shooting for.
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