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Gnome BODY (important!)

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  1. I'm interested in hearing that response too. It's reasons like that that make me say I'm of the opinion that if END rules are to be changed, then a power that costs END should cost END when it provides benefit. Force Fields costing END when they negate damage, DCV costing END when you get attacked, Regeneration costing END when it restores BODY, Damage Shields costing END when they do damage, etc.
  2. The line of argument is that for many Constant powers, the benefit derived is independent of your SPD. A 20 PD 20 ED Force Field costs 4*SPD END/Turn. But the benefits of that Force Field have nothing to do with your SPD. A SPD 2 character who gets hit six times and a SPD 6 character who gets hit six times have both been hit six times and thus benefited from that Force Field six times. So since the benefits of the Force Field are independent of your SPD, the costs of the Force Field should be independent of your SPD.
  3. Very important related question: Do you actually want to track light radii? If the answer is no, then just assign an arbitrary cost for "Makes light" and call it a day.
  4. There's a massive difference between having some villains escape jail sometimes and having the very first batch of supervillains escape superjail immediately. There's also a massive difference between having some villains try to break out or be broken out while the players oppose them and having some villains escape with nothing the players can do about it. Have villains try to break out other villains, and let your players stop them. Give them a fair chance, but sometimes they'll fail. Still, always have a victory. Maybe the villain gets broken out, but the heroes arrest the villain who organized the attempt to get him free. Maybe the villains get away, but the heroes manage to prove Warden James was corrupt and he goes to jail. Put a new or boring villain on the line and try to get some old favorites out. Have villains work by proxy or run at the drop of a hat. Any villain who fights to the KO is going to jail after one encounter. Crimemind might not be that tough, but first you've got to best his lieutenants, convince one to rat him out, track down his secret lair, and break in to Punch Evil. And of course foil all his plots while you do so. Pyrodozer sets a building on fire, robs it, and runs while the heroes deal with the fire. Miss Zip reacts to getting hit by abandoning her plans, Aborting to a Flying Dodge, telling her goons to buy time, and never looking back. They'll get caught eventually, but it might take a few tries before they get put in the slammer. And of course, Crimemind might recruit them while they're in there and take them with him when Warden James orchestrates his jailbreak. Have villains who recur on their own. CHRONOTRON, menace from the year 2500 is a robot sent from the future to steal durable valuables and hide them, then his mad scientist creator digs them up centuries later. Punch Chronotron and send him to jail, he'll stay there. But another will show up, until the heroes realize what's going on. Then you get a nice final scene where the heroes are fighting to keep Chronotron from blowing up the university while a bunch of academics agree on a time travel research ban. Then, with the stroke of a pen (ideally a scientist PC's pen), Chronotron vanishes in a puff of nonhistory. Until, of course, a PC creates a Time Something and lets the world know, and his press conference is interrupted by reports that a jewelry store has been stolen by CHRONOTRON! E: I forgot: Have successor villains. Doctor Freako is languishing in jail, but his assistant finds his super-serum. Now, Freako II is on the rampage! And then it's the Doctor's son, Freako Jr. Then somebody else gives a weaker version to some goons and you've got the Freaklings. Then Missus Freako laces some food with super-serum during a prison visit and the entire Freako Family breaks out! And so on and so forth. And if you're going the Superheroes way, you have to make sure that players are incentivized and rewarded for playing Heroes. If the Heroic thing to do is to hand villains to the police, then that should also be the sensible and correct thing to do in your game. Jail should work, at least most of the time. The Law should be moral. The Authorities should be trustworthy and upstanding. The right decision might suck for a little while, but should always turn out well in the end. The Hero beats the villain in the end, crime doesn't pay. If the authorities are antagonistic and villains escape trivially, then doing the right thing doesn't make your players feel like Heroes. It makes them feel like Sisyphus.
  5. I was right with you until this. Immediately portraying the authorities as unable to keep captured supervillains captured is a very dangerous move. There's a pretty significant subset of players who will immediately ditch the prospect of handing over villains if jail doesn't keep them in. Be it hidden superdungeons, orbital space prisons, extra-dimensional exile, or summary execution, these players will find their own way to "solve" the problem. Doubly so for any villain who actively threatens innocent lives. And the instant those start failing, more and more extreme measures are going to be taken. And this can be downright toxic to the tone of a game. I've seen superheroes assaulting the police arresting a villain, or once even storming a jail, just to make sure that villain goes somewhere secure. It permanently taints the entire idea of "respectable authority".
  6. I'm sorry, you're right. I was stuck thinking of how I'd implement it. That's easily enough fixed by moving the cost earlier. Pay END when you turn it on, that pays for this entire Turn no matter how much you toggle it. At PS12, if you want it on for the next Turn, pay your END and you can use it as much or as little as you want.
  7. I'm sorry, I'm not understanding. As I see it: If Battered Bob is at negative STUN when PS12 comes around, he has no Constant powers active since he can't have Constant powers active. Therefore he has no END costs to pay at PS12. Therefore he can't take any STUN during PS12. Therefore he'll recover normally. But that's not what you're saying so I'm clearly missing something. Where am I going astray in my logic?
  8. You have your fingers in too many pies. You're trying to be a super-fast ninja and have every imaginable form of super-movement and have multiple self-buff supermodes and have both martial arts and special attack powers and summon magic swords and have super-senses and have a giant pile of skills. You're not going to afford all that. And right now, in trying to do so, you've made a character who can't fight. He hits for 6d6. He can't take a 10d6 hit much less a 12d6 hit. He's got absolutely no place on a 12DC stage. Because he can't afford combat when he's trying to figure out how to put his ten fingers in a dozen pies. I'd strongly recommend you wipe the slate clean. Start by putting him at combat readiness. Then add one thing, say stealth skills since he's a Ninja. Check cost. Add another one thing. Check cost. Once you're low on points, stop. The other things just won't fit.
  9. Constant powers turn off when Stunned or 'KO'ed, don't they? Or did 6e change that?
  10. Those are great things to say, but they're not backed up by gameplay. Even a piddly 6d6 Blast rolling average will put a bystander in the hospital for a month. A 12d6 will slam them straight down to Dying. And when's the last time you saw a villain carting around less than 15 RDEF? I skimmed a villains book just now and it went 20 35 20 15 Whatever the PCs have 20 Regeneration yadda yadda. A 4d6 is going to put a bit of BODY through but not accidentally kill a villain. KAs are less nonlethal but they're not big scary murderattacks unless the GM decides to throw a guy in just to fuck the players. And we all know how Gilt Complex went over.
  11. The problem of course, is what in the world does Focus Man do when his Focus gets taken away? All his Super-ness was in that Focus! Without it, anyone tougher than a street thug is going to slap him silly. He can't superfight supercrime! This is, admittedly, the fault of the way the character was made for not having a backup in case of Focus loss. But it's a very common issue. Look at Defender's 5e writeup. Without his OIF suit, he's throwing 3 DCs at 5 CV, has 3 SPD and 5 PD/ED. Most instances of battlesuit users and Super Because Of This Object Man cease functioning in combat if the Focus becomes a Limitation. That's fine if it just becomes a combat loss condition, but if it's not fixed/returned by the start of the next fight they're going in already having lost. Does the player just sit out combats until the GM tells them they can be Super again? Does the plot get put on hold while everyone goes and fights non-super enemies? Are there suddenly no combat encounters until the Focus is restored? If the GM has permitted Focus Man, then the only Appropriate Time is "until end of scene". The only alternatives are to disallow Focus Man or to make Focus a non-Limitation. It's a terrible situation, and I'm ranting because my M&M group has a Focus Man in it and I expect things to go badly. Fragile just means it's easier to take away via damage. Fragile has nothing to do with permanence of loss.
  12. I'm not sure what this thread is for. The title doesn't tell me much. Are you asking for feedback? Using this as a place to store characters you've linked to elsewhere?
  13. It's got 17 pregen characters split across 15 archetypes and a quick-creation section where you or the dice make a handful of decisions and get your own version of 20 different archetypes. It then has two different adventures for those characters, or any other characters of about the same power. For all its other sins, M&M does a very good job of letting people go from book to game quickly and easily.
  14. FRED page 357, right under the BEGINNING COMBAT heading.
  15. My FRED says "If combat begins with a Surprise attack, the targets don’t get to act on Segment 12" But the adventurers are presumably doing something. Pitching tents, dumping that pile of gold in a Sock of Containing, recanting their adventures to each other, briskly striding down the trail, something. It's just not anything of any particular relevance to the combat so it's pretty safe to skip it. Or maybe it is relevant! If the adventurers are climbing a steep hill when they get ambushed, knowing who was climbing and who was waiting at the top/bottom could be very important.
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