I’m literally making a ninja like Gray Fox from MGS that doesn’t use a sword, he uses projectiles, so this was perfect. And he’s going to be a detective 🕵️♂️ so thanks again!
I think the best way to stat Captain America is think of all the things that an adult male and U.S. Army man of that era would be capable of. Then just multiply the numbers, if they're positive make more positive, if negative make more negative. The original took a super-syrum that exaggerated all of his traits and faults, so he was probably rounded to the point of being unspectacular.
I think I’ve got most of it, but if you can show an example of how to make a final character sheet I think it would be helpful! Like mystique or storm or someone thx!
weeknighthero.wordpress.com/2021/01/13/how-to-play-mohawk-storm/ Here's a very ancient version of the character sheet I made for Storm. I'll create an updated one in the near future.
Hey man. Just wanna say thanks for making these. Been extremely useful. The partner and I have been using the Dnd System with some Frankenstein-esque workarounds of mine to try and imitate superpowers in a super-setting and while it has kinda worked - we really have been needing something a bit more versatile. I look forward to your next video.
I'm not sure when I should prioritize acquiring advantages or when I should prioritize increasing skills am I missing something or is that just the sort of thing you need experience/game-sense to pick up on?
There’s no wrong answer. It can be a benefit and curse that Mutants and Masterminds is very freeform so you can do either. But put it this way: skills increase the likelihood of success on your rolls, Advantages mostly improve or add to what you can perform with certain combat or skill checks. I say go Advantages first. Then keep improving the skill afterwards
Im really confused on how advantages factor in to power level limits. If i take all out attack or even the aim action and the bonus from either one puts me over the limit for combined attack and effectx can i use it?
@@WeeknightHero Thank you for responding!! Im also having a hard time figuring out extras and modifiers for powers. the game doesnt seem to list which extras have ranks and which dont. I know multiple minions has ranks but i dont know if the activation extra for summon effect does. yet both list a cost per rank
@@WeeknightHero using the summon effect as an example. under the summon effect theres the extra called multiole minions which can have multiple ranks and each costs like 2 points per rank. other extras and modifiers do not seem to have multiple ranks yet they have a cost per rank. the wording makes it hard to tell what modifiers get extra ranks and which do not
Yah it doesn’t apply to all of them, but generally it’ll say +1 or -1 Per a Rank of Extra or something like that, but generally extras and flaws do not have ranks. Maybe that’s why
5:50 Everything is coming up Millhouse!
Milpool 🤓
I’m literally making a ninja like Gray Fox from MGS that doesn’t use a sword, he uses projectiles, so this was perfect. And he’s going to be a detective 🕵️♂️ so thanks again!
Perfect then look at the advantages in both the Detective and Projectile thrower package and see which ones you wanna get
Here we go!
Time for some learning.
Really looking forward to powers.
Next video! It will be out shortly
I think the best way to stat Captain America is think of all the things that an adult male and U.S. Army man of that era would be capable of. Then just multiply the numbers, if they're positive make more positive, if negative make more negative. The original took a super-syrum that exaggerated all of his traits and faults, so he was probably rounded to the point of being unspectacular.
I think I’ve got most of it, but if you can show an example of how to make a final character sheet I think it would be helpful! Like mystique or storm or someone thx!
weeknighthero.wordpress.com/2021/01/13/how-to-play-mohawk-storm/
Here's a very ancient version of the character sheet I made for Storm. I'll create an updated one in the near future.
Did you skip the Mystic package?
Yup. Error on our part, but the link to the blog has info on it
Hey man. Just wanna say thanks for making these. Been extremely useful. The partner and I have been using the Dnd System with some Frankenstein-esque workarounds of mine to try and imitate superpowers in a super-setting and while it has kinda worked - we really have been needing something a bit more versatile. I look forward to your next video.
I’m glad you’re enjoying the video. I started this with the intention of getting Mutants and Masterminds more exposure so I’m glad you found it
Where are the magic or mystic advantages packages?
We forgot it in the video! But I do include it on the blog: weeknighthero.wordpress.com/2020/11/25/road-to-character-creation-advantages/
How much does advantage cost? What if I want to increase rank?
They cost one power point per Advantage. Only a few Advantages are ranked, those also cost 1 power point to upgrade
I'm not sure when I should prioritize acquiring advantages or when I should prioritize increasing skills am I missing something or is that just the sort of thing you need experience/game-sense to pick up on?
There’s no wrong answer. It can be a benefit and curse that Mutants and Masterminds is very freeform so you can do either.
But put it this way: skills increase the likelihood of success on your rolls, Advantages mostly improve or add to what you can perform with certain combat or skill checks.
I say go Advantages first. Then keep improving the skill afterwards
@@WeeknightHero So grab as many relevant advantages as possible then pump up skills as points become available.
That would be the way to go, particularly at lower Power Levels
Thankyou for all the videos!
Thank you for watching them!
😊
How would you create a assassin-like character? Able to hide in the shadows and pop out for damage? How close would it resemble the Agile Fighter?
Pretty close! I would rely on that and make use of the Hide in Plain Sight advantage so that you can make Stealth checks to hide at any time really
Im really confused on how advantages factor in to power level limits. If i take all out attack or even the aim action and the bonus from either one puts me over the limit for combined attack and effectx can i use it?
They wouldn’t. Advantages still have to follow power level limits. Only things that use Hero Points can traditional break power level limits
@@WeeknightHero Thank you for responding!! Im also having a hard time figuring out extras and modifiers for powers. the game doesnt seem to list which extras have ranks and which dont. I know multiple minions has ranks but i dont know if the activation extra for summon effect does. yet both list a cost per rank
They do not in the Powers section of the chapter, but they do on a table in the Extras/Flaws section. Is that what we’re talking about?
@@WeeknightHero using the summon effect as an example. under the summon effect theres the extra called multiole minions which can have multiple ranks and each costs like 2 points per rank. other extras and modifiers do not seem to have multiple ranks yet they have a cost per rank. the wording makes it hard to tell what modifiers get extra ranks and which do not
Yah it doesn’t apply to all of them, but generally it’ll say +1 or -1 Per a Rank of Extra or something like that, but generally extras and flaws do not have ranks. Maybe that’s why
Mastermind d