MM 3 Power Builds
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These are worked examples, built using existing effects as a showcase of what the system can do. They include "Build" notes at the end so you can see how I did it.
Create Black Hole
Cost: 3 points per rank
You may place a pinpoint-sized black hole anywhere up to 100' away. Anything and anyone within 30' of the hole is immediately pulled toward it with effective Strength equal to your rank. Once pulled to the center, they take damage equal to your rank each turn. Anything destroyed or anyone killed is sucked into the pinpoint hole, never to be seen again. (In comic books, of course, this often means they end up an alternate dimension -- and maybe we just thought they were killed!)
Sentient, mobile subjects use the same rules, but can struggle against this in two ways. First, when the hole is first created, anyone in the area gets a single Dodge (with evasion modifiers) roll against your rank to dive toward the outside edge. If successful, they're still affected by the gravitational pull, but at only half the normal effect rank. (If they move toward the hole in any way, they lose this benefit.) As well, each turn active targets may resist the pull using the better of Dodge (with evasion modifiers) or Strength against your rank. Success means they can move freely this turn, but will have to resist again each subsequent turn unless they leave the area. Failure means they're effectively restrained (immobile and vulnerable) -- or bound (defenseless, immobile, and impaired) with two or more degrees -- and are immediately dragged toward the center (or damaged, if they're already at the center). See Grab (p. 196) for details.
You may only have one hole active at a time. The hole exists until you create a new one, choose to end the effect, or become stunned or incapacitated.
Build: Move Object with Area (30' Burst), Damaging, and Limited Direction (Only toward black hole). Subjects' evasion benefits are canceled if they move toward the hole but this is balanced by stricter-than-normal limits on the effect's ability to move things and damage them.
- Impedes Movement*: Even if someone resists the hole's pull, their movement is hampered. Anyone in the area moving away from the hole in any way is at -2 Speed; otherwise, anyone moving in any direction except directly toward the hole is at -1 Speed. In addition, all movement-related Acrobatics and Athletics rolls made in the area are at -2. Flat +2 points.
Cost: 4 points per rank (or more)
This is less of a power build and more "power advice."
Duplication is built as Summon Duplicate (2 points/rank) plus Heroic (+2 points/rank). But it often calls for other extras, like Multiple Minions (+2 points/rank per doubling), Horde (+1 point/rank to summon all Multiple Minions at once), and Mental Link (flat +1 point).
Fine-Tuning the Level
As mentioned on the MM3 Powers page, characters can buy fractional ranks, at 1 point each. Each fraction adds 15/(cost per rank) points to the power of the agent(s) summoned, rounded down. This adds complexity, but is often useful for duplicators.
Example: Pisces can summon a twin of herself, bought as Summon Duplicate with Heroic (4 points per rank). She's PL9 and built on 135 points, so she takes Summon Duplicate 7.25 for 29 points. This leaves her 106 points to build her character, which is good, because her Summon lets her call up to a 7.25 x 15 = 108-point agent. (The 2-point difference gives her some room to grow before she has to raise her Summon another quarter-level.)
Without using this rule, Pisces would have had to buy Summon Duplicate 8 for 32 points. She'd then have had 103 points left on which to build her super, which seems imbalanced considering she has enough Summon to call a 120-point agent!
Helpful Hint: To find the minimum level of Summon Duplicate needed for a single copy of yourself, start with the character's total points, subtract any flat-cost Summon extras (like Mental Link), then divide by 15 + (cost per rank of Summon). Round up to the nearest appropriate fraction (or to the nearest whole number if not using the rule above). For example, with the build above, Pisces needs 135/(15+4)=7.11 ranks of Summon, rounded up to 7.25.
Some duplicators don't create "clones"; they just split into multiple versions of themselves, with no one copy being the "alpha" or original. In practice, this changes only one thing, though it's a big one. Normally, if a duplicate is incapacitated (or dies), the original and all other dupes are fine, but if the original is taken out, all of the dupes vanish. If every dupe is "the original," then no matter who gets taken out (temporary or permanently), all of the other copies are just fine. Essentially, you cannot die unless every single dupe is killed.
To represent this, build your dupes as an exact copy of your character sheet, including the Duplication power. This doesn't increase how many copies you can create! It simply (A) applies the rule above and (B) allows any copy to spawn more dupes, up to your total limit. Note: This is incompatible with the Sacrifice modifier!
Example: Pisces wants her twin to count as herself in every way; if either one is incapacitated, the other continues to act. This means that her twin has Duplication, which makes the build far simpler. Because they're both PL9 and built on 135 points, she needs Summon 9 for 36 points.
Cost: 1 point per rank
You can create a barrier of raw force to protect yourself and others. Decide (when buying this power) whether the barrier is opaque (total concealment), partially opaque (partial concealment), or translucent (no concealment). Either way, the barrier has Toughness equal to rank; anyone trying to penetrate it must first break it, using Damage to Objects (p. 192) or Punching Through Barriers (MM3 General House Rules). You may take a standard action at any time to "shore it up," repairing any damage. It lasts until you stop sustaining it (voluntarily or not) or create another wall.
The concealment and Toughness work both ways! If your force wall is opaque, anyone behind it has total concealment from you as well, and you cannot attack through it without breaking it.
Strictly speaking, your wall's Toughness is not PL-limited, as it does not directly "stack" with other defenses. However, the GM may choose to limit your wall's Toughness to PL (or another limit of his choice, such as 1.5*PL) for balance purposes -- and in no case can you ever have a wall with Toughness greater than 2*PL.
Find the surface area of your wall on the table below. For example, with Force Wall 2 you can create a 48-sft. wall: 4' x 12', 6' x 8', or any appropriate combination you want. Your wall can be placed anywhere you wish, even in mid-air, where it will hang, motionless. A common use of Force Wall is to create a dome over people on the ground, or a sphere over those in the air. Find the radius of a dome or sphere on the table below. You may always choose to create a smaller wall.
|1||24 sft.||2 feet||1.5 feet||11||24,000 sft.||60 feet||45 feet|
|2||48 sft.||3 feet||2 feet||12||48,000 sft.||90 feet||60 feet|
|3||96 sft.||4 feet||3 feet||13||96,000 sft.||125 feet||90 feet|
|4||180 sft.||6 feet||4 feet||14||180,000 sft.||175 feet||125 feet|
|5||375 sft.||8 feet||6 feet||15||375,000 sft.||250 feet||175 feet|
|6||750 sft.||11 feet||8 feet||16||750,000 sft.||350 feet||250 feet|
|7||1,500 sft.||15 feet||11 feet||17||1.5 million sft.||500 feet||350 feet|
|8||3,000 sft.||20 feet||15 feet||18||3 million sft.|
(1/10 sq. mile)
|700 feet||500 feet|
|9||6,000 sft.||30 feet||20 feet||19||6 million sft.|
(1/5 sq. mile)
|1,000 feet||700 feet|
|10||12,000 sft.||45 feet||30 feet||20||12 million sft.|
(1/2 sq. mile)
|1,400 feet||1,000 feet|
And so on. Each additional level doubles the area. Every two additional levels double the dome or sphere radius.
Build: Create with Limited (Only Barriers) and Stationary. Surface area values assume the wall is one inch thick, per standard object Toughness rules.
- Additional Wall: For each level of this extra, you can sustain another wall; e.g., with Additional Wall 3, you could have four walls up at once! However, you must divide your surface area between them all. Thus, this extra becomes more useful at higher levels. Each wall requires a separate standard action to create. Flat +1 point per extra wall.
- Impervious: You may apply this extra to some or all of your wall's Toughness.
- Movable: You can move your wall around as though using Move Object equal to its rank. +1 cost per rank.
- Opacity Control: You can change how opaque your wall is. If you also have Subtle 2, your wall can range from invisible to fully opaque. For +1 point, you can decide this every time you create a wall. For +2 points, you can also change the opacity of an existing wall, as a free action. Flat +1 or +2 points.
- Selective: As a free action, you can make your wall block certain attacks but not others, or make it incorporeal to some people but not others, allowing you and your allies to attack from a position of safety. If you also have Opacity Control, you can make your wall "one-way transparent" as well. +1 cost per rank.
- Subtle 2: Your wall is completely invisible. You cannot make it visible (or opaque) unless you also have Opacity Control. (Subtle 1 is not appropriate for Force Wall.) Flat +2 points.
- Proportional: Your wall must split its effect ranks between surface area and Toughness. For example, with Force Wall 10, Proportional, you could put 4 ranks toward surface area (180 sft.) and 6 ranks toward Toughness (Toughness 6), or you might put 9 ranks toward surface area (6,000 sft.) and 1 rank toward Toughness (Toughness 1). Neither can go below 0 or above Force Wall rank. (If you only have one such configuration, take that as a Quirk in addition to this flaw.) -1 cost per rank.
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