Monday, April 26, 2010

Mutants & Masterminds

Mutants & Masterminds is a super-hero RPG, and one that is based on the d20 system popularized with the 3rd Edition of D&D. I have long been a fan of the super-hero genre, though I can't say that I have ever played in a super-hero RPG, something I would like to change at some point. As a fan of the genre, one of my favorite heroes has always been Captain America; I think that his example is a good one, and his abilities, while at the high end of the human norm, aren't completely off the scale. So, I think that in the spirit of the super-soldier, I will attempt to replicate that archetype in my character today. Mutants & Masterminds works on a sort of point-buy system, where each characteristic and statistic is bought from a pool of points determined by the power level of the game (in this case, the standard power level is 10). So, for a super-soldier at power level 10, with 150 points, it looks something like this:

Silver Soldier

Str 22 (+6), Dex 22 (+6), Con 22 (+6), Int 18 (+4), Wis 18 (+4), Cha (+4)

Toughness +6, Fortitude +10, Reflex +10, Will +8

Skills: Acrobatics 4 (+10), Climb 4 (+10), Intimidate 4 (+8), Knowledge (tactics) 12 (+6), Notice 8 (+12), Search 4 (+8), Sense Motive 4 (+8), Stealth 4 (+10), Swim 4 (+10)

Feats: Assessment, Benefit (security clearance), Diehard, Elusive Target, Evasion 2, Improved Block, Improved Initiative, Improved Trip, Inspire, Leadership, Master Plan, Power Attack, Uncanny Dodge (visual)

Powers: Blast 4 (thrown shield; Power Feats: Mighty 6, Ricochet; Alternate Powers: Strike 4 [Power Feats: Mighty]), Shield 4

Combat: Attack +10, Grapple +16, Damage +6 (unarmed), +10 (shield), Defense +14 (+5 flat-footed), Knockback -3, Initiative +10

Point Count: Abilities 60 + Skills 12 + Feats 14 + Powers 12 +Combat 40 + Saves 12 = 150

With this character, we have a hero with high physical abilities, and reasonably high intellect, wisdom, and charisma, not unlike Captain America, at least as a starting character. His saves are reasonably high, as well, meaning he will be able to resist or avoid a lot of damage. His skills are chiefly physical, with a high knowledge of tactics, making him a good soldier and tactician, making him a prime candidate for a group leader, at least in combat. His feats provide him with a number of combat tactics, both physical and to aid in devising plans (Master Plan to devise a tactical scenario, Inspire to fire up teammates, support with Teamwork and Leadership) and some benefits, like security clearance, that are more ephemeral. In an homage to Captain America, this character has a shield, which he can use to strike foes, throw at them (the Blast power means the shield returns when it is thrown), and also deflect attacks. He is, essentially, a super-soldier fresh off the line, with few abilities outside a narrow range, but he is good within that range.

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