Archive for April, 2021

Do the Batusi!

Over the past few days, I’ve tooled about a bit more with Green Ronin Publishing’s Mutants & Masterminds (M&M), which has a robust character creation system that so far has never failed to emulate whatever character concept I’ve come up with. (Caveat: Some character concepts, however, become problematic operating within a specific power point budget. If I’m like the government and just pretend budgets don’t matter, then even the sky’s not a limit.)

For example, I created Major Challenger, a Power Level 10 hero, who is an interdimensional astronaut who explored subatomic universes until his diminution device malfunctioned, trapping him on Earth as a 30-foot tall giant. Via the remaining functions of the diminution device, he can shrink down to one-sixth his normal size. Major Challenger is a “street legal” PL 10 character built with the standard budget of 150 power points. If you’d like to take a gander at Major Challenger, click here.

M&M can also be used to create specific effects that model a movie hero’s special abilities. Who can forget that time when Batman used his hypnotic dance skills to get the drop on King Tut and his goons? Don’t you wish your hero could do the Batusi? Of course you do.

The Batusi
Effect: Perception-Ranged, Concentration-Duration, Cumulative Affliction; Limited to Two Degrees with Instant Recovery. Cost: 2 points per rank.

You perform a stunning series of improvised but fascinating dance moves. Those able to see you get a Dodge resistance check. If successful, they suffer no effects from your dance (although that also means they can’t see you). Targets who see your dance must make a Will resistance check against your effect DC. One degree of failure renders a target entranced by your performance. Two degrees of failure makes the target helpless. In subsequent turns, if you take a standard action to continue dancing, targets who can see you must make new resistance checks. Those who watch your dance long enough likely end up defenseless due to the cumulative effects of your sweet moves. Affected targets recover at the end of the turn you stop dancing (no resistance check required).

April 7th, 2021  in RPG No Comments »

The Monster of Crime

Some games I at least think I’d enjoy playing more than I’d enjoy GMing. One of these games is Green Ronin Publishing’s Mutants & Masterminds (M&M). It has all the makings of a great game: a relatively simple system, a unified dice mechanic, point-based character creation, and (if you’re into that kind of thing) an everything-and-the-kitchen-sink core setting that clearly respects the genre. I love M&M more in theory than in practice, however.

Hero creation is M&M is a bit laborious (although pales in comparison to Champions and GURPS Supers). If one plays with folks that are either a bit spotty on their basic math skills and/or think superhero games are about building the do-it-all but never-gets-hurt character, then M&M can be frustrating. The frustration appears with players who don’t respect (or know) the genre and/or the parameters of the GM’s campaign. I’ve run into the latter more than once.

Years and years ago with people whom I no longer game with, I tried running an urban, four-color hero game. The hero’s were expected to be heroic. I thought I’d made this clear, but that didn’t stop one player from showing up with a murderous speedster who acquired and maintained his powers by stealing crack cocaine from the drug dealers that he killed. Another player showed with a teen-angst loner that frequently insisted on being a team of one.

Ug.

M&M’s first edition was a bit wonky, and much of this wonkiness was fixed with the second edition. M&M’s third edition, however, is even better. It retains the vestiges of its d20 System roots, even going so far as to change the standard six ability scores (STR, INT, WIS, DEX, CON, and CHA) to eight ability scores (Strength, Agility, Fighting, Awareness, Stamina, Dexterity, Intellect, and Presence). Green Ronin also tips their hat to TSR’s iconic Marvel Super Heroes (MSH) with color-coded Damage Resistance Matrix that evokes nicely MSH’s Universal Table.

Since it’s been a while since I made up a M&M villain, here’s a new one inspired by Boris Karloff. I used the Crime Lord from the M&M Gamemaster’s Guide as the base for the Monster.

Francis Stein, also known as the Monster, claims to have been created by the Doctor Victor Von Frankenstein in Ingolstadt, Bavaria. Abused and neglected for years, Stein escaped his evil creator and lived as a fugitive either in the wilderness or on the outskirts of society. Over the decades, Stein accumulated a remarkable education and impressive skills. Stein leveraged his education and skills, along with his superhuman physical abilities, into a career as a mob enforcer, rising through the ranks by a combination of cunning, violence, and longevity. Today, Stein dominates a criminal empire involved in extortion, gambling, and smuggling.

Francis Nathan Stein aka The Monster
Power Level 8

Strength 9, Stamina –, Agility 3, Dexterity 3, Fighting 7, Intellect 6, Awareness 5, Presence 6

Animated Corpse Powers:
Protection 9 [Cost: 1/rank, 9 points] (Extras: Impervious 8) [Cost: 1/rank, 8 points]
Immortality 5 [Cost: 2/rank, 10 points]
Immunity to Fortitude Effects 30 [Cost: 1/rank, 30 points]
Regeneration 10 [Cost: 1/rank, 10 points]

Advantages: All-Out Attack, Benefit (Status), Benefit 3 (Millionaire), Connected, Contacts, Daze (Deception), Equipment 9, Languages 2 (English, German, Russian, Spanish), Minions 10, Ranged Attack 4, Startle, Well-Informed

Skills: Deception 8 (+14), Expertise: Business 7 (+13), Expertise: Law 8 (+14), Expertise: Streetwise 8 (+14), Insight 10 (+15), Investigation 6 (+12), Intimidation 8 (+14), Perception 4 (+9), Persuasion 8 (+14), Technology 6 (+12), Vehicles 5 (+8)

Offense: Initiative +3, Unarmed +7 (Close, Damage 9)

Defense: Dodge 8, Parry 7, Fortitude Immune, Toughness 9, Will 8

Complications: Honor (personal criminal code), Temper (when defied or challenged)

Motivation & Justification: Revenge (for maltreatment) & Entitlement (taking what should have been his)

Power Point Totals: Abilities 68 + Powers 67 + Advantages 35 + Skills 39 + Defenses 8 = 217

April 3rd, 2021  in RPG No Comments »

The Lord of Misrule

It’s April the first, which means ballyhoo and shenanigans!

Meireule “Lord of Misrule”
Demigod

Armor Class: 1
Move: 15”
Hit Points: 95
No. of Attacks: 3/2
Damage/Attack: By weapon type
Special Attacks: See below
Special Defenses: Immune to enchantment/charm, and see below
Magic Resistance: 35%
Size: M (5-1/2′ tall)
Alignment: Chaotic neutral
Worshiper’s Align: Any chaotic, plus revelers, children, lunatics, and entertainers
Symbol: Six-pointed star with a heart in its center
Plane: Prime Material Plane
Cleric/Druid: Nil
Fighter: 7th-level fighter
Magic-User/Illusionist: 10th-level illusionist
Thief/Assassin: 8th-level thief
Monk/Bard: 13th-level bard
Psionic Ability: IV
S: 16, I: 19, W: 12, D: 19, C: 18, CH: 20

Meireule, the Lord of Misrule, is a minor deity concerned with festivals, revels, the rowdier side of childhood, and overthrowing the established social order in favor of whimsy and anarchy. He appears as an outrageously dressed man with a large nose, neatly trimmed mustache and beard, and invariably carrying a ridiculously slender staff and a rapier.

In battle, Meireule fights with his staff or his rapier. The former strikes as a +3 quarterstaff. On any hit, the target must make a saving throw versus spell or be struck silly (as confusion, but treating results of 61 or better as “reduced to helpless laughter for 1 round”). This silliness lasts for 5-10 melee rounds. His blade strikes a +3 long sword. On any hit, the target must make a saving throw versus spell or pass out in a drunken stupor from which he cannot be stirred for 2-5 hours. Lawful creatures suffer a -4 penalty on their saving throws to resist not only Meireule’s weapons but also any of his spells.

Furthermore, no mortal that has consumed alcohol within the past hour can attempt to harm Meireule in any way (no saving throw permitted, but this effect is negated if Meireule attacks the drinker). Of course, Meireule, while not objecting to a light-hearted brawl, prefers to not engage in combat. He enjoys using his illusionist, thief, and bard abilities to sow confusion and merriment.

Like all divine beings, Meireule has the following special abilities, all of which function instantaneously and at will, but not continuously: command (no saving throw), comprehend languages (including the ability to speak or write the language as well), detect alignment, gate (3-18 leprechauns), geas (with a range of 9”), quest (with a range of 9” and no saving throw), teleport with no error, and true seeing.

April 1st, 2021  in RPG No Comments »