Posts Tagged ‘ Mutants & Masterminds ’

Meet Double-Header

Thanks to the generosity of a friend, I got me a copy of the Mutants & Masterminds Deluxe Hero’s Handbook by Green Ronin Publishing, LLC. (Nota Bene: That’s an affiliate link.) It’s a lovely book. Great art throughout, easy-to-read double-column format, et cetera. It’s got some neat stuff, including a spiffy Quickstart Character Generation section, which I’ve used to help me figure out hero creation. The MMDHH is the third edition of Mutants & Masterminds, and it bills itself as “The World’s Greatest Superhero RPG!” It’s not, but it’s still a solid system that I’d love to play, but probably less-than-love to GM.

The first and second editions of Mutants & Masterminds are both too fiddly and too slow (in my opinion) to be a really enjoyable superhero RPG from a GM’s perspective. Those editions aren’t as fiddly and slow as Champions, but few games I’ve played over the past four decades can match Champions in slow fiddliness.

The third edition Mutants & Masterminds resembles the first two editions in big ways at first glance. It’s still sort of a d20 System game, but it deviates from that system enough that it’s closer to its own system than not. It feels like gameplay would be faster than the earlier editions, but only once the differences are learned. I’ve only run a short trial combat with one player to try to get a feel for the new edition. We both had plenty of questions about how to do this, that, or the other thing. Thus, our brief playtest had numerous interruptions, but, like I said, that’s more due to the newness of the edition as compared to what we’re accustomed to with Mutants & Masterminds.

One thing that’s still the same is how much I enjoy making up heroes using the system, and I do think the third edition improves on the earlier ones in this regard. There’s still more math and accounting than I’d normally want to bother with to make up a character, but it’s math and accounting that’s kind of enjoyable. It’s fun to come up with a character concept, to take 150 points, and then to figure out how to turn those 150 points into that character. This is, I think, the strongest feature of the system in any edition, especially when I consider the system as a GM.

I am not a fan of having to crunch numbers in order to come up with adversaries and what not for a group of players. That sort of ciphering is the major factor that turned me off on GMing Pathfinder. It’s too much like work, and, for me, the simplicity of an AD&D stat block wins the day against the complexity of a Pathfinder stat block. I’m also not a fan of systems in which adversaries are built using the same rules used for player characters.

But, because I enjoy making up Mutants & Masterminds characters, that sort of number-crunching doesn’t bother me with Green Ronin’s superhero game. Taking a villain from concept to finished product with Mutants & Masterminds both amuses and relaxes in ways that creating a level-appropriate NPC in Pathfinder ceased doing months before I retired from that game system.

I want to play the new Mutants & Masterminds. If that happens, it probably means I’ll end up having to GM the game. My gaming group’s track record with superhero games is spotty at best. The most success we had was with the excellent Marvel Heroic Roleplaying. That campaign went on for a good while (and then we lost half the players). Our two or three attempts at superhero campaigns using earlier editions of Mutants & Masterminds and even my own Four Color Hack all fizzled out pretty quick.

But I digress.

The main point of this point is show off that great picture of Double-Header. The artist is Chris Schweizer, who graciously agreed to let me use the piece for this post. This sentence is a link to Mr. Schweizer’s Patreon site. This sentence links to an article about Mr. Schweizer with links to places related to his work.

Double-Header stands out in the category of wannabe superheroes. He had the will but not the ability. Among Double-Header’s liabilities? In addition to his complete lack of superpowers or noteworthy skills, Double-Header was a member of an alien race who “twin” as they mature, eventually separating into two adults. Double-Header isn’t a guy with two heads. He’s two guys sharing a body until such a time as they reach a level of maturity resulting in separation. Among Double-Header’s people, twins love and help each other. Not in Double-Header’s case. They couldn’t stand each other.

My version of Double-Header can function as a superhero. They’ve got powers and abilities suitable for the gig. While they’re not terribly fond of each other all the time, they do get along well enough to function as a team. Also, my version isn’t an alien. They’re human mutants, super-powered conjoined twins.

If you click on the pic of Double-Header, it opens up a PDF of their character sheet.

August 18th, 2019  in RPG No Comments »

Day 9: Favorite Characters I’ve Not Played

I guess in a way I’m cheating a bit today because I’m not writing specifically about D&D. I do have two characters that I’ve always wanted to play, but have never gotten to. Neither were made for D&D, but they were made for games that would almost certainly not exist had D&D not made the shift to the d20 System with 3E. The first character is Shaolin Beaver for Mutants & Masterminds. The other is William Robert Kelly for True20 Adventure Roleplaying. Enjoy!

Shaolin Beaver
Quote: “Shaolin is the wine of peacefulness, not the vinegar of hostility.”
Concept: Anthropomorphised beaver kung-fu master
Occupation: Sifu
Real Name: Edward
Legal Status: Naturalized citizen of the United States of America with no criminal record
Identity: Public
Place of Birth: Forests of the North American Pacific Northwest
Marital Status: Widowed
Living Relatives: None known
Height: 3 ft. 7 in.
Weight: 58 lb.
Eyes: Dark brown
Fur: Golden brown with reddish highlights
Motivation: Goodness, quest
Complications: Enemy, honor, obsession

Background: Edward is perhaps the last member of a sentient race of humanoid beavers native to the North American Pacific Northwest. Habitat destruction, poaching, and an outbreak of deadly beaver flu have apparently destroyed this once noble people. Edward himself was captured by unscrupulous xenocollectors shortly after he buried his wife Margaret, who had died from the beaver flu.

A lapse in security let Edward escape from the xenocollectors, but his absence did not long go undetected. Pursued through the forests near Mount Ranier in Washington, Edward suffered a gunshot wound and fell several yards into a shallow stream. Injured and terrified, he still managed to elude capture, stumbling into the campsite of Mr. and Mrs. Ethan Stone of Seattle.

The Stones took Edward back to their home and nursed him to health. As fate would have it, Ethan was a student of Deng Ming Dao, a Chinese expatriate and one of the last true Shaolin masters. Edward and Deng Ming Dao became fast friends, and Edward evidenced great natural talent for the study of kung-fu.

After a long period of martial arts schooling, a sense of wanderlust possessed Edward. He donned the traditional orange robes of a Shaolin monk and traveled the land, earning his keep through a variety of odd jobs and having adventures. Throughout his travels, he remains ever-vigilant for rumors about others of his kind.

STR 10 (+0); DEX 20 (+5); CON 16 (+3); INT 11 (+0); WIS 18 (+4); CHA 11 (+0)

TOU +8/+3*; FORT +8; REF +15; WILL +10; INIT +9; KNOCKBACK -3/+0*

* If flat-footed

MELEE +15; RANGE +8; GRAPPLE +11; DAMAGE +5 Strike (crit 18-20); DEFENSE +12

Skills: Acrobatics 12 (+17), Concentration 9 (+13), Craft (structural) 4 (+4), Escape Artist 10 (+15), Knowledge (theology and philosophy) 5 (+5), Notice 6 (+10), Search 6 (+6), Sense Motive 12 (+16), Stealth 4 (+13)

Feats: Acrobatic Bluff, Assessment, Attack Focus 9 (melee), Attack Focus 2 (ranged), Blind-Fight, Defensive Attack, Defensive Roll 5, Evasion, Grappling Finesse, Improved Critical 2 (Strike), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Power Attack, Prone Fighting, Redirect, Set-Up, Stunning Attack, Takedown Attack 2, Trance, Ultimate Skill (Sense Motive), Uncanny Dodge (Auditory)

Powers:
* Shrinking 4 (Size: Small; Power Feat: Innate; Flaw: Permanent [-1])
* Strike 5
* Swimming 2 (Speed: 5 MPH)

William Robert Kelly
Quote: “Well, I’ll be super-amalgamated!”
Profession: Archaeologist
Legal Status: Citizen of the United States with no criminal record
Place of Birth: Philadelphia, Pennsylvania
Marital Status: Single
Height: 5 ft. 7 in.
Weight: 145 lb.

Description: William is slightly built but healthy. His dark brown hair is flecked through with gray. His clothes are usually rumpled. His pith helmet is ubiquitous.

Background: William Robert Kelly was born in Philadelphia, Pennsylvania, on November 2, 1899. From an early age, he evidenced both an extraordinary memory and intelligence. William absorbed information like a dry sponge soaks up water. He rapidly progressed through the education system into university well ahead of his peers.

Today, William is one of the most brilliant minds of his generation. He earned his Ph.D.s in archaeology and botany from Fordham University, his Doctorate of Sacred Theology from the Istituto Pontificio di S. Anselmo (an honor seldom bestowed upon a layperson), and (most recently) his Doctor of Medicine from Harvard University all before his thirtieth birthday. William is also an astonishing polyglot who is fluently reads, speaks, and writes ten languages (including his native English).

After Harvard Medical School in 1929, William traveled to Canton City, China, as part of a Catholic missionary group. There he helped establish and staff a hospital, and also trained Chinese volunteers to act as nurses and orderlies. In his spare time, he became friendly with British archaeologists excavating Nanyue Palace and eventually started to help with the dig and item classifications.

While working the Nanyue Palace site, William befriended Bai Mu Dan, one of the Chinese workers and a master of Shequan, or “snake fist” kung fu. William and Bai spent many late night hours discussing the history of the Wudang Mountain Taoist masters and drinking large quantities of Du Kang. William even learned the rudiments of Shequan from Bai, making William probably the first Westerner to be taught this form of kung fu.

Starting in 1931, the disruptions caused by conflicts between Chinese nationalists, the revolutionary Chinese Socialist Republic, and the Japanese annexation of Manchuria made Canton City too dangerous for Westerners. William left China and the Catholic missionary group, and he traveled west to India with Bai and the British archaeologists who’d become William’s colleagues.

William became involved with a dig site in northern India centered on the tombs of several late Gupta dynasty kings. William noticed a peculiar similarity between motifs and Sanskrit engravings found in India with motifs and Cantonese writings found at Nanyue Palace. Local Indian folktales also bore striking similarities with Bai’s tales of the Wudang Mountain Taoist masters.

After several months in India, William said good-bye to his friends and traveled farther to the west through Persia and on into Egypt. Everywhere he went, he found variations of the same motifs and legends, all centered around an eternal struggle between heroes and the agents of a horrible snake demon. While the snake demon’s name changed from language to language, they all were a variation on idiomatic expressions roughly translated into English as, “It Who Envenoms Darkness.”

William became convinced that all of these various legends and artifacts had a common origin in eastern central Europe among the Indo-Europeans. The oldest indications of the snake cult were found in the Indus River Valley, where the creature was known by the Sanskrit word transliterated as Yig. William also has good reason to believe that the disparate snake demon cults found from North Africa to Southern China still exist today as potentially dangerous secret societies.

After five years of travel and research, William has recently returned to the United States to compile his findings for eventual publication. In his spare time, he teaches as an adjunct professor of archaeology and paleobotany at Harvard University.

Role: Expert 3
Conviction: 4
Virtue: Intrepid
Vice: Acerbic

STR +0; DEX +1; CON +1; INT +4; WIS +0; CHA +0
TOU +2; FORT +2; REF +2; WILL +3
INIT +1; DODGE +1; PARRY +0; BASE ATTK +2
MELEE +3; RANGED +3; DEFENSE +7
WEALTH +12; REPUTATION +1

Languages: Aramaic, Cantonese, English (native), French, German, Greek, Hebrew, Italian, Latin, Sanskrit

Skills: Craft (mechanics) +10, Disable Device* +10, Knowledge (history) +10, Knowledge (life sciences) +10, Knowledge (supernatural) +10, Knowledge (theology and philosophy) +10, Medicine* +6, Notice +6, Ride* +7, Search* +10, Sense Motive +6, Survival +6

Feats: Canny Dodge, Defensive Roll, Eidetic Memory, Improved Critical (unarmed strike), Improved Unarmed Strike, Seize Initiative, Skill Mastery (* skills)

Special Equipment:

Masterwork “Snake Gloves”
* These leather gauntlets are reinforced with knuckle studs and iron fingertip spikes grant a +1 bonus to attack rolls and damage with unarmed strikes.

Masterwork “Hypo-Darts”
* William designed these special darts. When thrown properly, a hypo-dart injects a spring-loaded needle that delivers a powerful dose of narcotics. They are well-balanced (granting a +1 attack roll bonus). The drug dose induces fatigue (Fort save DC 15). A hypo-dart cannot pierce medium or heavy armor. A hypo-dart has a range increment of 20 ft.

Masterwork “Bang Stick”
* William also designed this special walking stick. When the handle is twisted to the “on” position (a move action), the business end becomes capable of discharging a modified shotgun slug as a melee attack (+6 damage bonus). Reloading the “bang stick” requires a move action. William enjoys a +1 attack roll bonus with this weapon.

August 9th, 2013  in RPG No Comments »

I Is for Ichi

I adore the Ichi (more accurately, the Zatoichi) movies. Shintaro Katsu was amazing in the role as the blind swordsman. Takeshi Kitano’s take on this hero was also pretty spiffy. Since time really got the better of me today, I pillaged ancient content to come up with this build I did for second edition Mutants & Masterminds.

THE BLIND SWORDSMAN
Quote: “Those dice sound different. Are you sure you didn’t switch them?”
Power Level: 10
Concept: Blind swordsman
Occupation: Masseur, gambler, adventurer
Real Name: Ichi
Legal Status: Ichi has a good claim to Japanese citizenship, but being a character fictionally born in the 19th century makes this determination problematic.
Identity: Public
Place of Birth: Somewhere in Japan. His place of birth is identified in the ninth Zatoichi film, but I forget the name.
Marital Status: Single
Living Relatives: None that he knows of
Height: 5 ft. 8 in.
Weight: 180 lb.
Eyes: Dark brown
Hair: Dark brown, but graying

Notes: Here’s my riff on Shintaro Katsu’s Zatoichi. With sword in hand, he is deadly. I simulated his mastery of iaido via a Container power. When armed with any sword or sword-like weapon, the Blind Swordsman exhibits superhuman skill. He uses Deflect against slow projectiles as well as for melee blocks. A successful Deflect triggers his Defensive Attack. (Thus, he Quick Draws his sword, blocks the attack, and slices into one or more nearby targets.) Even when not consciously using his swordsmanship skills to block attacks, he is a slippery target (which explains the Shield power). His basic attack is the Rapid Attack, an Autofire Mighty Strike with a reach of 10 feet. The Blind Swordsman has two alternate powers to Rapid Strike: a Blindingly Fast Attack (Mighty, Subtle Strike) and a Powerful Attack (Mighty, Split Attack Penetrating Strike).

Despite his blindness, the Blind Swordsman is very hard to take by surprise. His other senses, especially his sense of hearing, are exceptionally sharp, and he has an almost preternatural intuition about impending danger.

The Blind Swordsman’s signature weapon is a shikomi-tzue (or cane sword). This piece of equipment has normal statistics for a sword.

STR 14 (+2); DEX 14 (+2); CON 14 (+2); INT 12 (+1); WIS 18 (+4); CHA 13 (+1)

TOU +5 (+2 without Defensive Roll); FORT +7; REF +7; WILL +9; INIT +10; KNOCKBACK -2 (-1 without Defensive Roll)

MELEE +4 (+10 with sword); RANGE +4; GRAPPLE +6; DAMAGE +2 unarmed; DEFENSE +8 (+10 with sword)

Skills (Ranks): Concentration +10 (6), Diplomacy +5 (4), Gather Information +5 (4), Intimidate +12 (11), Knowledge (theology & philosophy) +5 (4), Medicine +5 (1), Notice +15 (11), Profession (masseur) +5 (1), Sense Motive +8 (3), Stealth +5 (3)

Feats: Accurate Attack, Assessment, Attack Specialization (sword) 3, Blind-Fight, Defensive Roll 3, Distract (Intimidate), Elusive Target, Equipment 2, Fascinate (Intimidate), Improved Critical (sword), Improved Initiative 2, Improved Throw, Improved Trip, Move-By Action, Power Attack, Quick Draw 2, Startle, Takedown Attack, Weapon Break

Powers:
Iaido Mastery (Container 11) (Flaw: Must have sword or sword-like weapon [-1])
* Cutting the Arrow – Deflect 15 (Effect: Slow Projectiles; Power Feat: Interpose; Extra: Move Action [+1])
* Defensive Posture – Shield 2
* Defensive Attack – Strike 6 (Effect: Damage +8 (crit 18-20); Power Feats: Mighty, Split Attack 2, Triggered [by successful Deflect])
* Rapid Attack – Strike 4 (Effect: Damage +6 (crit 18-20); Power Feats: Extended Reach, Mighty; Extra: Autofire [+1])
* Blindingly Fast Attack – Strike 8 (Effect: Damage +10 (crit 18-20); Power Feats: Mighty, Subtle; Note: This is an AP of Rapid Attack.)
* Powerful Attack – Strike 4 (Effect: Damage +6 (crit 18-20); Power Feats: Mighty, Split Attack; Extra: Penetrating [+1]; Note: This is an AP of Rapid Attack.)

Super-Senses 5 (Effect: Accurate Hearing, Danger Sense, Extended Hearing 2)

Drawback: Blind (uncommon, moderate, 1 point)

Attack/Damage Tradeoff: -0/+0
Defense/Toughness Tradeoff: +5/-5

Abilities 25 + Skills 12 (48 ranks) + Feats 26 + Powers 49 + Combat 24 + Saves 15 – Drawback 1 = 150

April 10th, 2013  in RPG No Comments »