Lemme just duck into this phone booth...
Anyway:
The Game: Mutants and Masterminds 2nd Ed
The Publisher: Green Ronin
Degree of Familiarity: Some. I played a character named "Nobilis" that I really enjoyed a while back (Branden was the GM, but the game fell victim to unreliable cars and schedules),
and M&M is about as close to the d20 system as I like to get.
Books Required: Just the M&M book, I think, but I have the True20 book if I need it.
I would run this game, I think, if other, non-d20-based games weren't available. I mean, I like M&M. I like its versatility, and I really like the "Under the Hood" bits in the book, because I like transparency in game design. In fact, mind if I segue just a little?
OK. Gaming can be artistic, but most of the time it's just entertainment, which is fine. And game books can be entertaining to read, but they are, first and last, rulebooks, and therefore tools to help you the reader do something fun. They are not necessarily the fun by themselves.
Now, that said, it's perfectly possible to have gaming books that are fun to read and make for good games. But I personally enjoy when the game designer talks to you, explains why certain decisions were made and what it might do if you did it differently. I don't like game designers hiding behind their games and not providing insight into why a game was built the way it was; there's a kind of Ivory Tower elitism that goes with that attitude (not that I'll name names here).
Anyway, enough rambling. Let's do this.
Step One: Hero Concept. Ooh, I've got one. I want to make a magic-using hero named "Grimoire." That's my concept.
OK, guess maybe I should do a little more. My character was a privileged white guy named Kirk Olsen. Olsen lived in the burbs, away from the kind of trouble that one associates with superheroes, and thus only saw their battles on the news. That meant he got a media filter, and to him, supervillains just posed and then got their asses beat, and superheroes just posed and beat ass. The real day to day stuff - trackers searching out lost kids, powerhouses lifting flipped cars out of ditches, speedsters racing across town to serve warrants - wasn't really covered in the press, and so Kirk didn't see it.
He went to college with this kind of sneering attitude towards supers; yeah, they look cool in tights and all, but we're no better off with or without them (he called them "pajama police"). He majored in English but then started getting into folklore a little more, and took an elective class in Freemasonry and other mystical traditions (remember, superhero world). While studying, he realized a textbook in his library that hadn't been checked out in 50 years had a false back, and inside, he found a rolled up message from a Rosicrucian mystic. It was a series of incantations designed to awaken mystical potential in the reader. He couldn't read it (his Latin wasn't great), so he showed it to a professor.
The professor read it and gained some pretty insidious mental powers. The dude turned around and used those powers to take over the department, bang a lot of hot young coeds by suppressing their ability to say "no," make a lot of money and generally live high on the hog.
Kirk was appalled. This was a man from his life, his kind of life, a man who was comfortable and educated and all of that, and he was using this incredible power to get rich and rape. And Kirk realized then that the idiots you see on the TV are just the ones that make for good press. The real villains are the ones that don't advertise.
And that means that the real heroes are the ones that don't stick around for the credit.
Kirk broke into the professor's house while he was away at a sorority house (think Love Potion No. 9, which gets creepier every time I see it) and found the scroll. He stumbled through it as best he could, but even with his shaky Latin, it worked. Kirk Olsen waited for that professor to return home and confronted him, and let him know that he was onto the game. They found each other to a standstill, and Olsen was forced to flee so that the Professor didn't mind-fuck him.
OK, that's a good start for concept. On to...
Step Two: Check with Your Gamemaster. Moving along.
Step Three: Power Level. Let's assume the default, 10th level. I get 150 points to build Grimoire.
Step Four: Basic Abilities. They all start at 10, and then I pay 1 point for every increment above that. Obviously I want high Intelligence and Wisdom. Let's leave Strength and Dexterity at 10, buy Constitution up to 14 (4 points), buy Int and Wisdom up to 18 (20 points altogether) and buy Charisma up to 12 (22 points).
I need to buy attack/defense bonus. I'll blow 8 points here and put +4 in each of them, why not. Starting to feel like Kirk is spending time and magic in combat training, even though he's not necessarily strong or fast on his own.
And, saves. These are one for one. I'll pump two points into each (8 points, for a total of 38 spent) and then four more into Will (42 points spent).
Step Five: Skills. One power point buys me four ranks in a skill. Looking at the list, I take:
Bluff 4
Climb 3
Computers 5
Concentration 8
Gather Information 5
Intimidate 5
Investigate 4
Knowledge (Arcane Lore) 8
Language (Latin) 1
Notice 5
Search 5
Sense Motive 5
Stealth 6
That's 16 points spent on Skills, for 58 total.
Step Six: Feats. One point per feat rank. (Feet rank? Eww.)
I'll take Distract; I see Grimoire as being able to use small, subtle bits of magic to distract mooks. I'll buy the 2-point version so it works with Bluff or Intimidate. I'll take Master Plan; Grimoire's definitely a leader-type. I'll take Quick Change (if I were running the game, it'd be free) so I can magically become Grimoire in an instant! And I'll take Ritualist, because performing magical rituals is what I do, yo.
Step Seven: Powers. Aw, yeah. Well, here I need to figure out how "magic" works in M&M, so just a moment. OK, so taking "magic" as a power means basically that I have a bunch of powers under that umbrella, that have the "magic" descriptor on them and I can acquire new powers/spells as power feats. Hmm. This requires thinking about how magic works for Grimoire.
Well, I like the notion of him using magic words and gestures to make his spells. But I also like the idea that he has a few tricks that are intrinsic, the result of his regimen of magical study and practice. I think I'd better knock out the Magic first, though, as it's liable to eat a lot of points. I'll take 15 ranks of Magic (30 points). For my free effect, I'll take Obscure - Grimoire likes to move invisibly (since I'd need Obscure to be 2 points per rank, his Obscure affects sight and hearing). And then I need some more Magic powers. If the powers I choose to be Alternates cost rank x2, I can take them up to 15, but any given power can't cost more than 30. Oy. OK.
Oh, wait. If I'm reading this right, every Alternate power only costs me one point. Holy cats. OK, so, I take:
Insubstantial (rank 4, since that's as high as it goes, and I'll put in for 9 extra subjects and one increment of range, meaning I can make 9 people incorporeal if they're within 10 feet).
Invisibility (rank 3, which is 24 points)
Morph (humanoids only, rank 15)
Nullify (magic only, rank 15)
Snare (with the Regenerating Extra, rank 10)
Suffocate (rank 10, plus 5 levels of Extended Reach means I've got a 50' range)
Transform (people into this weird, smoky-glass like material - costs 4 points per level because I want the Continuous extra. Blah. I'll take Sense-Dependent; the target has to hear the incantation for it to work. 10 ranks)
OK, good grief. Alternate Power is nuts. Of course, it does require that I switch between powers, but eh. Let's see: 37 on magic. That takes me to 100 points even.
Like I said, though, I want some powers that I've practiced and made more or less a permanent part of me. I'll take Teleport, and make it a Portal, meaning it costs 4 points per rank. I'll add the Easy Extra, too, so I'm not disoriented on arrival (5 points per level). I want rank 6, so I can teleport 20 miles away. That's 30 points, for fuck's sake. I'll bust it down to a full action to make the portal, that makes it 2 points per level, or 12 points. Much better.
I'll take Blast; seems like I should have one. 2 points per level, and I'll dump 20 points into it for a level 10 Blast. That takes me to 122. Going with my theme of being all secretive and stuff, I'll take Communication. Two ranks is fine for a range of 100 feet. I apply the Selective Feat (I talk to who I want) and Subtle x 2 (my whispers can't even be detected unless I want them to be), and the Area Extra. That costs me 7 points. 129 total.
I think that's good for Powers. I think I'll do the rest of chargen, and then spend my other, what, 21 points.
Step Seven: Complications and Drawbacks. This is mostly role-playing concerns, but there are some mechanical things in this section. First off, Name. Well, we know that. His name is Kirk Olsen, known in crimefighting circles as Grimoire.
His appearance. Well, as Kirk, he's thin, short, and not terribly imposing. He used to be kind of arrogant and overbearing, but since his transformation, he's gotten a new sense of righteousness and humility and that's carried over some. Black hair, blue eyes, favors jeans and casual clothes.
In costume, he wears a black suit, button-down shirt, and a blue tie with gold emblems on it. He wears a black mask and a blue fedora, and black driving gloves. He likes being recognizable as a superhero, but he detests the spandex-and-cape look.
I've been through his origin already. I don't think he has a group allegiance, but morally he's very much professed to stopping the bad guys who keep things on the low. Superheroes go after the big, flashy, bank-robbing idiots all the time...who goes after the perverts? The ones that don't want their pictures in the paper? The ones that traffic in arcane secrets? Grimoire does.
Now, as far as Complications go, he's already got one: The Professor. This guy is his nemesis, an enemy with a small set of powers but a good grasp on using them. Whereas Grimoire used his magic to bring in outside influence (letting him create the snares and change flesh to glass and all), the Professor turned magic on minds and souls.
Finally, I take a Power Loss Drawback - Grimoire loses access to his Magic and all associated powers if he can't gesture or speak. That's worth 3 points, apparently.
Step Eight: Check Your Math. I will. Hang on. See, already finding mistakes.
Abilities: 44
Skills: 16
Feats: 5
Powers: 76
Drawbacks: -3
I'm at 138, giving me 12 points to play with. I'll put 8 into Skills and jack them up as follows:
Bluff 10
Climb 3
Computers 5
Concentration 10
Gather Information 10
Intimidate 10
Investigate 4
Knowledge (Arcane Lore) 15
Language (Latin) 1
Notice 10
Search 5
Sense Motive 5
Stealth 8
That leaves me four more points. I'll pump up my attack and defense mods by 2 more each, so I can hit more betterer.
And that's me at 150 points!
























