Friday, October 24, 2008

M&M: The Home Team

This last Tuesday night I ran the first session of my new Mutants & Masterminds game. I'd brought up the idea a week or two earlier and in the brief discussion that followed the players decided that they wanted to play a group of heroes that were already a team and they wanted to play in a fairly straightforward Golden Age game.

The game is set in early 1942 (although I forgot that it was winter in the first game, whoops) and the characters have been recruited to be the "Home Team" while the other heroes are off fighting on the frontlines or carrying out Top Secret missions. They'd only just met at the beginning of the first session when they were being shown around their new base; a tricked out Brownstone in Cape City.

Cape City is my homebrew setting for many of my superhero games over the last 10-12 years. It's very Freedom City/Astro City in feel. Oh, and it's named Cape City because it's actually located on a cape (the geological formation, not the article of clothing). I like using Cape City because I know a lot about it and can easily pull ideas out of my head for running games, but I can also alter things in the city to fit whatever's appropriate or interesting for the latest game.

I wanted to post the write-ups for the characters, so everyone can see what I have to work with. It's an interesting team with some pretty normal characters as well as some more . . . challenging ones. Oh, I'm using the Hero Lab software to create all the heroes and villains. It's a great program that also allows me to output the characters in HTML like you see below. Here they are.

Patriot


The man who would become Patriot was born and killed in the 1700s. He was the first American to die in defense of the country at the start of the War for Independence. He was "reborn" shortly thereafter and has been fighting to defend the country ever since. (Played by Seth Johnson.)

Power Level: 8; Power Points Spent: 120/120

STR: +4 (18), DEX: +3 (16), CON: +4 (18), INT: +2 (14), WIS: +3 (16), CHA: +5 (20)

Tough: +11, Fort: +6, Ref: +5, Will: +4

Skills: Diplomacy 8 (+13), Gather Information 6 (+11), Notice 6 (+9), Search 5 (+7), Sense Motive 7 (+10)

Feats: Benefit - Diplomatic Immunity 1, Benefit - Security Clearance 1, Benefit - Wealth (Rank 24: Rich) 4, Connected, Fearless, Improved Initiative 1, Jack-Of-All-Trades, Well-Informed

Powers:
Immortal (Immunity 1) (Aging)
Indomitable (Protection 7) (+7 Toughness)
Indefatigable (Speed 4) (Speed: 100 mph, 880 ft./rnd)

Liberty Silver (Device 5) (Powers: Blast 10)
Gun (Blast 10) (DC 25, Alternate Powers: Bell (Blast 6) [Alt], Torch (Dazzle 10) [Alt], Torch (Dazzle 6) [Alt], Sword (Strike 10) [Alt], Eagle (Stun 6) [Alt])
Bell (Blast 6) [Alt] (DC 21, Extras: Area, Explosion (60 ft. explosion - General))
Torch (Dazzle 10) [Alt] (DC 20, Affects: Two Sense Types (2/r) - Visual Senses)
Torch (Dazzle 6) [Alt] (DC 16, Affects: Two Sense Types (2/r) - Visual Senses, Extras: Area, Burst (30 ft. radius - General))
Sword (Strike 10) [Alt] (DC 25, Extras: Penetrating)
Eagle (Stun 6) [Alt] (DC 16, Extras: Range 1 (ranged))

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +10)

Attacks:
Unarmed Attack, +6 (DC 19), Gun (Blast 10), +6 (DC 25), Bell (Blast 6) [Alt], +6 (DC 21), Torch (Dazzle 10) [Alt], +6 (DC Fort/Ref 20), Torch (Dazzle 6) [Alt], +6 (DC Fort/Ref 16), Sword (Strike 10) [Alt], +6 (DC 25), Eagle (Stun 6) [Alt], +6 (DC Fort/Staged 16)

Defense: +5 (Flat-footed: +3), Knockback: -5

Initiative: +7

Languages: Native Language


C.L.I.V.E.


C.L.I.V.E. (Clockwork Living Intelligent Valet Extraordinaire) was recovered by U.S. forces from the abandoned ruins of a mansion after the fall of France. His origins are unclear, but he claims to be over 200 years old. (Played by Mike Mulvihill.)

Power Level: 8; Power Points Spent: 120/120

STR: +8 (26), DEX: +2 (14), CON: +0 (-), INT: +1 (12), WIS: +0 (10), CHA: +2 (14)

Tough: +16, Fort: Immune, Ref: +2, Will: +2

Skills: Diplomacy 4 (+6), Drive 2 (+4), Intimidate 2 (+4), Knowledge: Current Events 3 (+4), Knowledge: History 4 (+5), Language 1 (+1), Notice 4 (+4), Prof: Valet 8 (+8), Search 4 (+5)

Feats: All-Out Attack, Ambidexterity, Attack Focus (Melee) 8, Defensive Attack, Distract (Intimidate), Eidetic Memory, Elusive Target, Fighting Style: Boxing, Improved Block 1, Improved Grapple, Interpose, Power Attack, Stunning Attack, Takedown Attack 1

Powers:
Density 5 (+10 STR, +2 Toughness, Weight Multiplier: x2; Adds: Super-Strength 1, Immovable 1, Power Feats: Innate, Extras: Duration 1 (continuous), Flaws: Permanent)
Super-Strength 1 (+5 STR carrying capacity; +1 STR to some checks)
Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
Deflect 6 (Deflects: Slow Projectiles (1/r))
Immunity 12 (Life Support, Aging, Sleep, Starvation & Thirst)
Impervious Toughness 4
Super-Senses 2 (Ultra-Hearing, Low-Light Vision)

Attack Bonus: +0 (Ranged: +0, Melee: +8, Grapple: +16/+17)

Attacks:
Unarmed Attack, +8 (DC 23)

Defense: +0 (Flat-footed: +0), Knockback: -12

Initiative: +2

Languages: French, English


Anemone


Anemone (named for the flower, not the undersea critter) is mostly a mystery. What is known is that she's a psychic with a storefront shop in the New Haven section of Cape City. (Played by Kristian Haapa-aho.)

Power Level: 8; Power Points Spent: 120/120

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +1 (12), WIS: +5 (20), CHA: +5 (20)

Tough: +2, Fort: +6, Ref: +6, Will: +6

Skills: Concentration 4 (+9), Diplomacy 3 (+8), Drive 1 (+3), Handle Animal 2 (+7), Intimidate 8 (+13), Knowledge: Behavioural Science 2 (+3), Medicine 1 (+6), Prof: Psychic 2 (+7), Sense Motive 4 (+9), Swim 1 (+1)

Feats: Attack Focus (Ranged) 5, Attractive 2, Eidetic Memory, Fearless, Fearsome Presence 3, Improved Initiative 1, Inspire 1, Leadership, Master Plan

Powers:
Astral Form 4 (Alternate Powers: Telepathy 8 [Alt], Emotion Control 8 [Alt], Mental Blast 5 [Alt], Power Feats: Subtle 1 (subtle))
Telepathy 8 [Alt] (DC 18, Adds: Communication 8, Mind Reading 8)
Emotion Control 8 [Alt] (DC 18)
Mental Blast 5 [Alt] (DC 20)
Mind Shield 6 (Impervious +6 to Will saves vs. Mental effects)
Shield 10 (+10 dodge bonus)
Teleport 2 (200 ft. as move action; DC 12)

Attack Bonus: +3 (Ranged: +8, Melee: +3, Grapple: +3)

Attacks:
Unarmed Attack, +3 (DC 15), Mental Blast 5 [Alt], +8 (DC Will 20)

Defense: +14 (Flat-footed: +2), Knockback: -1

Initiative: +6

Languages: English


Sally Steel


Sally's husband volunteered to join the Army and Sally badly wanted to join him on the front lines, but she was repeatedly laughed out of the recruiters' offices. So, she signed up to work in a factory. Late one night the notorious Axis spymaster and Thule society sorcerer Eldric von Hexenblut attacked the steel mill. An explosion setn Sally into a vat of molten metal, but instead of dying she took on its properties! (Played by Wilhelm Fitzpatrick.)

Power Level: 8; Power Points Spent: 124/120

STR: +7 (11/24), DEX: +1 (12), CON: +9 (14/28), INT: +0 (10), WIS: +1 (12), CHA: +2 (14)

Tough: +9/+12, Fort: +10, Ref: +4, Will: +6

Skills: Craft: Steelworker 5 (+5), Diplomacy 6 (+8), Gather Information 2 (+4), Intimidate 6 (+8), Language 1 (+1), Notice 8 (+9), Search 6 (+6), Sense Motive 10 (+11)

Feats: Diehard, Inspire 2, Interpose, Ultimate Effort - Toughness, Fortitude 2

Powers:
Molten Metal Body (Alternate Form 13)
Solid (Powers: Density 6, Immunity 8, Energy Aura 2, Environmental Control 1, Enhanced Ability 1, Enhanced Ability 14, Impervious Toughness 5, Strike 2)
Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5; Adds: Super-Strength 2, Immovable 2, Extras: Duration 1 (continuous))
Super-Strength 2 (+10 STR carrying capacity; +2 STR to some checks)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Immunity 8 (Environmental Condition: Heat, Suffocation (All), Damage Type: Fire)
Burning Form (Energy Aura 2) (DC 17, Energy Type: Fire, Extras: Duration 1 (continuous), Flaws: Permanent)
Environmental Control 1 (Radius: 5 ft.; Heat (Extreme), Extras: Duration 1 (continuous), Flaws: Permanent)
Enhanced Ability 1 (+1 STR; Ability: Strength)
Enhanced Ability 14 (+14 CON; Ability: Constitution)
Impervious Toughness 5
Metal Fists (Strike 2) (DC 24, Power Feats: Mighty)

Power Settings:
Solid (Powers: Density 6, Immunity 8, Energy Aura 2, Environmental Control 1, Enhanced Ability 1, Enhanced Ability 14, Impervious Toughness 5, Strike 2)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +13/+15)

Attacks:
Unarmed Attack, +6 (DC 22), Burning Form (Energy Aura 2), +6 (DC 17), Metal Fists (Strike 2), +6 (DC 24)

Defense: +4 (Flat-footed: +2), Knockback: -10/-12

Initiative: +1

Languages: Englsih, Polish



The Bug


The Bug is a consumate inventor, but after falling on hard times he was forced into using his inventions for the Mob. After threatening to leave their "employ" his bosses ratted him out to the Feds and the Bug went to prison. After the bombing of Pearl Harbor the Bug volunteered to do whatever he could to help his country. Now the country has taken him on up on that offer. (Played by John Aegard.)

Power Level: 8; Power Points Spent: 130/120

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +8, Fort: +6, Ref: +7, Will: +5

Skills: Bluff 12 (+12), Craft: Chemical 12 (+12), Disable Device 12 (+12), Disguise 8 (+8), Knowledge: Technology 12 (+12), Notice 8 (+8), Search 8 (+8)

Feats: Attack Focus (Ranged) 2, Attractive 1, Beginner's Luck, Dodge Focus 6, Equipment 1, Improved Initiative 2, Improvised Tools, Inventor, Luck 2, Second Chance - Choose Hazard 1, Skill Mastery - Choose 1, Ultimate Effort - Choose Action 2

Powers:
HINDER (High Velocity Neural Disrupting Entangling Rifle) (Device 16) [Lose] (Powers: Dazzle 7, Snare 6, Stun 6)
Dazzle 7 (DC 17, Affects: Two Sense Types (2/r) - All Visual, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Extras: Autofire 1 (interval 2, max +5), Alternate Save (Will), Custom 0 (Linked to Snare))
Snare 6 (DC 16, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Precise, Extras: Autofire 1 (interval 2, max +5))
Stun 6 (DC 16, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Extras: Autofire 1 (interval 2, max +5), Range 1 (ranged), Custom 0 (Linked to Snare))

SPICE (Sharp Posi-weave Infiltration coverall, Enhanced) (Device 3) (Powers: Protection 6, Super-Movement 3, Super-Senses 3, Leaping 2, Concealment 3)
Protection 6 (+6 Toughness; Flaws: Limited - Broad Type (Physical Only))
Super-Movement 3 (Slow Fall, Wall-Crawling 2 (full speed))
Super-Senses 3 (Danger Sense: Choose Sense Type, Darkvision)
Leaping 2 (Jumping distance: x5)
Concealment 3 (Sense - Smell, Sense - Sight, Flaws: Blending, Action 3 (full))

Equipment: Camera

Attack Bonus: +2 (Ranged: +4, Melee: +2, Grapple: +4)

Attacks:
Unarmed Attack, +2 (DC 17), Dazzle 7, +8 (DC Will 17), Snare 6, +8 (DC Ref/Staged 16), Stun 6, +8 (DC Fort/Staged 16)

Defense: +7 (Flat-footed: +1), Knockback: -4

Initiative: +9

Languages: English


And there you go. Those are the player characters.

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