
Stamina 3 Dexterity 5 Intellect 5 Presence 3 Strength 3 Agility 5 Fighting 8 Awareness 2 Defense Group Affiliation: _N_o_n_e_ _ Base of Operations: _E_m_e_r_a_l_d_C_i_t_y_ Power Level: _ Identity: _J_a_c_k_C_o_o_p_e_r_ ❍X Secret ❍ Public New hero, “the Rook,” to the Gamemaster for approval and he’s ready to play! Jon goes back and adds up his costumed crime fighter’s points, coming up with the starting total of 150, so he presents his NotĮveryone agrees with his activities, however, so he keeps his true identity as Jack Cooper, dotcom millionaire, a secret. He believes right and wrong are not mere abstract concepts.
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Sonal code of honor, however, and won’t take unfair advantage. His hero is motivated by justice above all else, even if it means operating outside of the law. Jon notes some Complications he thinks might suit his hero, getting some ideas he can give the GM to earn extra hero pointsĭuring the game. That brings his Equipment rank up to 6, for the remaining 3 points. He also decides to give him a headquarters, the Roost, worth anotherġ5 equipment points. Jon makes his hero a Multi-millionaire to af-įord all this crime-fighting stuff, that’s 4 ranks of Benefit. Power Attack, Quick Draw, and Well-informed. He makes a list of the ones he wants and whittles it down to: Inventor, Jack-of-all-trades, Move-by Action, Added to the 6 he’s put into advantages thus far, Jon has 13 points left. Wings of the Rook: Flight 5, Subtle (sound baffling), Wings Movement 1 (Safe Fall), Removable (–2 points) Power effects, he puts together the following devices:Ĭowl: Senses 3 (Extended Vision, Low-Light Vision, Radio), Removable (–1 point) His 15 points worth of equipment needs 3 ranks of the Equipment advantage, which Jon notes. Them as powers with the Removable modifier (see page 149). Push the equipment envelope a bit too far in the GM’s opinion. Jon’s concept for a set of silent glider wings and a cowl that grants his hero various enhanced senses The flashlight and tracers are simple, and the Gamemaster approves the weapons, but He puts together a list of equipment, including an array of weaponsįor his hero.

Perfect! He takes 3 ranks of Defensive Roll, giving his hero a total The Defensive Roll advantage catches Jon’s attention immediately: it grants improved Toughness by Since Jon doesn’t want his hero to have any powers, he decides it’s time to look at advantages. Has Toughness 3 from his Stamina and his Toughness defense can be up to 6, given his Dodge and Parry ofġ4. Ness can only be improved using advantages and powers, and his hero doesn’t have any powers. Jon can’t increase that directly by spending power points Tough. Jon has spent a total of (9 + 6 + 6 + 5) or 26 points on defenses, about half of what he has left. He increases Will from 2 (for his Awareness) to 8 forĪnother 6 points and gives his hero Fortitude 8, adding 5 points to his basic Stamina 3. Heīuys up his Dodge from 5 (for his Agility) to 14 for 9 points and his Parry from 8 (for That leaves him with 53 power points remaining.įortunately, Jon has decided his hero doesn’t really have any powers, relying Signed 58 ranks in skills, quite a respectable amount, and spent 29 points Skills-like Sleight of Hand and Treatment-and increasing Ranged Com-īat to match the hero’s Close Combat bonus. Maining points! So he shifts those ranks around, decreasing less important He starts out assigning 8 ranks to each of those skills-knowing skillsĬost 1 power point per 2 ranks-but that would use up more than his re. He wants his hero to be quite skilled and makes a wish list of the skills he Points, so Jon has spent 68 of his 150 points, just over a third.

His hero as a real combat expert, Jon gives him Fighting 8. Similarly, he gives his hero Presence 3Īnd Awareness 2, both above average, but not his strongest suits. Puts 3 each into Strength and Stamina making his hero well above average in thoseĪbilities, but not quite as much as the others. Ile, and accurate, and a 5 to Intellect to make him equally quick on the uptake. So he assigns rank 5 to both Agility and Dexterity to make his hero quick, ag. He wants his hero to be capable both physically and men. The hero is intended forĪ power level 10 game, with 150 starting power points. Great training and skill, along with various crime-fighting gadgets. Jon wants to create a hero who’s a vigilante type, someone with no superpowers, but
