Faces of the Kimera
Character Creation Guidelines
This page will describe the character creation guidelines for this campaign.
Mutants and Masterminds uses a points based system to adjucate the costs and benefits of everything in the game. Technically you can put as many points into anything as you want, but your benefits are capped by your power level as described on page 25 of the core book. So it’s usually wise not to put so many points into something that it takes it over the cap. You are, however, allowed to make certain trade-offs. To illustrate what a normal marine might look like, see here. You’ll notice that he’s taken an attack/damage tradeoff – notably he has “+5” attack vs. “+6” attack and “+7” damage vs. “+6” damage (“6” would be the normal cap for a level 6 unit). Page 24 of the core book describes these sorts of trade-offs, players that start as Marines will be assumed to have made a 1 point attack/damage trade-off.
You’re free to choose your own ability scores, skills, and feats, but all players that begin as Marines will receive the standard issue power armor and gauss rifle. Until I get a chance to make the page, let’s assume that the Terran Race bonuses are as follows: “+2” Strength (for men), “+2” Charisma (for women), “+2” Toughness, “+1” Fortitude, “+2” Survival, and the Teamwork feat. Terrans are a hardy bunch that have come together to survive in the hardest of times. You get the racial bonuses and standard issue equipment for free, so don’t bother adding those to your total.
“Total what?” You might be asking. You have 15 experience points, 15 power points, and 15 character points to play around with (they’re all basically equivalent). Most of Mutants and Masterminds discusses things in terms of power points, but I like to distinguish between experience, power, and character – so there you go. Your physical ability scores (Str, Dex, & Con) should come from your power point pool and your mental ability scores (Int, Wis, Cha) from your experience point pool. Skills and Feats must be purchased with experience points, while equipment and powers need to be purchased with power points. You can use either experience or power points to pay for your saves, attack, or defense bonus. Technically, you can use character points to pay for anything as long as you have an in-character reason, but it might also be wise to save a few for actual play, since character points subsume and replace hero points. They also have other uses like allowing a player to change a scene, introduce a character, and so forth.
It’s possible to use the character creator I made to make your character in this system. For starters, try copying the section between the equal signs of the marine example above and pasting that into a text file. You should be able to load that text file into the character creator. If you need help, ask me. You’ll probably want to know how you gain new points (I’ll put this in a new page sometime soon):
- 1 Experience point is awarded for each peace-time year, month of combat/intrigue, or week of intense combat/intrigue that a given character experiences in-game.
- 1 Character point is awarded at the end of each session by each player to the player they feel played the best in that session, from a roleplaying or combat perspective.
- Power points will be awarded as you get paid (complete missions), or acquire new equipment – basically on a case by case basis.
Just some other ground rules:
- You can’t take the Improved Critical feat for the same attack more than twice.
- You can’t take the alternate power feat for a power more than once.
- All powers need to be approved by the game master.
Otherwise, you’re pretty much good to go. Good luck!