So this past Friday my group became somewhat smaller due to pregnancy. My friend who plays Liberty Belle just had a baby and she and her boyfriend, who plays Sgt. Freedom, will be out for a while due to much more important things.
That said, we decided to go back to the “Sentinels of Justice” campaign but switch over to the Mutants and Masterminds third edition rules. This meant tweaking the characters to better fit the new rules and with tweaks came come revamping.
We began with Aviator who had very little in the way of changes. I added a few extra bits, but by far the largest change was to his primary weapon. The intent was to give him a disk launcher that featured less-than-lethal ammo. In the old system he had disks that did normal damage and disks that became bolos upon firing so he could have non-damaging stun type ammo.
With third edition I removed the bolos. He now has the normal damaging kind and a alternate blast that incorporates the new ‘affliction’ power. This power works in degrees; at the lowest level it will daze an opponent, a bit better and it staggers them, and then further in it induces unconsciousness. It is Perfect for the intended result.
Next up was Wildfire. Her character was pretty vanilla, with all the details being in the role-playing of the character. With us losing Freedom and Liberty we no longer had any ‘tanks’ so I decided to go a new route with Wildfire. Since she is supposed to be somewhat common I decided that it should be hard for her to dodge bullets and engage bad guys in fisticuffs so I lowered her defense quite a bit. She now gets hit fairly often, however I added a ‘force field’ to her fire aura that gives her a much higher level of toughness. She has lost her alternate fire blast, but that shouldn’t affect much anyways since she rarely used it.
Impulse came next. I used this as a chance to really clean up his build. The player is too focused on increasing strength but in a team dynamic he doesn’t need to be the best at everything, but being the speedster he does need to be the best at that. So his strength took a hit, but points went into multiattack allowing him to do a lot of damage to one target on several small attacks to multiple targets. I have also done a bit of pre-research for his character.
MnM is a game in which if it’s not on your sheet you can’t do it (one time hero point powered stunts aside). Currently he can run 500 mph and has the ability to run on water. He wants to run faster but the next rank will put him past the speed of sound meaning he will break the sound barrier. So I have put together a sonic based area aura that will activate at these higher levels. Before he can level up he will have to buy this ability as well.
The final update was Sentry, who is now fulfilling the primary melee portion of the team. With this in mind, and the fact that out of all the characters he knows martial arts, I gave him a pretty high unarmed score. This allows him to hit nearly any foe, but being in the human range means he does minimal damage. In fact I gave him the power “I know karate” (a simple ‘damage 2, strength based’ power) simply as an excuse to bump up his damage a bit.
Also I managed to give him a cheaper version of an old power, which alleviates a bit of annoyance and guilt. The Sentry has a few tricks up his sleeve, one of those being that if you can’t see his face you can’t remember his face. In second edition that was a tricky power to build. Here it is a one point power called ‘feature’, and in fact one of the sample characters has something very much like it.
So going into this new era of the campaign we had: our agile blaster (aviator) and tank blaster (Wildfire), both of whom can fly, a speedster (Impulse) and melee champion (Sentry). A pretty good team all the way around.
The campaign began a few months into 1941, and involved the heroes on patrol. I described the world as becoming very open to superheroes, with appearances and news of them spreading all over the country. As we opened the team responded to a series of gun shots, only to find four thugs armed with shotguns firing on one remaining armored truck guard.
Impulse quickly ran in and took out two of the thugs, while aviator distracted a third. Sentry used this advantage and took out said thug. Wild fire quickly came in and attempted to talk the final thug down but he was having none of it and opened fire, which of course did not help him. Impulse dropped him with a single punch.
The heroes quickly assisted with a downed guard and then proceeded to call the cops and check the thugs. It became readily apparent that the ‘thugs’ seemed like common business owners…
This was where the night’s events ended, as character creation had taken awhile.
Notes: the first half of this was notes. See?