I’m gearing up for my own con with about 15 other friends where I will introduce them to Mutants and Masterminds. If you’ve never played the game before, I highly recommend it. It’s ridiculously fun! The folks at Green Ronin have created a versatile, explosive system that can be used for big, action-packed set piece encounters, or be used to tell a grittier, lower-powered super tale. There’s just one problem. Making a character takes a long time!
Character Creation in Mutants and Masterminds
When you’re playing an extended game over multiple sessions, a long character creation process isn’t a bad thing. You can make a whole night of it with your players while you build heroes and the world! For a one-shot with new players, I just want to hit the ground running. Especially when we have only a few hours to play before we all rotate tables to play a new game.
Character creation in Mutants and Masterminds takes a while, especially if you’re not used to making a character in a classless system, like many of my friends. In order to create versatile heroes, Green Ronin threw out classes and instead allows 150 points to be spent on abilities, skills, advantages, powers, and equipment during character creation. There are tons of options so you can make exactly the hero you want. Not a bad thing but not great for a one-shot.
Luckily the book comes with ten templates for heroic archetypes. Want to play a Batman-style hero with no superpowers, but great investigative skills, sweet martial arts moves, and awesome equipment? The crime fighter is for you. Want flight, strength, and invulnerability a la Superman? Check out the paragon. Want to cast spells like Dr. Strange? Try the mystic.
This is a great jumping off point, but many of the templates still have choices to make that can take an hour or longer to figure out if you’ve never played the game (looking at you mystic template). The templates could also do a better job finishing some of the math for you and providing DCs and bonuses for abilities.
How I Made the Pregens
The pregens below were formed using the templates in the book. All I did was make decisions where they were required to be made, assigned complications for characters, and did a little bit of the math so a new player can jump right in. Normally I’d want the players to make the decisions for their own characters but with such limited time I’d rather we play than have them make choices in a system they’ve never tried.
The pregens below were chosen based on the heroic archetypes my players wanted to play. I sent them an email listing the archetypes with an example hero and the five they chose were energy controller, mystic, powerhouse, psychic, and speedster.
ARCHETYPE (EXAMPLE HERO)
- Battlesuit (Iron Man)
- Construct (Cyborg)
- Crime Fighter (Batman)
- Energy Controller (Human Torch)
- Gadgeteer (Gear from Static Shock or Lucius Fox if he used the tech he made)
- Martial Artist (Black Widow)
- Mimic (Takes the powers of others they can see… this one will require HOMEWORK and is more complicated… like Peter Petrelli from Heroes)
- Mystic (Dr. Strange)
- Paragon (Superman)
- Powerhouse (Thing)
- Psychic (Jean Grey)
- Shapeshifter (Mystique… but can become other creatures beyond humanoids)
- Speedster (Flash)
- Warrior (Aquaman, Hercules)
- Weapon Master (Hawkeye, Deadpool, Punisher)
Here’s The Pregens!
Pregens for Power Level 10 heroes are below. Feel free to grab them now or head over to the Free Game Resources section of this site and grab them anytime.
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