Tag Archives: archetypes

Fantasy Archetypes for M&M: Part four, The Cleric

We’ve had the Fighter, Rogue and Wizard, and for the final part of this series it’s the turn of the Cleric to take centre stage and get some Mutants & Masterminds treatment. Often seen in the same light as the last guy to get picked for sports at school, he’s actually one of my favourite classes. The Cleric brings a heady mix of combat, team-building and assistance to a party, and should be considered as the glue that holds the whole group together. If you think the Cleric is nothing more than a walking First Aid kit, read on……

More than any other class, the Cleric is arguably the most flexible. While a Fighter is defined by his choice of weapons and armour, the Wizard by the colour of his robes and the Rogue by….. uhhhh… the length of his knives, a Cleric’s choice of deity can affect everything about the role. A Cleric of the Raven Queen and Cleric of Pelor might both be the same class, but their outlook, appearance, mannerisms and attitudes are going to be very different. Rather than limit Clerics to only blunt weapons, I prefer to allow Clerics to use one of their deity’s Favoured Weapons, granting them free Weapon Proficiency (if we’re playing D&D) at 1st level. In my campaigns, a Pelorian Cleric will most likely be found with a Shortsword in his hands, while a Cleric of Corellon will heft a Longbow.

While not so combat-oriented as a Fighter, the Cleric should still pack a decent wallop and be a formidable combatant against the forces of Evil. As he’s driven primarily by the strength of his beliefs, the Cleric should act as prime motivator in the party, acting as it’s conscience and driving force. In 4e D&D that role has been given to the Warlord, though as we’re looking at the Four Core Classes here, I’ll keep that element as a part of the Cleric’s shtick.

The two other classic Cleric abilities are Turn Undead and Healing. This can all fall under the Life Control power in Mutants & Masterminds, with all of his special abilities coming out as low-cost Alternate Powers. Healing itself is a pretty flexible power in M&M with the basic power allowing the character to heal damage, stabilize a dying character or grant a (boosted) saving throw versus poison or disease. Extras and Feats take Healing to another level, allowing regrowth of damaged limbs and organs, healing Incurable damage and Resurrection. Healing could also be taken with the Empathic flaw, meaning the Cleric takes the damage onto himself. I’ve skipped that for this archetype, though it’s a viable option if you want your Cleric to be completely self-sacrificing. A half-way house is the Energizing Extra which allows the Cleric to recover exhausted and fatigued effects as well as physical damage – taking the fatigued/exhausted condition onto himself. That’s great if you want a Cleric who can take a Soldier’s tiredness onto himself so restore the fighter to combat readiness. As I’ve kept this archetype simple, I’ve left that option out though it can be added through customization.

In Mutants & Masterminds the simple route to take with Turn Undead is to make it a straight Blast effect which is Limited:affects Undead only. Make it Area:Cone, and you’re done. Against low-powered Undead (and especially Undead Minions) this is a great save-or-die (again) effect, but more powerful Undead should be able to shrug it off or (at most) be weakened (ie, Bruised or Staggered) by the Turn Undead attempt. As the Cleric gains experience he could beef up the Blast or add Alternate Powers to make his Turn Undead effect more useful. An anti-Undead damaging Aura would be pretty cool. Life Control also includes a Nauseate effect which can leave a foe sickened or helpless; interpret that as another side to Turn Undead, making foes feel the weight of their guilt and sin, or whatever else fits your concept. As with anything else in Mutants & Masterminds, the choice is yours.

Not your wimpy Cleric. DAZ Studio, no postwork. Click to enlarge

Human Cleric Archetype, PL4, 60pp

STR 14, DEX 10, CON 13, INT 12, WIS 16, CHA 15
Touch +1/+4 (Chainmail), Fort +3, Ref +2, Will +5
Attack (Melee) +3, (Ranged) +1, Grapple +5, Defense +2, Init +0

Concentration +7, Diplomacy +6, KS:Religion +5, Notice +7, Sense Motive +7
Attack Focus (Melee) 2, Benefit 1 (Ordained Priest), Favoured Opponent 1 (Undead), Inspire 1, Ritualist, Teamwork 1, Equipment 2

Life Control 3 (DC 13)
- AP:Blast 6 (60′, DC 21, Area:Cone, Limited 1:Affects Undead only)
- AP:Healing 6

Heavy Mace (+3, DC 20)

Fantasy Archetypes for M&M: Part three, The Wizard

We’ve had the Rogue and the Fighter; this time it’s the turn of the magic-user. Your typical D&D spell-slinger is highly intelligent, reasonably dexterous and very lightly armoured. He’s adept with the dagger or quarterstaff, but more likely to toss spells into combat and provide knowledge and sagacious advice out of combat. As we presented a Dwarven Fighter last time, let’s make this archetype an Elven Wizard. Again, with customization, we can remove the elven features to switch races or add other interesting goodies to the mix.

As with the Dwarf, I’m going to use my 4e Racial abilities converted to Mutants & Masterminds for the Elven template, but going to drop the group bonus to Perception checks for three reasons. Firstly, at a cost of 3 points, it’s pretty expensive when you’ve only 60 points to play with. Secondly, it’s a silly Power – what possible reason does having an Elf in a party help everyone’s eyesight? What are you? Contact Lens Guy? Thirdly, I’m removing it Because I Can. M&M character generation is all about tailoring the character you want, and that includes having the freedom (if you’ve the points and GM permission) to create exactly what you want, how you want it.

So, the group Perception bonus goes.

Here’s the statblock:

Elven Wizard Archetype, PL4, 60 points

STR 10, DEX 14, CON 11, INT 15, WIS 15, CHA 14
Tough +1, Fort +1, Ref +3, Will +4
Attack +2, Grapple +2, Defense +2, Init +2

Concentration +6, Diplomacy +4, Gather Information +6, KS: Arcane Lore +8, KS:History +4, KS:Tactics +6, Notice +4, Ride +4, Survival +4
Contacts, Defensive Attack, Eidetic Memory, Master Plan, Ritualist, Equipment 1

Enhanced Trait 1 (Second Chance 1; reroll attack once per encounter), Enhanced Trait 4 (+2 attack bonus with Shortbows & Longbows), Super-Movement 1 (Sure-footed), Super-Senses 1 (Low-light Vision)

Magic 4  (All Limited 2;must be able to speak & move)
- Mystic Blast, 40′, DC 14
- AP: Shield 6
- AP: Summon Hellhounds 3 (Progression – 2 x 45 point Minions)
- AP: Teleport 2 (200′, Affects Others)

Quarterstaff (+2, DC 17) & Leather Jacket (Tough +1)

Here’s a Wizard who’s a boon to any party both in and out of combat. With his Contacts (the arcane literati has it’s uses!) and healthy ranks in Gather Information and various Knowledge skills, this is a Wizard well accustomed to researching obscure details – perfect for preparing for the next dungeon crawl. The Master Plan feat is ideal for the intelligent Wizard – make a DC10 check and all the allies gain a bonus to all attack and skill rolls for 1-3 rounds. It’s a perfect-but-simple mechanic to reflect the thinking man’s class of choice.

In combat, this is a Wizard who can throw a Mystic Blast (call it Fireball, Magic Missile, Ice Shards, or whatever you want), call up a darned good Shield, summon a couple of Hellhounds to do his bidding or teleport himself + one other 200′. As this is supposed to be a low-powered Wizard he’s going to have to choose between hurling a Mystic Blast or having a Shield in place each round; he’s not experienced enough to be able to control two spells at the same time. That will come with time, and when there’s more points to spend. I feel that makes the Wizard closer to traditional Fantasy Novel tropes and encourages more tactical play. If you want to change that, just take the Shield out of being a part of the Alternate Powers array – but that’ll cost more points. Which leads us to……..

Customization: The obvious route to customization is to change the spells. Each Alternate Power costs only 1 point, but is limited by the limitations and number of points allocated to Magic. In other words, no more than 9 points in a single Power, and every “Spell” can only be cast if your character can speak & move. If you want spells to work differently – for example, an Illusion spell which can be cast silently – that’ll have to be bought outside the Magic array. Overall though, spells are Dirt Cheap, and as the character will earn 1-3 points per session, it’s possible to pick up a new spell every single adventure and still have points to spare to round the character out further.

A scan through the Powers list in the M&M Core Book should suggest countless spells, from Flight to Shapechange and Weather Control to Paralyze; every 3e and 4e D&D spell or Power can be translated into M&M game terms should you choose, and many more besides.

Outside his skills, this is a Wizard sadly lacking in combat prowess. I’ve given him a Quarterstaff, but if he wants something more substantial (a Longsword and Longbow, perhaps, for that full-on Elven Warrior Mage effect), then that will mean shaving a few points from someplace else for more Equipment. Consider dropping Eidetic Memory and 4 points from the Knowledge skills if you want him more action-oriented.

If you prefer your Wizard without pointy ears, remove the Elven template elements and get 11 points back to spend on other things. That’ll buy you many more spells and/or combat prowess. Find another point and you’ve enough to be a Dragonborn or Halfling Wizard – or something completely unique.

As ever, the choice is yours.

Next: The Cleric!

Fantasy Archetypes for M&M: Part two, The Fighter

Last time we looked at how to build a Rogue Archetype for Mutants & Masterminds. This time, it’s the turn of the Fighter. Or, more accurately, The Dwarven Fighter. After all, what’s more archetypally D&D than the short beardy guy with an axe?  Also, we’ll take a look at a few possible customization options and look at how, with a little points juggling, we can turn the archetypal Dwarf-with-axe into an Elf-with-Longbow, Halfling-with-cudgel, or any other race-and-weapon combo that takes your fancy.

Again, I’m going to work with a more old-school/Third Edition view of what the Classes represent rather than 4e’s slightly shifted perspective, but just to mix things up I’ll use my Racial Templates converted from 4e, just because in Mutants & Masterminds, I can. That’s a part of the fun of using an Open Design system like M&M – you can shape the rules around your world-view, rather than have the Game Designers force their world-view onto you.

To my mind, the Fighter is defined by the very name of his class; he fights, and that’s what he does. Whather he’s a shortsword-wielding Gladiator, a spear-chucking cannibal or axe hefting Norse warrior, the Fighter’s job is to hurt the other guy as much as possible. Unlike in 4th Edition D&D, a Fighter is just as much a Fighter whether he’s wielding a sword or drawing a Longbow – it’s Fighter, not Melee’er fer gawsakes!- and the Archetype should be as adept with ranged weapons as he is with close combat. As before, adjust and customize to taste.

DAZ Studio, no postwork. Click to enlarge

Dwarven Fighter Archetype, PL4, 60pp

STR 15, DEX 14, CON 15, INT 10, WIS 16, CHA 12
Tough +2/+5, Fort +6, Ref +2, Will +4
Attack +3, Grapple +5/+6, Defense +3, Init +2

Climb +6, Craft:Structural +4, Handle Animal +5, Intimidate +5, KS:Dungeoneering +4, Notice +7, Survival +7
All-Out Attack, Benefit 1 (Member of Fighter’s Guild), Distract (Intimidate), Improved Block 1, Power Attack, Teamwork 1, Ultimate Effort 1 (Resist Knockback), Equipment 3
Super-Strength 1, Dwarven Weapon Proficiency (+2 Attack w/Throwing Hammer & Warhammer)

Standard Adventurer’s Kit, Chainmail Armour (Tough +3)
Battleaxe (+3, DC 20)
Crossbow & 20 quarrels (40′, +3, 19-20, DC 20)

Here we’ve got a Dwarven Fighter who’s job is clearly to do a lot of damage with each swing. DC 20 is right at the allowable edge of the Power Level limits meaning if he connects, it’s going to hurt. Rather than specialize in just one weapon, this is a Fighter who is comfortable with any, and the combination of All-Out Attack and Power Attack means he can juggle between attack, defense and damage dealt as the situation requires. Add in Distract (Intimidate) to cause a foe to lose an action, and Teamwork to assist his allies, and this is a good, solid combatant with plenty of tactical choices. Much like 4e, but without the shoe-horning, in other words. Unlike your average Third Edition Fighter this is a Dwarf who retains his usefulness with contacts in the Fighter’s Guild, and serious Survival, Dungeoneering and perception skills. There. I’ve insulted both Editions of D&D. Happy now? :D

Customization: As with any Archetype, this is purely a boilerplate that’s ready to play as-is, or open for customization. Perhaps this is a dour, surly Dwarf who smokes pipeweed or an outgoing ale-swilling story-teller. Or something else entirely – the choice is yours. Here’s a few customization suggestions:

  • Want a Fighter but not a Dwarf? Take out the Dwarven traits (listed here) and you get 10 points back to spend on other things. Find another 2 points (drop Benefit and Teamwork, for example) and you’ve enough points to be a Dragonborn Fighter; just add those traits, and you’re done.
  • Drop All-Out Attack too and you’ve the 13 points needed to be a halfling. Swap the equipment for something more suitable (a fishing rod and a cudgel, perhaps) and juggle the skill points to suit
  • Alternatively, be a Human and spend those 10 points saved to make your character something special. Swap the equipment out for a Rapier and Leather Armour, boost CHA and add Perform and Knowledge:History skills and you’ve got a Troubadour.
  • Want a Dwarven Monk? Trade out all of the equipment, drop STR by 2 and take 4 points from each of Intimidate, KS:Dungeoneering and Handle Animal and you’ve got enough for the Kung Fu Fighting Style. And let’s face it – who wouldn’t want to play a Kung Fu Dwarf?
  • Or anything else you want, and the GM permits………

As ever, the Archetype is just the beginning. It’s where you take it that counts.

Next: The (Elven) Wizard

Fantasy Archetypes for M&M: Part one, The Rogue

One of the key differences between Mutants & Masterminds and most other d20-based systems is it’s lack of character classes. Character generation is a wide-open affair where players can create any character conceivable, the only limits being your imagination, the Power Level of the campaign and the number of points you’ve got to spend. It’s a liberating game experience to generate your first M&M character, but it can also be pretty intimidating.

M&M helps alleviate that by including the concept of Archetypes. These are pre-generated characters which fit a commonly recognised niche in the genre. Instead of starting with a blank character sheet, a player can simply pick one of these and play as-is, or juggle the points around to personalize the character further. Archetypes also serve double duty – they help to reinforce the genre and expectations of the GM, and acts as a ready pile of game stats for passing NPCs and villains.

I’m going to spend a few posts suggesting Fantasy themed Archetypes that would fit right into a D&D influenced game, as well as look at ways they can be customized. As a minimum, we’ll be looking at the classic four – Fighter, Rogue, Cleric and Wizard – though more might be forthcoming if this works out. As I’m aiming for a more Old School feel than the Action Heroic style of 4e D&D, these Archetypes will be more in line with Third Edition expectations, though I’m sure some 4e fixtures and fittings will creep in somewhere. Each Archetype will be built to Power Level 4 with 60 points; if you prefer a more 4e style game, up this to Power Level 6 and allow a further 30 points to spend on simulating Powers, etc.

Let’s start the ball rolling with the shadowy guy at the back – The Rogue.

Classically, Rogues are good at three things; sneaking about, finding and removing traps and killing people quickly with short pointy things. Here’s an achetypal Rogue who ticks all the boxes. Maybe it’s a charmingly debonaire thief, a beautiful seductress assassin or brutal thug – the choice is yours. Either way, the key to the Rogue’s abilities is in his (or her) choice of Feats. This Rogue is a Dagger fighter first and foremost, with Feats such as Assessment, Accurate Attack and Improved Initiative meaning that he can strike first, and strike hard. If he really needs to make the first move, Seize Initiative means he can spend a Hero Point to do just that, guaranteed, and the Set Up Feat means that your Rogue can use his Distract(Bluff) ability to line the poor mook up for the Fighter to smack-down with a surprise attack. Lovely stuff.

Out of combat, this character’s Disable Device, Stealth, Search and Notice skills will make him an invaluable spotter and fixer for the party, and the high Charisma (beauty, force of personality or raw charm – you choose) plus talent at Gather Information could mean he/she’s either good at finding the right skulls to crack, or simply has a way with words. The addition of the Connected Feat means there’s a chance that this is a Rogue with friends in high (or, more likely, low) places.

DAZ Studio, no postwork. Click to enlarge

Human Rogue Archetype, PL 4, 60pp

STR 10, DEX 16, CON 12, INT 14, WIS 13, CHA 15
Tough +1/+5, Fort +2, Ref +5, Will +2
Attack +3, Grapple +3, Defense +3, Init +7

Bluff +6, Diplomacy +5, Disable Device +6, Gather Information +5, Notice +4, Search +5, Sense Motive +3, Stealth +5
Accurate Attack, Assessment, Attack Specialization 2 (Dagger), Connected, Defensive Roll 3, Distract (Bluff), Evasion 1, Improved Initiative 1, Seize Initiative, Set Up, Sneak Attack 1, Uncanny Dodge 1, Equipment 3

Standard Adventuring Kit, Thieves Tools, Leather Armour (Tough +1)
Dagger (10′, +7, 19-20, DC 16)
Crossbow (40′, +3, 19-20, DC 18)

Customization: Tailoring a character in M&M is a matter of trading out the things you don’t want in return for the things you do. That either means boosting the things you like or adding new goodies to the mix. So far, so obvious. The fine art comes in being happy with the end result; it is, after all, your character first and foremost. Here’s a few ideas to get started.

  • Want a character more focused on social skills? Drop Seize Initiative and Accurate Attack to gain another point of CHA and buy 4 ranks of Diplomacy
  • Want to totally own the battlefield? Drop Connected and gain the Move By Action Feat
  • Prefer a sniping Rogue who attacks from a range? Switch the Attack Specialization over to the Crossbow, drop Set Up and gain Precise Shot
  • Want to juggle some skill points around? Go right ahead. Shuffle 4 points from Bluff over to Disable Device to make a trap expert, or lose 2 from Disable Device and add 2 to Stealth. Your call, shuffle at will
  • Smooth charmer? Drop Accurate Attack and Improved Initiative and replace with +1 CHA and the Attractive Feat.
  • There’s 3 points allocated to equipment, which buys 15ep’s worth of goodies (Standard Adventuring Kit costs 2, and, Thieves Tools 1). Prefer something different? Spend the 15 Equipment Points however you want. If you need more, trade something out to get another 5eps for every one character point saved

In other words, the Archetype is just the starting point – a good, solid and fully playable starting point, but there’s plenty of scope to fine-tune the details. And it sure beats staring at a blank sheet!

Next: The Fighter.