Tag Archives: m&m

Character du Jour: Jonah Greyseer

“Just because you hear voices, don’t make you crazy. That’s what my old ma said to me. ‘Course, back then I knew all the voices I heard. I could hear Old Spikey down the road chastizin’ his mule, clear as if he was in the room right next to me. I knew when my sis was coming home from school, even afore the dogs started barkin’. Some days, I could hear the voices clear across the valley to the next settlement and even then I knew most of them, or got to know ‘em.

Anyhows. Now I’m in the city and I hear so many voices all the time, and I hardly know any of ‘em at all. But the bad ones – the real bad ones – well, I make a point of getting to know them very well. If you catch my drift.

No. Hearing voices don’t make you crazy.

It’s what they say what does that.”

Jonah was born with a gift – or perhaps a curse. He can hear the surface thoughts of everyone over a wide (and steadily growing – currently about 2.5 mile) range, all at the same time. He can focus on a single mind to delve deeper, and at a closer range (1 mile) can even see through a person’s eyes. While he cannot communicate telepathically (it’s one-way only) he has mastered sending a concentrated burst of all those thoughts at a single mind, overloading their brain. It’s a crude yet effective attack at best, but is a sign that he may well develop full telepathy as his abilities improve.

At 6′5″, Jonah is a lanky welt of bone and sinew, possessing a catlike agility that’s heightened by his precognitive talents – he knows where you’re going to be before you even know yourself. Against a living, thinking foe he is almost untouchable, able to move and pre-empt every attack before it even begins. Against robots, the undead or any other non-living thing though, he’s at a disadvantage.

Jonah’s sense of right and wrong comes from his life on the settlement where his Preacher father instilled in him a sense that the Law of Man and the Good Book were inviolate things, and it’s the duty of all godfearin’ men to see that sinners find just punishment. A natural drifter, Jonah has found his way to the city, drawn like a moth to a flame by the sound of all those voices.

They will be his undoing, one day.


Notes: Psionic Cowboy! Mind-reading son of a preacher man! Daredevil meets Jonah Hex! Greyseer is a prime PC for a gritty PL10 street-level game where the stakes are high and the risks are hidden in the shadows of the night.

Dirty little secret: Where do Jonah’s powers come from? Well, you better ask his pa that question. Too bad he died many years ago – though Jonah still hears his thoughts on the wind. And those thoughts, they ain’t good.

Jonah Greyseer, PL 10 150pp
Str 18, Dex 24, Con 18, Int 16, Wis 18, Cha 16
Tough +4, Fort +9, Ref +8/+14, Will +10, Init +7
Attack (Ranged) +4/+10, (Melee) +8/+14, Defense +4/+14

Enhanced Trait 43 (Defense +10, Reflex +6, Attack +6, Attack Focus (Melee) 4; Limited: only vs. living)
Super-Senses 2 (Mental Awareness, Danger Sense:Mental)
Super-Strength 2
ESP 4 (Visual Senses, Range 1 mile, Medium:other people’s eyes)
Mind Reading 6 (DC Will 16, Ranged, Area:Burst, Extra:Area 8 (about 2.5 miles))
- AP: Stun 10 (DC Fort 20, 100′, Limited:only vs. living)

Acrobatics +15, Climb +8, Computers +5, Concentration +12, Gather Information +7, Investigate +7, Medicine +6, Notice +8, Search +7, Sense Motive +8, Stealth +15
Acrobatic Bluff, Master Plan, Redirect, Teamwork 2

Flash Goggles, Motorcycle

Greywulf's Games of the Year 2009

Where would the end of the year be without the end of the year review posts? Nothing says New Year more than a look at what has been. Without further ado I give you Greywulf’s Games of the Year 2009!

Looking back, 2009 has been a wanton harlot of a year, promising much role-playing variety but delivering little. Yet at the same time it’s been a terrific year for gaming with sessions covering everything from Scooby Doo to The End of the World itself. My little group has visited planets (and blown the carp out of them), travelled the multiverse and camped atop a Barrow Mound in Northern Cardolan.

What we’ve not done though is seen much variety in our gaming systems. I had hoped to have some Alpha Omega sessions under my belt by now, and harboured a secret desire to mashup Traveller and Call of Cthulhu one more time. I wanted more Dogs in the Vineyard, more Primetime Adventures and more…. well, just more. but it sadly wasn’t meant to be. But hey, that’s what new years are for, right?

With that in mind, here’s the winners:

Honourable Mention: 3:16 Carnage Amongst the Stars
Last year’s Game of the Year has earned a pride of place at our game table time and again. It’s quick to prep and blindingly hilarious to play. Take a bunch of friends, lots of alcohol and blow shit up. What’s not to love? As the game develops it evolves with the horror of your character’s actions and increasing questioning of humanity’s place in the cosmos taking over.

Last year I said it was the perfect game system and it still is… almost. 3:16’s only weakness is that it doesn’t stand up well to solitaire (one GM/one player) play. This is one game which demands a bunch o’folks around the table!

Bronze: Savage Worlds
AKA The Little Game System Which Could. The intertubes are already chock full of praise for Savage Worlds so you don’t need me to say how good it is – you should already know by now. This is a great system for Doodle Campaigns where you want to turn your campaign idea into playability with the least effort possible. Character Generation is flexible though demands a lighter touch than hardcore D&D gamers might expect. By default a starting Novice character is far weaker than with 4e 1st level counterpart meaning it’s perfect for that gritty low-level urban sprawl fantasy you’ve been aching to play. Or a modern-era campaign. Or swashbuckling in 17th century France. Or anything else, for that matter. Savage Worlds is generic, in the best meaning of the word.

Silver: Mutants & Masterminds
Anything Savage Worlds can do, Mutants & Masterminds can do better. This is my go-to system for anything outside the D&D norm. Underneath the wonderful superhero battle armour there’s a superb generic system pulsing like a beating heart. This is the game from which 4e D&D has stolen all it’s best innovations only to copy them badly. I’m looking at you, Minions and Action Point rules. With the watertight Power Level rules M&M can scale and handle anything from the lowliest TV cop drama up to cosmic-level threats of Unimagined Awe. The default Power Level (10) is prime for superheroin’ goodness with the heroes roughly equal in power to Spider-Man or the Fantastic Four. Drop it to PL6 and our heroes could match your typical 4e D&D characters or be street-level beginning superheroes.

I’ve yet to find anything which M&M cannot do right out of the single Core Book but it’s also one brilliantly supported system with genre books covering all the Ages of comicdom and beyond. This year saw the release of Warriors & Warlocks, a full-on fantasy supplement for M&M which is inspirational reading for anyone who wants to game with armour and sword. Better than D&D? Oh yes.

Gold: Dungeons & Dragons Fourth Edition
Yet it’s the daddy of them all which gets Gold. Yes, M&M is a technically superior system. Yes, Savage Worlds is more flexible. Yes, 3:16 is more explosive. But nothing captures your hearts and imagination like Dungeons & Dragons. The Fourth Edition rules are rock solid and deliver the goods, in spades. Combat has gained a whole new dimension with the Powers system – it’s tactically challenging, tense and exciting. Outside combat this is the same D&D we know and love with the added awesome of Skill Challenges adding another layer onto the game. Anything you could do in previous editions of D&D you can still do, and the designers have done a fine job of adding more without taking a darned thing away.

Where 4e really shine though is it’s hackability. This is a system which cries out to be toyed with. Monster building and customization is trivially easy once more. That’s a huge relief after the painful voodoo of Third Edition. Monsters are monsters again and adding Classes to monsters no longer involves putting aside a couple of hours in a darkened room with a stiff drink. Want a bigger than normal orc or a weakened Dragon? You can do the math right at the table, during play.

Building a whole new class isn’t for the faint hearted but creating a new Race is simple enough and adding new skills is as simple as… well, just adding them. Where 4e stands out is in Encounter building. Given a pool of XP (enough to create an easy, medium or hard challenge) you can fill it in so many ways with combinations of monsters jumping off the page. With monsters being given roles it’s easy enough to match the critters to your tactical needs. Want the heroes to battle big monsters up close while being harried by arrow-fire from above? Drop a couple of Brutes on the table, and add Artillery. Pick your monsters according to XP and taste, and you’re done. Want a load of monsters under the command of a leader? Use one Controller and a load of Minions. Encounter building was one of the most difficult aspects of Third Edition, and in 4e it’s one of the best and most enjoyable parts of the game – for this Lazy GM, at least.

I could go on about just how great the Monster Manuals are, about the individual Classes, Treasure allocation and more, but I’ll save those for future posts. There is a whole new year of blogging to fill up too, after all.

Till next time, and good gaming!

Character du Jour: The Suit

Ultramegaman was dead. Doc Nekron’s Death Beam had torn him apart into a billion billion atoms leaving no trace of Earth’s Greatest Hero. All that remained was his indestructible Ultramegasuit, lost floating on the wintry winds. The entire planet mourned.

Some time later, a new red streak was seen flashing across the sky – a woman! She danced like an angel in the air before disappearing with a loud “Whoop!” of joy. A few days passed and speculation soared as another hero appeared – an old, bearded man battling bank robbers on Fourth and Main. The security cameras clearly showed that he wore the same costume as Ultramegaman – and also that he held a dusty wine bottle through the entire fight, taking the occasional swing as he slugged the mooks.

As the months wore on, more sightings appeared – a japanese businessman, a young girl and even a dog with an Ultramegasuit tied around his neck. Was this part of an emerging Ultramegafamily of superheroes? Clones? Or something more sinister?

The world watches, and wonders.

When Ultramegaman was slain, his powers became enmeshed into the fabric of his indestructible suit such that anyone who wears it gains the powers of Ultramegaman himself. It was first discovered by Amy Jones where it hung from her washing line after falling back to Earth. Flying was her first real experience of freedom from a hard life of abusive parents, tough lovers and rougher husbands. Her one act of heroism was to finally kick out her no-good loser of a husband once and for all. After much thought, she tossed the suit in the garbage, content enough with (at last) a normal life without taking on the mantle of superhero. From there it was found by a street bum who welcomed the warmth of an indestructible suit. He was begging for change outside the bank when a crook pushed him aside. Big mistake.

From there it has passed from person to person – from a communal shower to a businessman’s holdall. From there to a snatcher’s young sister, to being tied around the neck of a stray dog, and on it goes. Each wearer of the suit has their own stories to tell, their own reason for wearing it, and their own reason for giving it up.

Dirty Little Secret: Is the suit sentient? Is it trying to find the way to it’s true destination? Or is it guided by nothing more than blind chance, the powers it conveys making heroes from the raw material found inside all of us? Do clothes maketh man? And do superclothes maketh superman?

Notes: Superman meets The Tuxedo. I like.

The Suit is a Device that can be added to any character. It is basically The Paragon archetype from the Mutants & Masterminds Core Rules distilled into device form. Good luck if it gets into the wrong hands.

The Suit, 68pp
Device 17
- Enhanced Constitution 20
- Enhanced Strength 20
- Flight 5 (250mph)
- Immunity 9 (Life Support)
- Impervious Toughness 12
- Quickness 2 (5x speed)
- Super-Strength 6

Name this Hero

I’m all out of braincells today, so hope you don’t mind me using some of yours instead. Here’s a hero who is as agile as Spiderman and almost (but not quite) as strong as Thing from the Fantastic Four. His rough backstory so far is that he lacks the little cut-off switch in his brain that tells him when he’s reached his physical potential. So, the more he trains the faster and stronger he gets – and the sky is the limit.

peak

I’ve been throwing around ideas based on words like “Peak”, “Potential”, “Summit” and the like, and got nuthin’ that grabs me. In some ways he’s similar to Throwback. I might find some way to link the two.

Over to you, dear reader. Any suggestions?

Oprah, Queen of the Skies

Communique reads: It is only through the diligence of our noble undercover reporter that we can disclose the shocking news about Oprah’s plans for world domination following her retirement from mainstream media in 2011.

We can reveal that Oprah has taken possession of a flotilla of airships and is currently bidding on ebay for a horde of flying monkeys. She is not yet, thankfully, the highest bidder and is locked in a bidwar with someone who calls herself WickedWitchOfTheNorth466.

If successful, Oprah intends to proclaim herself Queen of the Skies and launch attacks on all Right-Thinking Folks from her secret Antarctic Base. You have been warned!

oprah
Figure conforms to the Ralph Lauren Photo-Manipulated Vision of Beauty patent number 666,666,666 (the patent number of the beast) and may not reflect reality or anatomical possibility

Oprah, Queen of the Skies, PL8 pp120
Str 10, Dex 13, Con 12, Int 22, Wis 18, Cha 18
Tough +1/+4 (Jumpsuit), Tough +4, Ref +6, Will +7
Attack +8, Defense +8, Init +1

Computers +10, Craft (Chemical, Electronic, Mechanical) +12, Disable Device +12, Investigate +10, Knowledge (Earth, Life, Physical, Tech) +8, Notice +8, Perform (Chat Show Host) +8, Sense Motive +12

Eidetic Memory, Improvised Tools, Inventor, Master Plan, Minions 4 (Flying Monkeys, Camera Crew & Makeup), Equipment 4

Blaster (Device 3: Blast 8, Full Power) 80′ +8 DC23
Vehicle: Airship

If you wish to lead the fight against the Queen of the Skies in Mutants & Masterminds, generate a suitable team of four-colour two-fisted heroes around Power Level 6 and take to the air. Our blessings go with you.

(Blame deadorcs. It was his idea :D)

Character du Jour: Drifter Jenkins

Just as some people are destined for greatness, some are destined to be forgotten. Bernie Jenkins was such a one; a no-hope two-bit guy who drifted from baseline job to baseline job all the way across the US. It’s ironic that despite his lack of ambition he’s seen more of the country than most, albeit mainly from behind a bar, in a mall or inside a warehouse.

That was right up until his last job in the warehouse of an experimental drug facility. He was the nightwatchman on the night a couple of lowlifes tried to raid it – with predictably disastrous results. All three of them ended up bathed in experimental chemicals and Drifter Jenkins went from being a skinny runt to…….

Drifter Jenkins

The crooks fled, and a few moments later so did Drifter when he realized the trouble he’d be in. Oh boy.

Dirty little secret: The drug company have set a tracker on his tail and he’s got no hope of future employment this side of a state carnival. All he can do is hide and hope the effects wear off real soon. Good luck with that, Bernie.

Notes: It’s easy to forget what a thing of beauty Mutants & Masterminds is. Here’s a character whose entire sheet would fit on the back of a 3×5 card and still leave room for doodling, yet is fully fledged and immediately ready to play.

This is one of the archetypal builds I give to new players when indoctrinating them into the wonderful world of superhero role-playing games. No complicated powers here – just the raw ability to lift over 3,000 tons without breaking sweat, leap buildings with a single bound and climb sheer surfaces by making whatever handholds he needs with his bare hands (hence Noticeable – he’s easy to track!).

You know you’ve got them hooked when they say “I pick up the freight train and hit him with it.”

Oh yeah.

Bernie “Drifter” Jenkins, PL10 150pp
Str 40, Dex 18, Con 40, Int 12, Wis 8, Cha 16
Tough +15, Fort +15, Ref +10, Will +8
Attack +5 (Unarmed DC30), Grapple +20/+30, Defense +5

Leaping 6, Super-Movement 2(Wall Crawling 2, Noticeable), Super-Strength 10

Bluff +11, Escape Artist +8, Intimidate +15, Sense Motive +11
Accurate Attack, Assessment, Distract:Bluff

Even though it’s a simple build there’s no shortage of options both in and out of combat. As written he hits hard but wild (ie, he’s untrained) but thanks to Accurate Attack he can take a little more care with his fists (so to speak) and trade raw damage for accuracy. If he’s got time Assessment gives him the ability to size up his opponents (Bernie is a cautious guy!) and Distract means he’s pretty good at fooling his foes. As an ex-weedy guy Bernie knew how to trick bullies then run the other way. Only now he doesn’t need to run.

His main weakness is his Defense. Just like a brick wall he’s easy to hit but hard to hurt – but a couple of good shots from a powerful Energy Blast and he’ll drop.

From there, we could complicate things slowly. This is an intentionally simplified sub-optimal build so there’s plenty of wiggle room for improvement. Drop in a few levels of Growth to take care of the STR rather than buying it direct and you’ve got points to spare for Alternate Powers, trick shots, etc. Add in weaknesses (a future dependency on the chemicals he was bathed in, perhaps) and we’ve a solid, fun character to play.

So there you have it. One simple-to-play super strong guy.

I love you, Mutants & Masterminds.

Character du Jour: Medusa

She stood, surveying the wreckage. While her eyes scanned for signs of life she mentally willed her hair, sending it searching among the remains of the plane, tossing sheets of warped and twisted metal through the air as carelessly as a child throws a discarded toy. Nothing else moved.

By her side stood a statue, the perfect form of a man holding a portable rocket launcher, a look of truimph mingled with surprise etched on his visage.

Medusa pursed her lips. One of these days she will remember to ask questions first, and petrify later. Right now, she needed to know she was not the last member of the Descendants of Legend.

For the first time in her life, Persephone Gorga felt alone.

Dirty little secret: In a world where myths and legends have descendants, there’s an awful lot of bad (and, for that matter, good) guys out there who would literally kill for the head of a medusa. She prefers to keep it attached to her shoulders, thanks very much.

medusa

Notes: Here’s one from my campaign to yours; Medusa is one of my own PCs from our longest-ever-running superheroes campaign. Her Secret ID is Persephone Gorga, veterinary surgeon. This is a somewhat cleaned-up version stated back to PL10/150pp perfect as a starting character.

She’s basically a two-shot bunny with prehensile hair that can reach up to 50′ and lift about two and a half tons. If that’s not enough her petrification gaze can turn anyone to stone (for a whole year, no less!) though it takes all of her concentration (and a full round action) to use.

And no, she’s not related to Medusa from the Inhumans. Just so you know.

Medusa AKA Persephone Gorga, PL10 150pp
Str 14/24 (with hair), Dex 20, Con 16, Int 14, Wis 16, Cha 24
Tough +3/+9, Fort +8, Ref +10, Will +8
Attack +5, Grapple +12/+18, Defense +10, Init +5

Prehensile Hair +13 DC22
- Additional Limbs 3 (Improved Grapple)
- Elongation 4 (50′, Precise, Limited:Hair only, Improved Throw, Improved Trip)
- Enhanced Strength 10 (Limited:Hair only)
- Super-Strength 2 (Limited:Hair only)

Petrification Gaze +11 DC Fort 18 (80′, Transform 8: Flesh to Stone, Slow Fade 10 (1 year), Duration 1, Action 1, Distracting, Full Power)

Computers +4, Craft:Artistic +8, Handle Animal +11, KS:Arcane +8, KS:History +6, Language 2, Medicine +7, Sense Motive +5, Sleight of Hand +9, Stealth +7

Accurate Attack, Animal Empathy, Artificer, Attack Specialization 3 (Hair), Attack Specialization (Petrification Gaze) 4, Defensive Attack, Defensive Roll 5, Dodge Focus 5, Equipment 1

Commlink, Mini-Tracer, Multi-Tool, PDA, Spandex Suit (Tough +1)

Mech and Manga out now!

From the Short & Sweet Dep’t: Mech & Manga for Mutants & Masterminds is available via PDF from RPG Now. I’m liking what I see so far, and expect a full review Real Soon. In the meantime, go drool over the Preview content here, here, here and here. As is typical of M&M supplements it’s chock full of awesome and provides a thorough, well researched and (above all) fun coverage of the genre.

Or perhaps that should be meta-genre – this supplement covers everything from Wuxia to battlemechs, from schoolgirls battling demons to fighting with pokedigipetamons in arenas, from Dragonball Z to Bleach and far beyond.Even if manga ain’t your thang, there’s more than enough goodness within to inspire and improve your M&M game, whatever the genre, style or setting.

First impressions:  I like.

manga1

This one’s mine!

Holy Super Shiny Batman, Batman!

batman

To go with my render of Batwoman, here’s a version of the Fat Guy in Grey who is more Adam West than Christian Bale. This Batman is past him prime, a relic of an earlier Golden Age who can still pack quite a punch. DAZ Studio crashed (something it very rarely does!) before I re-rendered this with the Batman logo in place. Of course, I hadn’t saved neither. Ah well. Logo-less Batman it is.

For Mutants & Masterminds stats, use the Unretired Hero Archetype from Street Level Archetypes 2, and you’re there.

I feel a Batman theme kicking in……..

Superhero Autopsy: Widowmaker

Here’s a little twist to my usual Character du Jours. This time around I’m going to present a character, then take him apart piece by piece. We’re going to look at how the character fits the concept, and what options our hero has both in and out of combat. Along the way we’ll showcase a little of the system we’re using (Mutants & Masterminds in this case) to help you see how it all fits back together.

But first, we need a victim.

Meet Widowmaker.

widowmaker

Widowmaker AKA Karl Windslow, PL6 90pp
Str 16, Dex 18, Con 16, Int 14, Wis 16, Cha 18
Tough +3/+9 (Tactical Vest), Fort +7, Ref +8, Will +7
Attack +4, Defense +3, Init +4

Bluff +8, Gather Information +8, Notice +7, Stealth +8
Assessment, Attack Specialization 2: Machine Pistol, Attack Specialization 1: Nunchaku, Attractive, Contacts, Defensive Attack, Defensive Roll 2, Distract: Bluff, Dodge Focus 2, Elusive Target, Evasion, Favoured Environment: Urban, Improved Aim, Improved Critical: Machine Pistol, Power Attack, Precise Shot, Seize Initiative, Skill Mastery (Bluff, Gather Info, Notice, Stealth), Sneak Attack, Equipment 4

Camo Clothing, Commlink, Multi-Tool, Night Vision Goggles
Machine Pistol +8 DC18, Autofire, 30′, Crit 19-20
Nunchaku +6 DC20

If The Punisher and Black Widow had a child, Widowmaker would be it. He’s a street-level vigilante who solves problems with his machine pistol, and doesn’t ask questions. In a world with costumed superheroes, Widowmaker is neither costumed, nor a superhero; he changes his clothes regularly (prefering the casual look), and wears urban camos and tac vest while he’s on the job.

He’s also a really nice, popular family guy. His friends think he works in waste disposal. Which, in a way, he does. He makes a reasonable living collecting Dead or Alive bounties – with emphasis on the Dead.

On to the autopsy.

As this is for a low-powered (in M&M terms) game, we’re at PL 6. This is one of my favourite Power Levels as even regular unpowered crooks can still be a threat. Go up to PL10 and beyond and you’re mainly looking at superhero-on-supervillain action. Which is also fun.

Statwise, Widowmaker falls into the “highly talented normal” bracket. He’s strong and tough, highly agile, smart, and possesses the kind of looks and a smile which would make anyone his friend. Unless, of course, you were looking down the barrel of his gun.

Str 16, Dex 18, Con 16, Int 14, Wis 16, Cha 18

When it comes to his combat stats, the Power Level limits his Toughness, Defense, Attack and Damage at 6 each, and his saves at 9. We can trade those numbers round a bit, but I don’t want Widowmaker to particularly be the best fighter around – I’d rather he spend the points on lots of options in combat, so we’ll save the points for feats. I set his baseline Toughness and Defense at +3 each. His tactical vest and the Defensive Roll Feat bump that up to +9, which (thanks to trade-offs) hits the Power Level caps just right.

Tough +3/+9 (Tactical Vest), Fort +7, Ref +8, Will +7
Attack +4, Defense +3, Init +4

Skillwise, Karl is quiet, observant, and has bluffed his way through life. He has no Knowledge or Profession skills (he faked his way through college too), but with a Bluff of +8 and the Skill Mastery Feat his friends and family (innocent bystanders from the Core Book, all) have little chance of doubting anything he says. In mechanical terms, he can Take 10 even under pressure meaning it’s a DC18 Sense Motive check to see through his façade. As they’re Sense Motive rank is +0, and they’d have a -5 penalty to the roll (they’re his friends and want to believe him), the highest they could roll is a 15. Nope. Not a chance. Widomaker’s secret life of vigilantism is pretty safe.

He has Skill Mastery with all of his trained skills – this is one cool customer who doesn’t fold when the pressure is on. Even in the middle of combat he could spot something out of the ordinary, recognise a strange tattoo or (with a suitable diversion) fade into the background. That’s badass.

Bluff +8, Gather Information +8, Notice +7, Stealth +8

But what Widowmaker is all about are his Feats. And my, there’s a lot of them. Let’s break them down into three groups – those which round out his character, those which provide “always on” or situational bonuses, and those which provide options in combat.

Attractive
Contacts
Skill Mastery (Bluff, Gather Information, Notice, Stealth)
Equipment 4

These feats combine to say a little more about who Karl is – a good looking, popular guy with a wide group of friends (many from the local police departments and media) who is extremely calm under pressure. The Equipment Feat covers his Machine Pistol, Nunchakus, Tac Vest and military-grade equipment (Camo Clothing, Commlink, Multi-Tool, Night Vision Goggles), all of which packs neatly into a false bottom in his sports holdall.

Attack Specialization 2: Machine Pistol
Attack Specialization 1: Nunchaku
Defensive Roll 2
Dodge Focus 2
Elusive Target
Evasion
Precise Shot
Favoured Environment: Urban
Improved Critical: Machine Pistol

Here’s Karl’s combat training: This is one urban warrior who is darned hard to hit! Give him any weapon, and he’s good (base Attack +4), but with his Nunchaku that rises to +6, and it’s +8 with his Machine Pistol – and Improved Critical too! That’s one of the (many) strengths of M&M: you can fine-tune the characters exactly how you want, from a “good with anything” four-colour superhero to a combat specialist like Widowmaker. The Favoured Environment feat gives him an additional +1 to either Attack or Defense when he’s in built-up areas. This lets him hit his caps at +9 DC18 for his Machine Pistol, with an option of switching that to +1 Defense if he’s caught without his Tac Vest. In other words – using the environment to his best advantage.

Assessment
Defensive Attack
Distract: Bluff
Improved Aim
Power Attack
Seize Initiative
Sneak Attack

Oh, the choices. These Feats roughly equate to 4e D&D’s Powers, but without the fiddly limitations on how often they can be used, or by how much.

Karl can choose to fight aggressively, or defensively. Does he reduce his Attack bonus to boost his Damage, or reduce Attack to boost his Defense? He can switch round-by-round, by up to 5 points (or down to +0) meaning he could go a slow as +3 with his Machine Pistol for DC23 – a right between the eyes instant kill – or drop his attack bonus with his Nunchaku to +1 for Defense +8. Or anything in between. Flexibility, again.

Improved Aim is a gimme when combined with Power Attack if you’re using a ranged weapon. Karl can use his Stealth to get in position, take a round aiming then use full-on Power Attack. This would count as a Sneak Attack, so that gets him +7 DC25, less range modifiers. Using a machine pistol to snipe? Also badass.

Thanks to his Assessment Feat, Widowmaker can size his opponents up as a move action so he knows whether to hit them hard, or tread carefully. What’s more, all of his Feats work just as well with his Nunchaku as the do with his trusy Machine Pistol, meaning that he’s every bit as lethal up close as he is from a distance. Nice.

Finally we have Seize Initiative, which lets Widowmaker spend a Hero Point (more on those another time) to take the first move, guaranteed. That’s perfect when you need a quick getaway or need to hit first, and hit hardest.

This is over and above all of the regular combat options, of course. He can block, demoralize, disarm, distract, feint, grapple, rush, startle and a whole load of other tricks too, so you never have to hear “I hit him” again.

In all, Widowmaker is one serious, gritty and dangerous customer with a whole range of combat options. Outside the field of battle he’s no less capable too, with skills, contacts and a charming personality which makes his brutal street-level war against organized crime all the more stark.

For my money, Mutants & Masterminds has one of the best true Character generation systems around. It lets you build exactly who the character is rather than just list his class features and talents. Even for a combat-heavy character like Widowmaker I can fine-tune his combat style so that his abilities tie in with my concept of him, and have more than enough points left over to bring his personality out.

That’s not to say other systems can’t do the same, of course – I expect a Savage Worlds version of Widowmaker wouldn’t be quite as detailed or crunchy, but no less fun to play!

Next: Let’s put Widowmaker through a little combat training.