This past Sunday, I started running the Emerald City Knights adventure series for my gaming group using the Mutants & Masterminds Third Edition rules. It was also a chance to try out some other new stuff like the Quickstart Character Generator from the M&M GM’s Kit.
My five players (Sean, Lyle, Michael, Meghan, and Andy) quickly rolled up the archetypes for their characters: Paragon, Weather Controller, Psychic, Summoner, and Elemental. Then it was off to the particular sub-tables to generate the characters’ abilities, advantages, skills, and powers. Finally, we wrapped up by assigning the listed defense modifiers and giving the players some time to choose suitable complications and come up with some background.
The players all liked that the various trait packages were “tagged” with descriptive terms like Imposing, Unobtrusive, Man of Action, and so forth, because it gave them quick “handles” on the characters beyond just their traits. Only a minimum of “massaging” of final game traits was necessary: Andy’s Elemental came up rather short in the ranged combat department (in spite of having a primary Ranged Damage attack), but swapping some skill and ability ranks took care of that. Overall, everyone was pleased with how their heroes came out with just a few random die rolls.
Seans, Lyle, and Andy, after talking it over, agreed that it worked for their heroes to gain their powers during the initial adventure. Meghan and Michael’s character concepts fit better with pre-existing origins, so they started out with full-fledged characters.
After about an hour and a half’s work, here’s the group we ended up with:
- Action-Man (Paragon): Pinnacle of human perfection, with enhanced combat skills, sufficient accuracy to delivery devastating blows (Strength-based Damage bonus), immunity to many mortal concerns, and amazing leaping, swinging, and climbing abilities.
- Stratos (Weather Controller): Focused primarily on wind and ice effects, but with a dazzling burst of thunder and lightning able to deafen and blind foes. His powers suggested a Russian heritage to Lyle, which worked well in that Emerald City has a fair Russian community.
- Arcane (Psychic): Psychic warrior with a “psychic blade” able to shift from telepathic to telekinetic effects, mind reading, a psychokinetic shield, and his namesake psychic invisibility, able to fade from others’ perceptions. Michael decided Arcane was a historian who gained his powers from a cursed magical ring that sought to bring out all the dark impulses in his soul, something he struggles against constantly.
- Tesla (Summoner): Daughter of dimensional explorers, raised by an extradimensional intelligence after her parents were lost in an accident. Although an adult, Tesla still looks like a child. She commands a group of robots she can summon from dimensional folds in spacetime, each robot equipped with an array of weapons and strong enough to lift a car.
- Fire Chief (Elemental): Emerald City firefighter with the power to transform into fire, fly and shoot fiery bolts and blasts.
Warning! The following may contain spoilers for the Prologue to the Emerald City Knights Heroes Journey. Those intended to play in the adventure should avoid reading it if they want to avoid any advance knowledge of the adventure’s contents.
The series kicked off as detailed in The Silver Storm prologue for the most part. We established that Andy’s character was a fire chief, Sean’s was a police officer, and Lyle’s was a college intern at a local television station (studying meteorology at school). Arcane and Telsa were both novice heroes looking for opportunities to do good with their abilities for different reasons.
Thus, when the explosion occurred on Yellow Brick Row, Pavel (Lyle’s character) was already there reporting with a news team about the unusually pleasant early Spring thaw that brought out crowds to the open-air mall. Officer Hall and Chief Kane were among the first-responders, and Arcane and Tesla were both nearby and took the opportunity to act.
Tesla immediately set her robots to work rescuing people and gathering information. It happened to work out that each of the other four heroes encountered one of the stormers from the Prologue: Hank Hall and his police partner ran up against Death Magnetic, Chief Daniel Kane was grabbed by Octaman, Pavel and his reporter girlfriend Amy were attacked by Mongoose, and Arcane ran afoul of a sneering Lord Etheric, drawn to the “dark power” he possessed. I decided not to use Lightshow, as all of the heroes were pretty busy as it was and I didn’t want it to turn into solely a one-on-one fight.
The adrenaline surge of encountering their respective foes and the effects of the Silver Storm triggered Action-Man, Stratos, and Fire Chief’s powers. Death Magnetic initially got the drop on Action-Man (literally – she dropped a minivan on him) but Tesla helped even the odds. Then Action-Man hit upon switching foes with Fire Chief; the heat of his flame powers was able to interfere with Death Magnetic’s magnetism, and he burned up sufficient oxygen to send her down for the count while Action-Man took down Octaman with a few well-placed hits.
Lord Etheric got about one good hit in before Arcane knocked him into a window display. Stratos (arc-leaping away from Mongoose) hit the goth bad guy with a dazzling burst that allowed Arcane to finish him off.
The new heroes decided not to do anything to conceal their identities, for the most part, although Fire Chief proved the one with the best press (not surprising given his prior experience and leadership abilities). The heroes quickly agreed to work with the local police to track down and contain other stormers, and decided they were none too fond of the heavy-handed local AEGIS commander and his approach to “bagging and tagging” those afflicted by the Silver Storm. They also agreed to work together to investigate the explosion that led to the Storm in hopes of finding out what caused it and who was behind it.
All-in-all it was about an hour and a half for character creation (including sketchy backgrounds, names, complications, etc.) and a couple of hours of game play, including the roleplaying and character introductions afterwards. Emerald City’s new heroes are off to an interesting start and are going to discover they have their work cut out for them…