11/20/2021
Starting today, I am going to create a new hero for Mutants and Masterminds 3rd edition every week using the random character generator. I will roll out everything from start to finish and build the character up as we go along. In the end, we should have a complete character and I will see if I can find some art (or create an outfit on a character creator using an MMORPG) to show what they would look like. I will also paste the completed sheet to this post that was created using HeroLab. Let’s get started.
1st Random Archetype Table = 12. So we are starting with a Psychic.
On page 27 of the GM kit, the Psychic has 3 different ability score subgroups. We get a 3 so our psychic has In-Born ability scores. Looks like we have a mutant or psychic race here. For advantages, we get 15 our character is a thought leader: You use your abilities to help others reach greater heights. We get to choose either: Inspire, Leadership, and Teamwork or Inspire 2 and Teamwork. Let’s go with Inspire, Leadership, Teamwork. Looks like we are building the leader for the Superhero Saturdays team. That puts us at 39/150 PP so far.
Next up are the skills. We get to roll twice on the table (no rerolls). We get 8 (Dabbler) and 10 (Ninja). We add 4 ranks of Expertise(no idea yet, we will come back), 4 ranks of insight, 8 ranks of perception, 4 ranks of Acrobatics, and 4 ranks of stealth. We are now are up to 51/150 PP.
Offensive Powers: We roll 18 so our hero is Telekinetic. We add Telekinesis (Move object 10) to the Power section and roll 4 times on the table to get some powers in the array. We roll 4, 11, 16, and 18. That gives us Telekinetic Constructs, Telekinetic Bolt, Telekinetic Hammer, and Telekinetic Snare. That puts us at 102/150 PP. Kind of getting a feeling like an Ebony Maw from the Black Order or Miss Martian from Teen Titans. Let’s mash those ideas together and have an alien girl that is from a telekinetic race. The name of Aza sounds like a good name for now…
Defensive Power is 4, armored costume and combat training. Some protection and advanced training in combat. Aza’s race must be militaristic with all members being trained in combat. 122/150PP used.
Utility Power is 8, Telekinetic Flight. It has the distracting flaw so she is vulnerable when flying (1/2 defense). So Aza can fly but it takes a lot of her focus to do it, making it easier to hit her in a fight. That will be good to remember….We are at 127/150 PP.
After that, we are left with the table that shows you where to drop the rest of the points on defenses. That gets us to 150/150PP used!
To finish her up, I go back to Expertise and add Science to it, sounds like an alien thing to do. For complications, I add prejudice since she is an alien and doesn’t look quite human. That will make most people distrust her just from her appearance. The other complication will be Acceptance. Aza is trying to do good so maybe people will accept her.
I liked the look of Nebula from the What If series on Disney+ so I am just going to use a picture of her for Aza. Since she is an alien, I am going to add an Alien language placeholder under Languages. This cost a PP so I will remove her Inspire advantage to bring her back down to 150PP. Balance must be maintained.


She is definitely a character I would play in a superhero game. She has a lot of options with her powers to create items, blast enemies, or just make the environment grab someone and hold them down. She can lift 25 tons with her powers without any extra effort. Her weakness is her Toughness. If she is caught off-guard, her Toughness score is a 5 of which 4 of that is her costume which is removable. She will need to stay out of combat or buildup “shields” with her constructs to hide behind. All that she needs now is a little more adding to her backstory (race, planet, etc) and she would be good to go in a game.
Keep on gaming!
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