01/29/2022
It’s Saturday, so let’s roll up another hero using the Green Ronin GM Kit for Mutants and Masterminds Third Edition. We roll a D20 and get 14, the Speedster! This is the Flash or Quicksilver of the group.
Under the Abilities section, we roll a 5 so the hero is a Veteran. They have been a hero for a little while and know how to use their powers. That puts us at 40/150PP used.
Under the Advantages section, we roll a 3 so the hero is a Fighter. He gets Close Attack 2 and a weapon…we will come back to that once we have a better idea of what they are going to be. We stand at 43/150PP used.
Skills are next. We get to roll twice and get a 5 and 9, so the hero is a Charmer and Police. That is a strange combination but we add it to the sheet. The hero is a people person and a member of the police (or ex-member). Well, if they are a cop, then the weapon should be a club (police baton). Probably not going to use it much, but they have if in case. That takes us to 59/150PP used.
Under the Power section, we roll a 6 so our hero is a running Speedster. (The other options were Flying and Teleporting), which you normally don’t associate with Speedster). Under Running, we roll a 4 so the hero is a Gravity-Defying Runner! The hero is fast with typical speedster movements. That’s 87/150PP used so far.
For the Offensive Power, we roll a 9, so the hero will have a rapid attack with an alternate power rolled on a separate table. For the second table, we roll a 18, so we need to reroll on the previous table. Ok, we go back and roll a 20, gaining a Vertigo Attack as an alternate to the Rapid Attack. Looking at the Vertigo Attack, it appears the hero rushes in, grabs the target, and spins them in place to make them dizzy. That’s kind of cool if you are looking to not hurt someone. With these powers added, we reach 108/150PP used.
For the hero’s Defensive Power, we roll a 17, Too Fast To Follow. This fits the theme of this hero. He is actually so fast that he is concealed from Visual senses while moving and has some incredible dodge and parry. That takes us up to 136/150PP.
Last is the Defenses. We put those onto the sheet and get 150/150PP.
So we are looking at a police officer that can move faster! Looking around the Internet for a picture, we decide on this one:

We give the hero the Complications of Enemy and Power Loss. All speedsters have a rival or Rogue’s Gallery of enemies that he always has to face. For Power Loss, we say that Tachyon Particles strip the kinetic energy from him, making him loss his powers at 1 rank/round exposed.
Since we get 5ep for the advantage but only used 2ep for his police baton, I went back and added handcuffs (1ep), a flashlight (1ep), and a GPS receiver (1ep) to the character sheet to take it up to 5ep used.
He give him the name….Speed Trap! He isn’t very tough (same as a normal human), but he is going to be very difficult to hit.
Keep on gaming!
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