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<blockquote data-quote="Insight" data-source="post: 1766893" data-attributes="member: 11437"><p>Some of the answer to your question may lie in which game system you are using. d20 doesn't tell us much, since there is more than one option here. Mutants & Masterminds is the only one I have used (or will use, to be honest), so I will try to respond in that vein.</p><p></p><p>BTW, M&M has absolutely zero rolling for character creation. It is all point based, and everything is rated in point cost. There are no classes and a very subtle level system that is basically used to figure how many points you have and the max level of any single power.</p><p></p><p></p><p></p><p>These are pretty easy. #1 is an armor suit, so his powers will all be basically one device. If you want to go the M&M route, I can explain how to do this will little or no pain. #3 has the Gadgets power, easy as can be. Maybe some Super-Int as well. #5 has the Elasticity power, plus probably Super-Strength and Protection I would imagine. #7 has the Sorcery power most likely, also very easy since it's pre-packaged in the rules. #9 has Super-Strength and Protection, maybe some Leaping too. #11 is likely based on Super-Speed, with Energy Control - Fire thrown in for good measure.</p><p></p><p></p><p></p><p>These are a little more vague, but I'll do my best. #2... hmm Native American totem could be just about anything. Natural Weapon? Flight? Regen? Hard to say. #4 has Energy Control - Something, with some extras like Flight and Energy Blast. Easy. #6 has Telepathy, maybe Mind Control, Mental Blast, Telekinesis, who knows. The 'mind blade' could be Mental Blast with no range (a touch attack) or maybe a Strike with the Mental extra. #8 is pretty easy. Super-Dex, maybe Strike or Super-Strength, maybe even a bit of Super-Spd. Load em up with some cool feats like Rapid Strike, Move By Attack, etc. #10 would be Super-Strength + Protection + Flight with maybe some Super-Charisma thrown in. #12 has Alternate Form - Liquid - he can change back and forth if you want or make the liquid form permanent.</p><p></p><p>Anyway, those are my thoughts should you go with Mutants & Masterminds. Making 12 characters should take you between 15-45 mins each, so perhaps 3-5 hours all told. Obviously, this would take much longer with one book and people with no prior knowledge of the system. My recommendation is to learn the rules yourself and make the characters ahead of time, let them learn how to play by using your characters, then let them make their own characters.</p></blockquote><p></p>
[QUOTE="Insight, post: 1766893, member: 11437"] Some of the answer to your question may lie in which game system you are using. d20 doesn't tell us much, since there is more than one option here. Mutants & Masterminds is the only one I have used (or will use, to be honest), so I will try to respond in that vein. BTW, M&M has absolutely zero rolling for character creation. It is all point based, and everything is rated in point cost. There are no classes and a very subtle level system that is basically used to figure how many points you have and the max level of any single power. These are pretty easy. #1 is an armor suit, so his powers will all be basically one device. If you want to go the M&M route, I can explain how to do this will little or no pain. #3 has the Gadgets power, easy as can be. Maybe some Super-Int as well. #5 has the Elasticity power, plus probably Super-Strength and Protection I would imagine. #7 has the Sorcery power most likely, also very easy since it's pre-packaged in the rules. #9 has Super-Strength and Protection, maybe some Leaping too. #11 is likely based on Super-Speed, with Energy Control - Fire thrown in for good measure. These are a little more vague, but I'll do my best. #2... hmm Native American totem could be just about anything. Natural Weapon? Flight? Regen? Hard to say. #4 has Energy Control - Something, with some extras like Flight and Energy Blast. Easy. #6 has Telepathy, maybe Mind Control, Mental Blast, Telekinesis, who knows. The 'mind blade' could be Mental Blast with no range (a touch attack) or maybe a Strike with the Mental extra. #8 is pretty easy. Super-Dex, maybe Strike or Super-Strength, maybe even a bit of Super-Spd. Load em up with some cool feats like Rapid Strike, Move By Attack, etc. #10 would be Super-Strength + Protection + Flight with maybe some Super-Charisma thrown in. #12 has Alternate Form - Liquid - he can change back and forth if you want or make the liquid form permanent. Anyway, those are my thoughts should you go with Mutants & Masterminds. Making 12 characters should take you between 15-45 mins each, so perhaps 3-5 hours all told. Obviously, this would take much longer with one book and people with no prior knowledge of the system. My recommendation is to learn the rules yourself and make the characters ahead of time, let them learn how to play by using your characters, then let them make their own characters. [/QUOTE]
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