If you are a fan of high violence, low superpower comic books, your options were limited in the Mutants and Masterminds system. Most of the core archetypes (outside of the agent) are too powerful or absurd for a low level campaign, even with some tweaking. So you would either have to settle on them and power them down during encounters or build your own, which is time consuming to say the least.
Finally there is a fix, literally. Green Ronin Publishing finally gives a nod to the grit and grim street level campaigns for its Mutants and Masterminds system with Street Level Archetypes 2, the second in a series of PDFs that provides low level, yet usable archetypes. Cool archetypes included are the fixer (a person who can get anything done) and the electric hero.
The PDF weighs in small at 13 pages but packs about as much punch as an electrified batarang. There are 10 unique archetypes. Each power level 6 character contains a well laid out statting of the character, a brief discussion and a breakout box of useful tips for the archetype.
For the Player:
You sign up for a Mutants and Masterminds game only for the GM to lay it on you a week before session that he game is low-level. The Superman/green Lantern/Punisher character with the invisible jet will have to sit on the shelf a little while longer. Luckily, you got the Street-wise Archetype 2 book on hand for such purposes. This PDF is more for the player than the DM. Each characters unique abilities will give you quite a bit of distinction from other players using the book. Also, since this book starts off at level 6 and a number of street level games begin at 7 or 8 you have at least another power level worth of points to tweak if you wish. I see a lot of good role playing potential in the unretired hero whom has a nice stats for intelligence and wisdom and a decent array of feats and equipment that really defines the character. Image the look on the GMs face when you play a crotchety old batman taking up the mantle at 89.
For the Game Master
My favorite archetype from a GM standpoint is a fixer. The fixer comes with a network of people and a means of getting things done, no matter how legal or dangerous. This could be the perfect antagonist for a group of heroes bordering on the law already.
The Iron word
Street-Level Archetypes 2 standardizes this PDF series, with a good balance of archetypes with powers, abilities and equipment. Whereas the previous edition seemed to be scattered as far as consistency, the second series not only fixes several minor problems from the first, but it solidifies the user tips and gritty descriptions to create a good low-level product.
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<b>LIKED</b>: - 10 different good solid classes whereas the last edition seemed to balance too much with equipment, this one uses good combos of powers and equipment
- well bookmarked
- the artwork and writing is consistently good from Green Ronin<br><br><b>DISLIKED</b>: - one too many psychics<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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