Character Creation Guidelines

Going in order from the SRD (http://www.d20herosrd.com/character-creation/)

Concept
Mutants and Masterminds is a super Hero system that we are using for heroes of a different kind.

When coming up with your concept keep the fantasy(-ish debatably) setting in mind. Your concept at it's core will be a lot like your D&D race class combination but it could also have some other descriptors. Your Ostrich Wizard could be an Ostrich Fire Mage or Ostrich Prophet of Inferno the wording just says something about how your character approaches her place in the world.

I said fantasy-ish above because I originally set up this setting with D&D 3.5 in mind. All of the various magic systems are on the table, so High Fantasy Fighters and Wizards are hanging around with Wuxia Book of Nine Swords guys, Psionics, and even Magic of Incarnum. Also Warcraft style Steam Punk, laugh or look on in disgust, I like it.


Abilities
So the base abilities aren't really required for a character to function, you can buy all the bonuses they give otherwise. But y'all are Fantasy Heroes so you should probably have decent stats. To this end I'm being a jerk and requiring you spend points on your base stats. It's not all bad it also means I can have a clear conscience about including stat draining monsters if you decide that a necromancer is a cool guy to tick off.

Please spent 16 points on Abilities, nothing Higher than +4(18) or lower than -1(8) without justification. These seem like easy requirements to meet.

Justifications include "My race is/n't very good at this ability" and "My race is inappropriately sized for this ability". Mental Abilities also get "My culture significantly downplays this ability". Each qualifying justification changes the cap by 2.

Ex. Your mouse wizard can have a 4 strength since he is little and a mouse (a not strong creature). Your Dire Bar-Bear-ian can have a 22 Strength being a big strong creature and a 6 int because he's a savage tribesman.


Skills
Nothing to note here other than to reference the House Rules page that covers this.


Powers
This is a big area since it covers basically the whole game.

Affliction
All afflictions need to be approved by me. They lists are only sort of equal and I would like to monitor what you have access too.

Movement Powers
Super Heroes go REALLY fast. Our heroes need to slow down a bit. My solution is two fold.

First, Your movement powers function different in and out of combat. Out of combat use the chart, with each rank acting as a multiplier. In combat each rank adds 15ft movement.

Second, Similar to the stats you have a cap that is raised by justifications. If you are a dude and you can go real fast then you can buy rank 1 (double speed), Each justification adds a rank. So if you are an exceptionally fast Hare you can take 2 ranks, If you are an exceptionally fast Hare with Boots of Swiftness you can take 3 ranks. That is going really fast 75ft single move in combat.