The Mutants and Masterminds character sheet consists of several individual windows by tabs along the right side of the frame. The tabs contain the following information.
Main: Holds the base attributes for your character. Along with Advantages and your overall power point cost through the sheet.
Combat: Will be a popular tab that will contain the character’s defense rolls and initiative. It will also have a place to organize and add your powers and combat actions.
Skills: Displays the full range of skills available to a character and the ability to add more specialized skills as well.
Equipment: A container to track inventory and equipment the character may acquire.
Notes: Character details and a place for notes of your sessions.
A set of modules will come with the ruleset, that have the ability to drag and drop links to areas for quick reference and automation. It will need to be dropped into the appropriate locations for that to work.
Creating a character will require your Gamemaster to relay the power level of your campaign and maybe some background on the type of story this character will encounter. You can begin by typing the name of the hero identity and available is a location for the secret identity. This can be done also at the end of creating your character as well if you wish to hold off on this step.
Next on the list would be making sure the Hero’s Handbook (players) module is open and available in the Library.
You should see a green checkmark in the Data Module Activation and show in the Library itself. This would indicate it is activated and available to pull data. Once that is open and available, you will begin the normal character creation process detailed in the reference manual. You can add the ranks you purchase to the various abilities and skills. They will calculate the totals and the boxes with dice will indicate rollable fields with that total.
The major portion within this system will be the creation of powers and adding them to your character. The Library will contain sample powers, effects, and extras/flaws for those effects. To use a sample power, you would need to drag the link of that power to your Powers section of the Combat tab. This will populate the fields with the information contained in the record.
If the sample powers are not enough or you wish to edit them, you can drag the link over the Powers master index on the right of the image and it will create a copy to manipulate and edit. You can also create your own powers from scratch using this same window as well.
Once you have a blank Power record, you will be presented with a blank canvas to create your power. You can add the name of the power to the header area and a description of the power in the box below. Next we would need to define what effects make up the power and add in the information if the effect is not one of the effects that are available with the module. If you want to add an effect that is available there, you can simply drag and drop the link to the Effects area. This is also the same process for Extras and Flaws.
The power is now available after you have added the relevant information and can be dropped onto a character sheet for use. The powers are available for export as well if you wish to use them in other campaigns.
Not all powers require an action to perform them in the system, but the need for combat and non-combat actions is available by adding actions to the Powers Groups.
Add a Power Group
This is done by right clicking on the Power Group or Power Effect and using the radial to select Add and then Add Action.
Add an Action to a Power Group
This will create a new Action line which you can add the relevant information for the roll toggling the down arrow.
The down arrow is used to collapse and expand entries to limit the space some effects may take up and show more of the powers available. You may also click on the header to collapse the Power Group as well. To organize your powers into different groups (very important when dealing with arrays), you can enter the name of the group to the right of the box for the name. This will create a new group and add the power to that group. You may leave it blank to keep them organized in a generic group.