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Mutants & Masterminds: Street-Level Archetypes 2
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STREET-LEVEL ARCHETYPES 2
Design Michael Hammes
Editing and Layout Philip Reed
Artwork Darren Bulmer, Vitor Ishimura, Bruno Oliveira
Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Marc Schmalz,
Robert J. Schwalb, Steve Kenson, Evan Sass & Bill Bowden
Graphic Design based on the work of Sean Glenn and Hal Mangold
Street-Level Archetypes 2 is ©2006 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no
way constitutes a challenge to the respective copyright holders of that material. Mutants & Masterminds, Green Ronin, and their
associated logos are Trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: All original
character and place names, Power Points, and Hero Points.
The following text is Open Gaming Content: all stat blocks.
Green Ronin Publishing
PO Box 1723
Renton, WA 98057-1723
www.greenronin.com
Ronin Arts
www.roninarts.com/superline
I NTRODUCTION
This Mutants & Masterminds supplement offers players and
Gamemasters a total of ten new ready-to-play archetypes for street-
level (PL 6-8) games. In addition to the full stats, which allow players
and Gamemasters to customize or rebuild each archetype, the arche-
types are also useful for Gamemasters in need of some quick villains
or NPC street-level heroes (for any level of game); just give them
some gritty names and backgrounds and they’re ready to go!
As per the archetype standard skills are listed with the number of
ranks after the skill name and the total skill bonus listed in parenthe-
sis. For example: Bluff 5 (+8), means the character has 5 ranks of Bluff
and a total bonus of +8 when making Bluff checks.
All of the archetypes are for a power level 6 game, which was cho-
sen as the default starting PL for a street-level game; games taking
place at a higher PL will require adjustments to the archetypes in the
form of assigning the appropriate points to attack and defense
bonuses, power ranks, skills, feats, etc. within the themes established
for each archetype. Note that several of the archetypes use the
Attack/Defense trade-off rule to adjust their maximum attack,
defense, damage, and Toughness save bonuses, as determined by
their power level.
Table of Archetypes
The following archetypes make their appearance in this supplement:
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ELECTRIC HERO
POWER LEVEL 6
STR
DEX
CON
INT
WIS
CHA
“I’m charged up and
ready to go!”
+0
+2
+1
+4
+2
+0
10
14
12
18
14
10
TOUGHNESS
+9/+1*
FORTITUDE
+5
REFLEX
+6
WILL
+6
* without suit
The Electric Hero wears a Device, in this case a voltage suit, capable of creating a
variety of electricity-based effects. From brightening up a room to shooting fin-
gertip lightning bolts to moving metal objects, the suit’s powers are the Electrical
Hero’s to command. Although the Electric Hero is assumed to be the creator of the
suit the archetype may have inherited or even simply found the suit and could, in
fact, still be learning about its capabilities.
Skills: Computers 8 (+12), Craft (electronic) 8 (+12), Disable Device 8 (+12),
Knowledge (physical Sciences) 8 (+12), Knowledge (technology) 8 (+12),
Notice 4 (+6)
Feats: Improvised Tools, Inventor, Power Attack
Powers: Device 9 (voltage suit; hard to lose): Force Field 4 (electric field;
Extras: Impervious), Immunity 6 (cold, electricity), Protection 4 (insulating
composite), Stun 8 ( Extras: Aura; Power Feats: Alternate Powers Dazzle 8
(visual) and Flight 4 (100 MPH), Electrical Control 8 [ Extras: Area (Line);
Flaws: Range (Touch)] and Magnetic Control 4 , Strike 8 [ Extras: Aura] and
Light Control 4 [50 ft. radius])
Combat: Attack +4, Grapple +4, Damage +8 (aura, electrical control, strike),
Defense +3, Knockback -6, Initiative +2
Drawbacks: Normal Identity (full-round, 4 points)
C OMPLEX E LECTROCUTION H AZARD !
Wearing an electric suit makes the Electric Hero a prime candidate for one or more additional drawbacks. Possible drawbacks include:
Power Loss (voltage suit, if not recharged)
Power Loss (voltage suit, short-circuit if immersed in water)
Vulnerable (water, while wearing voltage suit)
Players should check with their GM about the values of any drawbacks selected.
As written the Electric Hero’s voltage suit is a complex piece of technology capable of numerous effects. Players may
wish to streamline the suit’s powers to free up points for additional Devices or to improve the archetype’s other traits. A good basic set
of powers is Dazzle, Electrical Control, Force Field, Strike (Aura) and/or Stun.
Players desiring additional flexibility may reduce the Electric Hero’s traits and use the points gained to make the suit’s powers dynamic, add additional
power feats (such as Extended Reach, Ricochet, and Split Attack), add Electrical Control alternate powers (Burst, Cloud, Cone, Explosion) and/or turn some of
the alternate powers into separate powers (i.e. Flight or Light Control).
Although it will require a more extensive rewrite of the suit’s capabilities, the Electric Hero’s suit could produce cold, plasma, heat, etc. instead of electrici-
ty; naturally, this would make the archetype the Cold Hero or Plasma Hero, etc.
Totals: Abilities 18 + Skills 11 + Feats 3 + Powers 36 + Combat 14 + Saves 12 – Drawbacks 4 = 90
STREET-LEVEL ARCHETYPES 2
1 OF 10
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FIXER
POWER LEVEL 6
STR
DEX
CON
INT
WIS
CHA
“I understand
you have a problem
i might be of
assistance with.”
+2
+2
+2
+2
+2
+2
14
14
14
14
14
14
TOUGHNESS
+6/+4*/+2**
FORTITUDE
+6
REFLEX
+6
WILL
+6
* Flat-footed, ** without armor
As the archetype’s name suggests, the Fixer “fixes” things. Whether it is evicting
a drug dealer from an apartment building, getting a corrupt local official jailed,
or hiding an innocent from those that would harm them, the Fixer can get the
job done when others can’t or won’t thanks to the archetype’s extensive network
of contacts. But while the Fixer’s network can provide the archetype with every-
thing from advice and information to hands-on experts, it is still up to the Fixer
to put it all together and see that the job is done right.
Skills: Diplomacy 8 (+10), Disguise 8 (+10), Drive 4 (+6), Gather
Information 8 (+10), Knowledge (current events) 8 (+10), Knowledge
(streetwise) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)
Feats: Attack Specialization (pistol) 2, Benefit (alternate identity),
Connected, Contacts, Defensive Roll 2, Dodge Focus 2, Equipment 6, Master
Plan, Power Attack, Precise Shot, Well-Informed
Equipment: Light Pistol ( Blast 3 ; Power Feats: Subtle)
Undercover Shirt ( Protection 2 ; Power Feats: Subtle)
Vehicles: Full-Size Car ( Size: Huge; Strength: 35; Defense: 8; Toughness: 9;
Powers: Speed 5 [250 MPH]; Features: Alarm, Hidden Compartments)
Headquarters: Townhouse Headquarters ( Size: Tiny; Toughness: 10;
Features: Communications, Fire Prevention System, Living Space, Power
System, Security System; Cost: 5 equipment points)
Five Apartment Safehouses ( Size: Diminutive; Toughness: 10; Features: Living
Space, Security System; Cost: 1 equipment point each)
Combat: Attack +5, +9 (pistol), Grapple +7, Damage +2 (unarmed), +3
(pistol), Defense +6 (+2 flat-footed), Knockback -3, Initiative +2
G OING I N -D EPTH O N T HE F IXER
Given the Fixer’s extensive network the archetype is most likely a former (or still active) member of a top-secret government agency making use of agency
contacts, a reformed criminal calling on past associates (criminal or not), or a very wealthy and thus very well connected individual.
Note that, although the Fixer’s network can provide a wide array of assistance, the core of the network does not have to be very numerous at all since each
person in the network is likely to have his or her own network of contacts and connections (“Hey, can you help out a friend of mine?”).
It should be remembered that, as stated on p. 60 of Mutants & Masterminds , the GM has final say on what kind of help the Fixer’s network can provide.The
point of the Fixer’s Connected and Contacts feats is not to allow the Fixer to pick up the phone and have someone else complete the mission (which would be
boring in any case) but to provide key assistance to the Fixer so that the archetype can complete the mission.
Although the Fixer makes a great solo hero, the archetype also fits easily into a team; the Fixer’s network provides assistance to the team rather than just
the Fixer. In addition, if the Fixer picks up clients beyond those of the team these clients can serve as catalysts for adventures involving the entire team.
Totals: Abilities 24 + Skills 17 + Feats 19 + Combat 18 + Saves 12 = 90
STREET-LEVEL ARCHETYPES 2
2 OF 10
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FUTURISTIC LAW OFFICER
POWER LEVEL 6
STR
DEX
CON
INT
WIS
CHA
+2
+2
+3
+0
+1
+2
“Citizen, you are
in violation of
law 17, section 3,
paragraph e!
Prepare for
adjudication!”
14
14
16
10
12
14
TOUGHNESS
+7/+3*
FORTITUDE
+7
REFLEX
+6
WILL
+5
* without armor
Highly trained, mentally conditioned, and equipped with advanced handgun
technology, the Futuristic Law Officer represents the next generation of urban
policing. Cruising the metropolis on a big streetbike the Futuristic Law Officer
arrives on the scene in the flash of an eye to effectively, and impartially, enforce
the law.
Skills: Drive 8 (+10), Intimidate 8 (+10), Knowledge (civics) 8 (+8), Notice
8 (+9), Search 8 (+8), Sense Motive 8 (+9)
Feats: Attack Specialization (handgun), Equipment 3, Evasion, Fearless,
Improved Aim, Improved Initiative, Move-By Action, Power Attack, Precise
Shot, Quick Draw 2 (draw, load), Startle, Ultimate Save (Will)
Powers: Device 3 (Enforcer handgun, easy to lose; Power Feats: Restricted 2
[DNA scan; only you]): Blast 5 (standard round; Power Feats: Alternate Powers
- Blast 3 (AP round; Extras: Penetrating), Blast 3 [boom round; Extras: Area
(Explosion)], Blast 4 [seeker round; Power Feats: Homing], Blast 4 [bounce
round; Power Feats: Ricochet], Stun 3 [stun round; Extras: Range (Ranged)]
Equipment: Armor ( Protection 4 )
Vehicles: Motorcycle ( Size: Medium; Strength: 20; Defense: 10; Toughness: 9;
Powers: Speed 5 [250 MPH])
Combat: Attack +5, +7 (handgun), Grapple +7, Damage +2 (unarmed),
+5 (handgun), Defense +5, Knockback -3, Initiative +6
T HE M AKING OF A L AW O FFICER
The Futuristic Law Officer is a prototype, the product of the latest in law
enforcement theory and training, designed to deal with today’s more sophis-
ticated criminals. Alternatively the archetype is from the actual future, dis-
placed through some time/space accident to the present day; depending on
what this future is like the archetype may have a completely different out-
look on the meaning and execution of law enforcement. Finally, the Futuristic
Law Officer could be a technologically advanced alien present on the world
in either an official or unofficial capacity to thwart an alien invasion or to
catch an interstellar criminal.
Totals: Abilities 20 + Skills 12 + Feats 15 + Powers 11 + Combat 20 + Saves 12 = 90
STREET-LEVEL ARCHETYPES 2
3 OF 10
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