MnM2e - Freedom City Street Level Archetypes.pdf
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Mutants & Masterminds Freedom City Street-Level Archetypes
STREET-LEVEL ARCHETYPES
A GREEN RONIN PRODUCTION
CREATED BY RONIN ARTS
Design
Michael Hammes
Editing and Layout
Philip Reed
Artwork
Glasshouse Graphics
Green Ronin Staff
Steve Kenson, Nicole Lindroos, Hal Mangold, Jim Pinto, Chris Pramas, Evan Sass,
Marc Schmalz, Robert J. "Dr. Evil" Schwalb,
and
Bill Bodden
Graphic Design based on the work of
Sean Glenn
and
Hal Mangold
Freedom City Street-Level Archetypes is ©2007 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, Hero Points, and Villain 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
151 Wild Buffalo Dr
Kyle, TX 78640
www.roninarts.com
I
ntroductIon
This
Mutants & Masterminds
supplement offers players and
Gamemasters a total of ten new ready-to-play archetypes street-
level (PL 6-8) games set in Freedom City. All archetypes include
the full stats and backgrounds specific to Freedom City. Although
designed specifically for Freedom City street-level games the
archetypes are also useful for Gamemasters in need of some NPC
street-level villains or heroes (for any level game) and for players
and Gamemasters of the upcoming Hero High (where they can
represent incoming Freshmen); just give them some appropriate
names and backgrounds and they’re ready to go.
Skills are listed with the number of ranks after the skill name
and the total skill bonus listed in parenthesis. For example: Bluff 5
(+8) means the archetype 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, the default
starting level for a street-level game; games taking place at a high-
er PL will require adjustments to the archetypes such as assigning
additional points to attack and defense bonuses, power ranks,
skills, feats, etc. within the themes established for each archetype.
Note that several archetypes use the Attack/Defense trade-off rule
to adjust their maximum attack, damage, defense, and Toughness
save bonuses, as determined by their power level.
Archetype Listing
The following archetypes make their appearance in this
supplement:
Armed Citizen
– not going to wait on the heroes.
Da Sihing
– Master Lee’s top student.
Emerging Mutant
– coming into one’s powers isn’t easy.
Enduring Guardian
– truly going beyond the call of duty.
Farsider Emigrant
– protecting his adopted home.
Field Researcher
– archaeology in the World of Freedom is
unlike anything else.
Superpowered Orphan
– who did she get her powers from?
Technology Geek
– makes use of thematic gadgets.
Transformed Bystander
– an innocent bystander no longer.
Zoom Survivor
– sometimes an overdose gives you
superpowers.
■■■
PAGE Of 13
Armed Citizen
Power LeveL 6
STR
DEX
CON
INT
WIS
CHA
14
+
+
+1
+3
+1
"yOU CAN ONLY COUNT ON
YOURSELF."
TOUGHNESS
+4*
fORTITUDE
+6
REfLEX
+6
WILL
+7
* +2 flat-footed
Skills:
Concentration 8 (+11), Disable Device 8 (+9), Disguise 4 (+5),
Drive 4 (+6), Intimidate 8 (+9), Knowledge (streetwise) 8 (+9), Notice
8 (+11), Search 4 (+5), Sense Motive 8 (+11), Stealth 8 (+10)
feats:
Accurate Attack, Attack Specialization (pistol), Defensive
Roll 2, Distract (Intimidate), Dodge Focus 2, Equipment 2, Evasion,
Improved Aim, Improved Critical (pistol, 19-20), Improved Initiative,
Precise Shot, Quick Draw (draw), Sneak Attack, Uncanny Dodge
(visual)
Equipment:
Arsenal (array):
Light Pistol (
Blast 3
[
Power Feats:
Improved Critical (hollow-point rounds, 19-20), Subtle (silencer)]);
Alternate Powers:
Knife (
Strike 1
[
Power Feats:
Mighty, Improved
Critical (19-20)]) and Sap (
Strike
[
Power Feats:
Mighty]); Night Vision
Goggles
Combat:
Attack +5, +7 (pistol), Grapple +7, Damage +2 (unarmed),
+3 (light pistol), +4 (sap or unarmed sneak attack), +5 (light pistol
sneak attack), +6 (sap sneak attack), Defense +8 (+3 flat-footed),
Knockback -2, Initiative +6
You’d think in a city filled with superheroes and virtually every law
enforcement agency in the world there wouldn’t be much of a need for
an ordinary citizen to take up arms. But you’d be wrong. While your fel-
low Freedonians go about their lives believing some superhero or cop
is going to bail them out whenever there’s a problem you know better;
there’s plenty of stuff going down they can’t or won’t deal with.
t
he
S
treetS
A
re
Y
our
A
rmorY
Given Freedom City’s colorful
past and present almost any
weapon imaginable might
find its way into your hands:
You follow your own code of justice which could be as elaborate as the
codes of bushido or chivalry or as simple as “an eye (or more) for an eye”.
You fight with anything available to you, be it stuff form your old job,
store-bought weapons, or things picked up from the streets. You may
“gift-wrap” the criminals for the police or leave them lying dead in your
wake. In short, you do whatever it takes (and you can live with) to make
a difference and if that rubs the “authorities” or “heroes” the wrong way,
tough. ‘Cause down here in the trenches, you gotta do what you gotta
do.
•
An Omegadrone
Power Pike.
•
A blaster pistol or
rifle.
•
An experimen-
tal weapon.
•
A weapon
left behind
by an individual
such as Fear Master, the
Silencer, Toy Boy et al.
You’re the ex-cop or former agent who got fed-up with the politics in
your old job. You’re the retired Special Forces grunt or former bodyguard
who just can’t let go. You’re the reformed hitman or rueful assassin aton-
ing for past crimes. You’re the ordinary person who isn’t going to take it
anymore. You’re exactly who this city needs.
If you have one of these weapons you will have to adjust your
traits to free up the necessary points; some may come with
built-in complications depending on the possessiveness of their
previous owners.
Totals:
Abilities 22 + Skills 17 + Feats 17 + Combat 22 + Saves 12 = 90
Freedom City Street-LeveL ArChetyPeS
1 oF 10
www.mutantsandmasterminds.com
+
14
14
1
16
1
dA Sihing
Power LeveL 6
STR
DEX
CON
INT
WIS
CHA
14
+4
+
+0
+1
+0
"To master the martial
arts you must master
yourself."
TOUGHNESS
+4*
fORTITUDE
+6
REfLEX
+8
WILL
+5
* +2 flat-footed
You are the Da Sihing (or Da Sizhe), the most senior student
at Master Lee’s School of Self Defense. It is your responsi-
bility, along with your fellow sihing and sizhe, to teach
the sidai and simui, the younger students of the
school. But unlike your fellow students your respon-
sibilities do not end when the school closes for the
day; as the Da Sihing/Sizhe you are the master’s
apprentice, his chosen successor, the designated
heir to all his knowledge and wisdom.
Being the master’s apprentice is both a great responsibility and
a great challenge. Time and again you have had to prove yourself
worthy of his teachings, and not just in the dojo; you’ve had opportunity
to put the master’s teachings into practice on the streets of Freedom
City.
t
he
m
ASter
’
S
t
eAchIngS
Master Lee’s knowledge is vast;
change your feats and powers
to put emphasis on different
aspects of the martial arts.
Possible additional/sub-
stitute powers include
Boost, Concealment,
Deflect, Drain, Elongation,
Healing, Immovable,
Immunity, Leaping, Luck
Control, Nauseate, Protection,
Speed, Stun, Super-Senses
(Awareness). You may even wish to
eliminate your powers altogether and
replace them with additional feats if
the master feels you are not ready
for them yet or does not actually
have powers himself.
Still, despite passing every test, you feel Master Lee is holding something
back. You sense it in the way he continuously emphasizes the need to
use your skills responsibly and see it in the pensive look he occa-
sionally gets when he watches you train. And while you have
too much respect for the master to press him on the issue,
you can’t help but wonder just what it is.
Skills:
Acrobatics 8 (+12), Concentration 6 (+7), Escape Artist 6
(+10), Notice 6 (+7), Sense Motive 4 (+5), Stealth 6 (+10)
feats:
Acrobatic Bluff, Attack Focus (melee) 2, Defensive
Attack, Defensive Roll 2, Dodge Focus 2, Elusive Target,
Evasion 2, Improved Disarm, Improved Initiative, Improved
Trip, Prone Fighting, Redirect, Takedown Attack, Trance,
Uncanny Dodge (visual)
Powers: Paralyze 4
(nerve thrust;
Extras:
Alternate Save
[Fortitude];
Flaws:
Limited [ineffective against targets
with any Impervious defense]),
Strike
(chi attack;
Power Feats:
Mighty),
Super-Movement 1
(Slow
Fall [
Flaws:
Limited (fall any distance without harm
only)])
Combat:
Attack +6, +8 (melee), Grapple +10, Damage +2 (unarmed),
+4 (chi attack or nerve thrust), Defense +8 (+3 flat-footed), Knockback
-2, Initiative +8
Totals:
Abilities 18 + Skills 9 + Feats 19 + Powers 8 + Combat 24 + Saves 12 = 90
Freedom City Street-LeveL ArChetyPeS
2 oF 10
www.mutantsandmasterminds.com
+
18
14
10
1
10
emerging mutAnt
Power LeveL 6
STR
DEX
CON
INT
WIS
CHA
10
+
+0
+1
+0
+0
Although it is assumed you have basic
control over your powers, this may
not be the case. Flaws such as Action,
Distracting, Side-Effect,
Tiring, Uncontrolled,
or Unreliable may be
added to all or some
of your powers to reflect
less-than-perfect control
over your new pow-
ers; the Action, Full
Power, Involuntary
Transformation,Normal
Identity, or One-Way
Transformation drawbacks
may also be appropriate.
TOUGHNESS
+0
fORTITUDE
+4
REfLEX
+6
WILL
+4
Skills:
Bluff 4 (+4), Concentration 6 (+6), Knowledge (popular cul-
ture) 4 (+5), Notice 4 (+4), Search 2 (+3)
feats:
Attack Specialization (strike)
Powers: Phase form 10
(sustained):
flight 1
(10 MPH;
Power Feats:
Subtle 2 [automatically move silently while flying]),
Immunity
(suffocation),
Insubstantial 4
(
Power Feats:
Selective),
Invisibility 8
(all visual senses;
Flaws:
Partial),
Strike 6
(phase touch;
Extras:
Affects
Corporeal, Penetrating;
Alternate Powers:
Strike 6
[
Power Feats:
Affects Insubstantial 2;
Extras:
Penetrating])
Combat:
Attack +4, +6 (strike), Grapple +4, Damage +0 (unarmed),
+6 (phase touch), Defense +4, Knockback -0, Initiative +2
"I didn't
ask for
these
powers!"
One day your life was normal and the next day it wasn’t. Sure, there’s
more to it than that, but no matter what your story the fact remains you
are not who you were, and that's a big change to cope with. Fortunately
you’re in Freedom City, a place where people like you can find more help
and support in dealing with these tremendous changes than anywhere
else in the world.
While your mutation most likely manifested itself when you were a teen,
this isn’t a hard and fast rule; your powers might not have emerged until
you were older, perhaps much older (nothing like having your powers
surface when you’re already collecting social security). What time in life
your powers manifest makes a difference as to your other traits; the older
you are the more your other traits will have developed. Drop points from
your powers and add them to other traits, especially skills and abilities,
to reflect your physical and mental maturity and life experiences.
m
utAtIon
r
oulette
Your mutant powers can be almost anything imagined; here are some substitute mutation packages you might have:
Crystal Warrior
feats:
Attack Specialization replace (Strike) with (Blast)
Solid form: Blast 6
(shards;
Alternate Powers:
Blast 6
[
Extras:
Area
(Burst);
Flaws:
Range (Touch)]),
Density 8
(provides +16 Strength,
Protection 4
[
Extras:
Impervious],
Immovable ,
Super-Strength
,
x5 mass),
Impervious 9
(life support),
Protection 4
Prime Mover
feats:
replace Attack Specialization (Strike) with Taunt
Powers: flight 6
(500 MPH),
force field 8
(Linked
Immovable 8
),
Kinetic
Control 6
(
Extras:
Range [Perception];
Alternate Powers:
Boost Movement
6
[
Extras:
Range 2 (Perception);
Flaws:
Others Only],
Create Object 6
[
Extras:
Range (Perception)],
Paralyze 6
[
Extras:
Range 2 (Perception);
Flaws:
Slow],
Telekinesis 6
[
Heavy Load:
1,600 lbs.;
Extras:
Range (Perception)])
Totals:
Abilities 6 + Skills 5 + Feats 1 + Powers 50 + Combat 16 + Saves 12 = 90
Freedom City Street-LeveL ArChetyPeS
3 oF 10
www.mutantsandmasterminds.com
+0
14
10
1
10
10
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