Mutants & Masterminds - Archetypes & Legacies - 2nd ed.pdf

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ARCHETYPES & LEGACIES
Design Michael Hammes
Editing and Layout Philip Reed
Artwork Vitor Ishimura
Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Steve Kenson, Evan Sass,
Robert J. “Dr. Evil” Schwalb, Marc Schmalz and Heather Barnhorst
Graphic Design based on the work of Sean Glenn and Hal Mangold
Freedom City Archetypes & Legacies is ©2006 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted mate-
rial 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
www.roninarts.com/superline
www.raforums.com
I NTRODUCTION
This Mutants & Masterminds supplement offers a
total of ten archetypes and legacies for Freedom City .Now
players can play such Freedom City archetypes as the
Rogue Grue and Lor Star Captain or take on the mantle of
heroic Freedom City legacies such as the Freedom Eagle
and Champion of Light.
Gamemasters can put these archetypes and legacies
into play as NPCs in their own Freedom City games as is,
or use them as a handy guide for customizing their own
versions.
All of the archetypes and legacies are for a default
power level 10 game, although both the Star Knight and
Ultiman Exile have more than the standard 15 points per
power level due to the powers inherent in their Freedom
City templates.
For more archetype options don’t miss the Archetype
Archive series available now at www.greenronin.com .
Each release in this series presents 10 new archetypes for
use in any Mutants & Masterminds game.
Archetype Listing
The following archetypes and legacies make their appear-
ance in this supplement:
Champion of Light – successor to the Beacon.
DNAscendant – fortunate survivor of the DNAscent
process.
Freedom Eagle II – a classic hero soars again.
Lor Star-Captain – have starship, will travel.
Rogue Grue – freed from the Unity and defending the
freedom of others.
Scarab Reborn – reincarnation of prince Heru-Ra.
Shambala Master – questing mystic martial artist.
Star Knight – guarding the Earth from the scum of the
universe.
Ultiman Exile – using tremendous gifts for justice.
Utopian Envoy – leaving a sheltered existance for the
greater good.
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CHAMPION OF LIGHT
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+1
+2
+2
+1
+2
+2
12
14
14
12
14
14
TOUGHNESS
+12*
FORTITUDE
+6
REFLEX
+6
WILL
+9
* +2 without force field
You are the new Champion of Light, the Lightbearer, chosen by
destiny to wield the mystic “White Light” in the crusade against
the forces of darkness. Your destiny was revealed when either
Beacon (Langston Albright) discovered you and transferred the
mystic light to you or when, like Beacon before you, the mystic
light was passed down to you upon your predecessor’s death.
Though you are more powerful than your predecessor and able
to use the mystic light in new ways, specifically to calm and heal
others, this is both a blessing and a curse for it is undoubtedly
due to the fact that you will be facing even greater challenges.
Skills: Concentration 8 (+10), Diplomacy 6 (+8), Intimidate
6 (+8), Knowledge (arcane lore) 4 (+5), Knowledge (histo-
ry) 4 (+5), Knowledge (streetwise) 4 (+5), Notice 6 (+8),
Sense Motive 6 (+8)
Feats: Assessment, Attack Focus (ranged) 2, Fearless,
Fearsome Presence 8, Power Attack, Precise Shot, Quick
Change, Ultimate Aim
Powers: Flight 5 (250 MPH), Force Field 10 ( Extras:
Impervious), Immunity 1 (own powers), Light Control 10
( Power Feats: Alternate Powers Blast 10, Create Object
10, Dazzle 6 [visual senses; Power Feats: Longer Lasting 2 (1
minute); Extras: Area (burst)], Emotion Control 10 [ Extras:
Area (burst); Flaws: Limited – calm only], Healing 10
[ Extras: Total; Flaws: Others Only])
Combat: Attack +10 (ranged), +8 (unarmed), Grapple +9,
Damage +10 (blast), +1 (unarmed), Defense +8,
Knockback -11, Initiative +2
N EW P OWER F EAT
Your Dazzle power has the following new power feat:
Longer Lasting
Each application of this power feat to an Instant
[lasting] effect moves the time interval between addi-
tional saving throws one step down the Time Table: from
one round to five rounds to 1 minute (10 rounds), and so
forth. The target still receives a cumulative +1 bonus per
previous save.
“Even the faintest
light gives hope
against the darkness.”
Totals: Abilities 20 + Skills 11 + Feats 16 + Powers 56 + Combat 32 + Saves 15 = 150
FREEDOM CITY ARCHETYPES & LEGACIES
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DNA SCENDANT
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+10
+8
+12
+1
+0
+0
“Come get some!”
30/16
26/16
34/16
12
10
10
TOUGHNESS
+12
FORTITUDE
+14
REFLEX
+10
WILL
+7
You are one of the lucky ones; you survived the DNAscent
process. Perhaps you were a volunteer, someone seeking an
edge. Or perhaps you were just another hunk of meat meant for
sacrifice in the name of scientific progress and somehow lived
to tell of it. Whatever.
Of course, just because you survived with your body
enhanced and your mind intact wouldn’t have
meant anything if you hadn’t also escaped.
Maybe you got out before they managed to
brainwash you, escaping on your own or when
something went wrong. Or perhaps others res-
cued you and broke the brainwashing. Or maybe they
thought the process had killed you or driven you insane
and just dumped your sorry carcass out on the street like
some piece of garbage.
Not that it really matters. You are what you are, and that’s more
than most. And while others might be stronger, or tougher, or
quicker, no one is the complete physical package like you are,
something they are going to learn if they ever mess with you or
anyone you care about.
Skills: Acrobatics 8 (+16), Notice 6 (+6), Profession (choose
one) 4 (+5), Sense Motive 4 (+4), Stealth 6 (+14)
Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee)
2, Diehard, Improved Critical (unarmed), Improved Grab,
Improved Grapple, Improved Initiative, Improved Pin, Move-
by Action, Power Attack, Takedown Attack 2
Powers: Enhanced Constitution 18 , Enhanced
Dexterity 10 , Enhanced Strength 14 , Impervious
Toughness 9 , Leaping 4 (x25) , Speed 3 (50 MPH) ,
Super-Strength 4 ( Heavy Load: 24 tons)
Combat: Attack +10 (melee), +8 (ranged), Grapple +24,
Damage +10 (unarmed), Defense +8, Knockback -10,
Initiative +12
Totals: Abilities 20 + Skills 7 + Feats 14 + Powers 66 + Combat 32 + Saves 11 = 150
FREEDOM CITY ARCHETYPES & LEGACIES
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FREEDOM EAGLE II
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+2
+3
+3
+3
+3
+3
“The freedom
eagle soars Again!”
14
16
16
16
16
16
TOUGHNESS
+9*
FORTITUDE
+7
REFLEX
+7
WILL
+7
* +7 flat-footed, +3 without harness
One day you stumbled across it and your life was changed
forever.
You are a friend or relative of Mayor Michael O’Connor when, on a
visit, you went looking in places you shouldn’t have (or perhaps
you suspected all along). And there it was: the Freedom Eagle’s
costume! Oh, you were so excited. But Michael wasn’t. He told you
to forget about it, to let sleeping heroes lie; you couldn’t. And so
you pestered him, perhaps training in secret or even taking the
costume against his wishes, until Michael agreed to let you
become the Freedom Eagle.
Not that he was particularly happy about it, but perhaps he
realized the time was right or he wasn’t going to be able to
stop you and he’s been behind you ever since. Not that this
means that you get a free ride, far from it. As the new
Freedom Eagle you not only have to live up to the legacy of
the original as well as the expectations of all of Freedom
City, but you also have to answer to Michael himself.
Still, you’ve already shown your skill by making some
improvements to the suit and you just know that you are
going to do Michael, the city, and his father’s legacy proud.
Skills: Acrobatics 6 (+9), Computers 6 (+9), Craft (electronic) 8
(+11), Craft (mechanical) 8 (+11), Knowledge (history) 4 (+7), Knowledge (business) 4 (+7), Knowledge (civics) 4
(+7), Knowledge (current events) 4 (+7), Knowledge (streetwise) 6 (+9), Knowledge (technology) 8 (+11), Notice 5 (+8),
Profession (choose one) 4 (+7), Search 6 (+9), Sense Motive 5 (+8), Stealth 6 (+9)
Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Elusive
Target, Evasion, Favored Environment (air), Move-by Action, Power Attack, Redirect, Set-Up, Stunning Attack
Powers: Device 6 (Freedom Eagle Anti-Gravity Harness; hard to lose)
Freedom Eagle Anti-Gravity Harness: Flight 6 (500 MPH), Protection 4 ( Power Feats: Impervious), Strike 4 (gravity
gauntlets; Power Feats: Mighty, Thrown), Super-Strength 4 ( Heavy Load: 1.25 tons; Flaws: Limited – only while flying)
Combat: Attack +13, Grapple +15 (+19 while flying), Damage +6 (unarmed), Defense +10 (+4 flat-footed), +1 attack or
dodge bonus in air, Knockback -6, Initiative +3
Totals: Abilities 34 + Skills 21 + Feats 17 + Powers 24 + Combat 42 + Saves 12 = 150
FREEDOM CITY ARCHETYPES & LEGACIES
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