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Mutants & Masterminds: Street-Level Archetypes PDF

13 Pages·2006·4.25 MB·English
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STREET-LEVEL ARCHETYPES A GREEN RONIN PRODUCTION CREATED BY RONIN ARTS DesignMichael Hammes Editing and Layout Philip Reed Artwork Vitor Ishimura 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 andHal Mangold Street-Level Archetypes 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 Ronin Arts PO Box 1723 www.roninarts.com/superline Renton,WA 98057-1723 www.greenronin.com I NTRODUCTION This Mutants & Masterminds supplement offers players Attack/Defense trade-off rule to adjust their maximum and Gamemasters a total of ten new ready-to-play arche- attack,defense,damage,and Toughness save bonuses,as types for street-level (PL 6-8) games.In addition to the full determined by their power level. stats,which allow players and Gamemasters to customize Table of Archetypes or rebuild each archetype,the archetypes are also useful for Gamemasters in need of some quick villains or NPC street- The following archetypes make their appearance in level heroes (for any level of game);just give them some this supplement: gritty names and backgrounds and they’re ready to go! Burnt-Out Hero– on the path to redemption. As per the archetype standard skills are listed with the Pacifist Monk – an island of tranquility in a sea of number of ranks after the skill name and the total skill violence. bonus listed in parenthesis. For example: Bluff 5 (+8), Physical Specimen– the only real hero. means the character has 5 ranks of Bluff and a total bonus Private Detective – on the case. of +8 when making Bluff checks. Psychic Investigator –possessing a great but All of the archetypes are for a power level 6 game, unpredictable gift. which was chosen as the default starting PL for a street- Street Fighter – the baddest dude on the block. level game;games taking place at a higher PL will require Swashbuckler – driving the blade of justice into adjustments to the archetypes in the form of assigning the the hearts of criminals. appropriate points to attack and defense bonuses,power Tinker – fixing it even if it doesn’t need it. ranks, skills, feats, etc.within the themes established for Vigilante – driven by vengeance. each archetype.Note that several of the archetypes use the Wandering Mystic – adventuresome magic user. (cid:2)(cid:2)(cid:2) PAGE 2OF 13 BURNT-OUT HERO POWER LEVEL 6 STR DEX CON INT WIS CHA +1 +2 +1 +0 +0 +2 “I don’t know 12 14 12 10 10 14 if I’ve still got TOUGHNESS FORTITUDE REFLEX WILL +6/+1* +5 +6 +4 it in me.” * without force field The Burnt-Out Hero has suffered a fall from great heights. Whether from a loss of confidence,an addiction,advancing age,or some other cause,the Burnt-Out Hero can no longer fully command the hero’s own powers. Still the Burnt-Out Hero soldiers on,trying in some way to cope with the loss. With the GM’s permission the player may make the reason for the Hero’s burnout (i.e.loss of confidence,drugs,age,etc.) a complication. Skills:Acrobatics 8 (+10),Concentration 8 (+9),Notice 4 (+4) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Power Attack,Precise Shot Powers: Energy Form 8 (Flaws: Unreliable; Blast 6, Flight 4 [100 MPH],Immunity 5 [particular energy dam- age],Force Field 5,Strike 5[Extras:Aura]) Combat:Attack +6,Grapple +7,Damage +1 (unarmed), +5 (aura), +6 (blast or aura strike), Defense +6, Knockback -3,Initiative +2 POWER ON (PLEASE) The Unreliable flaw applies every time the Burnt-Out Hero attempts to activate the Energy Form power and every minute it is maintained;the Burnt-Out Hero must roll an 11 or better in order to transform to Energy Form or maintain it.The roll for changing to Energy Form occurs at the time of the attempt while the roll to maintain the Energy Form occurs at the beginning of the Burnt-Out Hero’s turn prior to any other actions. Failure means that the Energy Form either fails to manifest or winks out (par- ticularly interesting when in mid-Flight). Note that although changing to Energy Form is a free action,the Unreliable flaw prevents the Burnt-Out Hero from trying again that turn (meaning that if the form fails to manifest or winks out the Burnt-Out Hero cannot try to activate again until the Burnt- Out Hero’s next turn). Totals:Abilities 12 + Skills 5 + Feats 5 + Powers 32 + Combat 24 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 1 OF 10 www.mutantsandmasterminds.com PACIFIST MONK POWER LEVEL 6 STR DEX CON INT WIS CHA KUNG FUWARRIOR +0 +4 +2 +0 +2 +0 10 18 14 10 14 10 Players that prefer a statistically grittier and more offense-focused master of kung fu can turn the Pacifist TOUGHNESS FORTITUDE REFLEX WILL Monk into the Kung Fu Warrior by doing any or all of the following (some of these changes will require addi- +4/+2* +6 +8 +6 tonal modification to the stat block): * Flat-footed (cid:2) Shift the four points from Wisdom and add them In a world full of conflict and violence the Pacifist Monk tries to Strength. to chart a better course,both personally and for others.But (cid:2) Remove the ranks from Knowledge (theology the path to enlightenment is ever fraught with obstacles and and philosophy) and Medicine and use the the Monk occasionally faces situations where forceful action resulting points to improve Strength or add cannot be avoided.At such times the Monk relies on wisdom, more combat feats. discipline,and martial arts to show the bad guys the error of (cid:2) Replace defensive and non-violent feats such as their ways and set things back on the path of harmony. Defensive Attack, Improved Disarm, and Stunning Attack with more offensive-oriented feats such as Chokehold, All-Out Attack, Skills:Acrobatics 8 (+12),Concentration 8 (+10),Escape Throwing Mastery,etc. Artist 6 (+10), Knowledge (theology and philosophy) 4 (cid:2) Reduce or eliminate the mystic powers and use (+4), Medicine 4 (+6), Notice 8 (+10), Sense Motive 6 the points to fuel further offense-oriented feats (+8),Stealth 8 (+12) and damage capabilities. Feats:Acrobatic Bluff,Attack Focus (melee) 4, Defensive Roll 2,Dodge Focus 4,Elusive Target, Evasion 2,Grappling Finesse,Improved Disarm, Improved Initiative,Improved Trip,Instant Up,Move-By Action,Power Attack, Redirect,Stunning Attack,Trance, Uncanny Dodge (tactile) Powers: Strike 4 (iron fist technique); Super-Movement 2 (slow falling,wall- crawling) Combat:Attack +8 (melee),+4 (ranged),Grapple +12, Damage +0 (unarmed),+4 (iron fist),Defense +8 (+2 flat-footed),Knockback -2,Initiative +8 “Cease what you are doing for i do not wish to harm you.” Totals:Abilities 16 + Skills 13 + Feats 25 + Powers 8 + Combat 16 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 2 OF 10 www.mutantsandmasterminds.com PHYSICAL SPECIMEN POWER LEVEL 6 STR DEX CON INT WIS CHA +7 +7 +7 +0 +0 +0 24 24 24 10 10 10 “Check out TOUGHNESS FORTITUDE REFLEX WILL these Moves!” +7 +10 +10 +6 The Physical Specimen has the best body that genetics,train- ing,and science can provide;taking up the hero’s mantle is inevitable as fighting dangerous criminals is the only worthy challenge.The Physical Specimen likes combat up close and personal, preferring to prove superiority with opponents directly;weapons of any kind are for the weak and if there’s one thing the Specimen is not,it is weak. Skills: Acrobatics 8 (+15), Climb 8 (+15), Intimidate 8 (+8),Notice 4 (+4) Feats:Acrobatic Bluff,Chokehold,Diehard,Improved Grab, Improved Grapple,Improved Pin,Power Attack,Takedown Attack 2 (5-foot move) Combat: Attack +5, Grapple +12, Damage +7 (unarmed),Defense +5,Knockback -3,Initiative +7 BRINGTHE PAIN! Players can change the focus of the Physical Specimen’s combat style by substituting the archetype’s grappling- focused combat feats for feats representing another style; good guidelines are the various fighting styles found on page 65 of Mutants and Masterminds. Totals:Abilities 42 + Skills 7 + Feats 9 + Combat 20 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 3 OF 10 www.mutantsandmasterminds.com PRIVATE DETECTIVE POWER LEVEL 6 STR DEX CON INT WIS CHA +1 +1 +2 +4 +3 +1 12 12 14 18 16 12 TOUGHNESS FORTITUDE REFLEX WILL +6/+4*/+2** +6 +5 +7 * flat-footed,** without armor From killings and kidnappings to blackmail and demon sight- ings, the Private Detective is prepared to solve them all. Whether the trail leads into the deepest sewers or to the high- est penthouse,there is no place so hidden or remote that the Private Detective’s keen mind cannot flush out the quarry. When the Private Detective can’t close the deal alone there’s always a vast network of associates and informants to fall back on. Preparation is the name of the game when the Private Detective does confront the quarry,as being caught unprepared is not only greatly embarrassing but also extremely dangerous for the Private Detective. Skills:Bluff 6 (+7),Diplomacy 8 (+9),Gather Information 8 (+9),Intimidate 6 (+7),Investigate 8 (+10),Knowledge (streetwise) 8 (+12),Notice 8 (+11),Profession (Private Investigator) 4 (+7), Search 8 (+12), Sense Motive 8 (+11),Sleight of Hand 6 (+7),Stealth 6 (+7) Feats: Attack Specialization (pistol) 2, Connected, Contacts,Defensive Roll 2,Dodge Focus 2,Eidetic Memory, Equipment 4,Master Plan,Well-Informed Equipment: Binoculars, Cell Phone, Concealable THE NETWORK Microphone, Digital Audio Recorder, Handcuffs, With GM permission the following individuals make Masterwork Forensic Kit (+2 to Investigate),Mini-Tracer, suitable contacts and connections for the Private Multi-Tool, Night-Vision Goggles, Parabolic Microphone, Investigator: Video Camera , Light Pistol (Blast 3), Undercover Shirt (Protection 2;Power Feats:Subtle) (cid:2) The city reporter of the local newspaper. (cid:2) The secretary of an important government offi- Combat:Attack +5,+9 (pistol),Grapple +6,Damage +1 cial or influential businessperson. (unarmed), +3 (pistol), Defense +6 (+2 flat-footed), (cid:2) One or more of the local religious leaders. Knockback -3,Initiative +1 (cid:2) An experienced and savvy informant. (cid:2) A local pawnbroker/fence (for information and equipment). “Don’t worry, (cid:2) An individual on the police force (beat cop, detective,etc.). I’ll get to the (cid:2) The assistant coroner. (cid:2) A librarian or other researcher. (cid:2) One or more experts in specific academic fields bottom of this!” (i.e.arcane lore or business). Totals:Abilities 24 + Skills 21 + Feats 15 + Combat 18 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 4 OF 10 www.mutantsandmasterminds.com PSYCHIC INVESTIGATOR POWER LEVEL 6 STR DEX CON INT WIS CHA +0 +2 +1 +1 +4 +3 “I don’t need to 10 14 12 12 18 16 TOUGHNESS FORTITUDE REFLEX WILL see into the +4/+1* +4 +7 +8 future to * flat-footed The Psychic Investigator’s powers are both blessing and curse. know On the one hand the Psychic Investigator can see into the past and future,on the other the Investigator has no control over you’re when such visions occur or what they convey.This uncertainty forces the Psychic Investigator to carefully study any received going vision,sifting it as quickly and accurately as possible for clues to its true meaning;if the Psychic Investigator errs in the inter- pretation or is too slow,lives may be lost. down.” Skills: Diplomacy 8 (+11), Investigate 4 (+5), Notice 8 (+12),Profession (psychic investigator) 4 (+8),Search 8 (+9),Sense Motive 8 (+12),Stealth 4 (+6) Feats:Attack Specialization (pistol),Equipment 2 Powers: Enhanced Attack 5; Enhanced Feats 12 (Defensive Roll 3, Dodge Focus 4, Evasion 2, Improved Initiative 2,Uncanny Dodge [mental]);Enhanced Reflex Save 3; Super-Senses 5 (Danger Sense [mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled]) Equipment:Cell Phone,Handcuffs,Laptop,Multi-tool, Light Pistol (Blast 3) Combat:Attack +7,+9 (pistol),Grapple +7,Damage +0 (unarmed), +3 (pistol), Defense +8 (+2 flat-footed), Knockback -2,Initiative +10 POWERS OFTHE MIND The Psychic Investigator has a number of feats (Dodge Focus, Evasion, Improved Initative, Uncanny Dodge) as powers rather than standard feats.This reflects the fact that they are the result of the archetype’s mental power rather than training,talent,etc.; the Psychic Investigator can “see”the blow just before it happens,predict the path of the bullet,etc.rather than avoiding it due to experience, superior reaction time,etc. Totals:Abilities 22 + Skills 11 + Feats 3 + Powers 30 + Combat 12 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 5 OF 10 www.mutantsandmasterminds.com STREET FIGHTER POWER LEVEL 6 STR DEX CON INT WIS CHA +2 +2 +2 +1 +0 +3 THIS IS MY NEIGHBORHOOD! 14 14 14 12 10 16 If the campaign takes place predominantly in an urban environment (i.e.the Street Fighter’s city) the GM may TOUGHNESS FORTITUDE REFLEX WILL wish to narrow the focus of the Street Fighter’s Favored +4/+2* +8 +6 +6 Environment (urban) feat to keep it from being avail- able most of the time (which would defeat the pur- * without armor pose of the feat). Tired of seeing the neighborhood overrun by scum and view- Some possible limits are: ing the police as too corrupt or inept to do anything about it, the Street Fighter is on a crusade to clean up the streets.A (cid:2) The hero’s city (if the campaign regularly takes self-taught combatant armed with nothing more than home- place in other cities). made weapons,the Street Fighter relies on guts,determina- (cid:2) The hero’s home district or borough (if the cam- tion,and a bit of luck to make it back in one piece.The Street paign takes place mostly in the hero’s city). Fighter’s true identity is usually hidden behind a mask or (cid:2) The hero’s neighborhood (if the campaign takes hood;while the Fighter may be willing to risk death for the place mostly in the hero’s district/borough). good of the neighborhood there are friends and family to think of. Skills: Climb 4 (+6), Gather Information 8 (+11), Intimidate 8 (+11), Knowledge (streetwise) 8 (+9), Knowledge (current events) 6 (+7),Notice 8 (+8),Search 4 (+5),Sense Motive 6 (+6),Stealth 8 (+10) Feats: Accurate Attack,All-Out Attack,Defensive Attack, Distract (Intimidate),Elusive Target,Equipment 2,Evasion, Favored Environment (urban) 2, Improved Block, Luck 2, Power Attack, Seize Initiative, Startle, Takedown Attack, Ultimate Save 2 (Toughness,Will) Equipment:Baseball Bat (Strike 2[Power Feats:Mighty, Thrown (10 ft.range increment)]),Flashlight,Homemade Armor (Protection 2), Homemade Shield (Shield 2), Multitool Combat:Attack +6,Grapple +8,Damage +2 (unarmed), +4 (baseball bat),Defense +6 (+2 flat-footed),+2 attack or dodge bonus in urban areas,Knockback -2,Initiative +2 “Time to take out the garbage!” Totals:Abilities 20 + Skills 15 + Feats 19 + Combat 20 + Saves 16 = 90 STREET-LEVEL ARCHETYPES 6 OF 10 www.mutantsandmasterminds.com SWASHBUCKLER POWER LEVEL 6 STR DEX CON INT WIS CHA +2 +4 +2 +0 +0 +2 14 18 14 10 10 14 “Taste my blade!” TOUGHNESS FORTITUDE REFLEX WILL +4/+2* +5 +8 +5 * flat-footed Whether a merciless avenger striking from the shadows or a brash duelist challenging villains face-to-face, the Swashbuckler is a throwback to a bygone era,one where the strength of one’s sword arm determined life and death.While others may see the Swashbuckler’s reliance on an ancient weapon as a handicap, the Swashbuckler sees exactly the opposite;it is reliance on a gun that makes one weak,a point the Swashbuckler proves time and time again. Skills: Acrobatics 8 (+12),Bluff 8 (+10),Climb 8 (+10), Notice 8 (+8),Sense Motive 4 (+5),Stealth 8 (+12) Feats: Accurate Attack, All-Out Attack, Attack Specialization (sword),Defensive Attack,Defensive Roll 2, Distract (Bluff),Dodge Focus 2,Elusive Target,Equipment 1,Evasion 2,Improved Block,Improved Critical (sword,18- 20), Improved Disarm, Improved Initiative, Improved Sunder, Move-By Action, Power Attack, Quick Draw (draw),Taunt,Uncanny Dodge (visual),Weapon Bind, Weapon Break Equipment: Sword (Strike 3; Power Feats: Improved Critical,Mighty) Combat: Attack +5, +7 (sword), Grapple +7, Damage +2 (unarmed), +5 (sword), Defense +8 (+3 flat-footed),Knockback -2,Initiative +8 WHAT’S IN A NAME? To give the Swashbuckler some street cred call the arche- type something tougher-sounding like Assassin Blade, Street Samurai,Urban Knight,Ronin,Ninja,etc.;the arche- type’s particulars remain.The same can be done for the Swashbuckler’s blade; instead of a generic sword it is a katana,ninjato,longsword,etc. Totals:Abilities 20 + Skills 11 + Feats 25 + Combat 22 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 7 OF 10 www.mutantsandmasterminds.com TINKER POWER LEVEL 6 STR DEX CON INT WIS CHA +0 +1 +0 +4 +2 +0 THE PRODIGY 10 12 10 18 14 10 As presented here the Tinker is an adult,but a common character in comics is the teenage (or even younger) TOUGHNESS FORTITUDE REFLEX WILL scientific prodigy.Players wishing to play the Prodigy +8/+0* +3 +4 +8 should reduce the archetype’s Strength (i.e.to 6 for a kid,8 for a teenager) and use the resulting points to * without polymer suit add or modify devices,increase mental attributes, and/or The Tinker just loves to fiddle with things,figuring out how add ranks in Knowledge they work,trying to improve them,and finding new uses for (popular culture). them.From field-expedient explosives made out of common household items to sophisticated electronics cobbled togeth- er from recycled car parts,the Tinker’s imagination knows no bounds.And what better test subject for the Tinker’s latest gizmo or gadget than criminals and their ilk? With the GM’s permission players may be able to switch out some or all of the archetype’s various devices with others of equal point value on a regular basis (i.e.prior to each adven- ture) to reflect the Tinker’s constant tinkering. Skills:Computers 8 (+12),Craft (chemical) 8 (+12),Craft (electronic) 8 (+12),Craft (mechanical) 8 (+12),Disable Device 8 (+12), Knowledge (physical sciences) 8 (+12), Knowledge (technology) 8 (+12),Notice 4 (+6),Search 8 (+12) Feats: Improvised Tools, Inventor, Skill Mastery (Computers, Craft [chemical], Craft [electronic], Craft [mechanical]) Powers: Device 2 (goggles, hard to lose): Sensory Shield 3 (sight), Super-Senses 7 (direction sense, dis- tance sense,infravision,low-light vision,microscopic vision [dust-sized particles],time sense,track) Device 4(handheld dazzler,easy to lose):Blast 8(Power Feats: Alternate Powers – Dazzle 8 [visual; Extras: Area (burst), Flaws: Range (touch)], Dazzle 8 [visual; Extras: Area (cone); Flaws: Range (touch)], Dazzle 8 [visual; Extras:Area (explosion);Flaws:Range (touch)],Dazzle 8 [visual;Extras:Area (line);Flaws:Range (touch)]) Device 2 (polymer suit; hard to lose): Concealment 2 (sight;Flaws:Blending),Protection 8 Combat:Attack +4,Grapple +4,Damage +0 (unarmed), “You know, that +8 (blast),Defense +4,Knockback -4,Initiative +1 could be better.” Totals:Abilities 14 + Skills 17 + Feats 3 + Powers 28 + Combat 16 + Saves 12 = 90 STREET-LEVEL ARCHETYPES 8 OF 10 www.mutantsandmasterminds.com

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STREET-LEVEL ARCHETYPES A GREEN RONIN PRODUCTION CREATED BY RONIN ARTS Design Michael Hammes Editing and Layout Philip Reed Artwork Vitor Ishimura
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.