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EMERALD CITY KNIGHTS

CHAPTER 1: LIFE IN THE AFTERMATH

THIRD EDITION
Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

PICKING UP THE PIECES


This chapter picks up right where The Silver Stormthe COMFORTABLE WORDS
prologue to Emerald City Knightsleft off, with the heroes
dealing with the aftermath of the strange explosion that Deeds normally count more than just talk, but when words
has unleashed something new and dangerous in Emerald can calm a panic and get the many rubberneckers to
City. disperse peacefully, speeches are worthwhile. If the heroes
With the last of the berserk stormers defeated or in have demonstrated good, noble conduct thus far, they face
retreat, the heroes have a number of options. As always, Indifferent crowds that depart once theyre sweet-talked
theres no telling for sure what the players are going to up to Favorable or better via the normal DC 15 Persuasion
do, but this section provides some guidelines for the most check. Characters Behaving Badly thus far in the adventure
likely possibilities. If they go beyond the scope of whats (your typical 90s-refugee antihero, for instance) can use
provided, feel free to mix and match these scenes, or wing Intimidation instead, treating the bystanders (Will defense
it entirely, as the proper plot progression necessitates. 0) like minions. This isnt exactly the best public relations
move, but it does clear the scene as needed.

SCENE 1: WE CAN BE HEROES THE WEIGHT


Some downtown buildings and walls proved not to be
Scene Type: Challenge
up to super-fight code and collapsed, burying many
Of the most obvious and critical concern are the innocent innocents alive. A few victims are easily found and uncov-
people in need of rescue, injured, or trapped by falling ered, but most require some searching and heavy lifting
debris from the berserk stormers rampage (and the before being rescued. At the extremis, the most deeply
heroes fight with them). Only those driven by Complica- entombed victims require a DC 20 Perception check to
tions or with absolutely no clue of what being a hero actu- locate, and enough Strength to lift 10 ranks of weight or
ally means are ever going to bail on these sort of tasks, greater to budge the biggest chunks of debris off the help-
so here are some guidelines on how to handle the player less, trapped people underneath. If the heroes are a little
characters efforts to lend aid and succor. on the shrimpy side and fall short of these numbers (even
with a Team Check and/or Extra Effort), remind them there

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Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

are still plenty of other victims that can be rescued with


lower Strength ranks. SCENE 2: DREAM POLICE
EMERGENCY! Scene Type: Roleplaying

As outlined above, simply locating the trapped victims is a Its only natural for the heroes to approach the police
crucial first step towards getting the necessary heavy-lifting and other emergency units on the scene for information
equipment where its needed. In addition to being extra and possibly assistance. While nothings 100%, the local
sets of eyes and ears, characters who answered that Charles authorities are genuinely grateful for the heroes help. The
Atlas ad can help clear a path through the rubble and into cops, paramedics, and firemen are respectful, and thank
the troubled areas for the emergency services vehicles. the heroes for doing what they did. The higher-ups in the
As above, an effective lifting of Strength 10 or greater police department encountered are the most notable
overcomes any obstacles. An effective lifting Strength 12, exceptiontheyre not huge fans of vigilantesbut
however, allows a hero to make a truly spectacular Emerald almost to a man the guys on the street obviously appre-
City debut by simply lifting the emergency vehicles them- ciate the costumed assistance.
selves and carrying them over the debris to where they
need to be! You can bet that image will be on the front This is, in short, a golden opportunity for the characters
page of The Emerald City Courier-Express tomorrow, and go to develop some personal contacts with some of Emerald
viral on the net within minutes of the actual feat. Heroes Citys men and women in blue. Being (and staying) on good
with Damage effects may also be able to clear away debris terms with the local police is obviously vital to their long-
with sufficiently precise use: a DC 15 attack check against term success as Emerald City crime-fighters, but also of
the Toughness 8 rubble manages to clear a path without great importance in the following chapters of Emerald City
making the situation any worse, but two or more degrees Knights. See the Emerald Citys Finest sidebar for some
of failure on the attack check might cause another collapse, prefab Friends with Badges for the heroes to encounter.
inflicting Damage 8 on the hero and anyone else nearby.

YOU MAKE ME FEEL BRAND NEW GET TOGETHER


Its a small thing, but a pause amongst all the derring-do
Characters with Healing effects can be of no end of use,
and supporting-character entrance scenes to allow the
encountering every degree of injury possible. If the heroes
heroes a chance to have a little quiet us time and talk
live up to the name and keep at their merciful tasks, time
to one another. There is of course the highly practical
becomes a blur for them, marked only by the sincere,
comparing of notes and abilities to be taken care of, and
heartfelt thanks of those they help. Any characters with
the first steps (however tentative) towards founding a
the Treatment skill have to get by just on old-fashioned
superhero team Emerald City can call its own.
know-how when aiding the injured (DC 10 to diagnose
traumas; DC 15 to stabilize the dying as usual), but are no Once the player characters are done exchanging business
less busy or appreciated. cards, the police (most likely Detective Buckner or Chief
Toliver, see the Emerald Citys Finest sidebar) notice the
FIRE heroes now look like a super-team at least, and ask for a
way to contact them in case theyre needed. Alternately,
Heroes with power over flames, water, air, or the weather the police offer the characters dedicated hotline phone
have an opportunity to shine by helping to put out the numbers in exchange for keeping the ECPD informed of
various fires started by the Storm and the stormers anything they uncover about the Storm. Since the police
running amok. The fiercest blazes top out at rank 7 (unless offer to reciprocate, its a deal the heroes should defi-
the characters did something foolish earlier that exacer- nitely take.
bated matters), and may be countered with the appro-
priate powers (see Countering Ongoing Effects on page
96 of the Heros Handbook). GOVERNMENT WORK
SMOKE FROM A DISTANT FIRE After the situation is well in hand, the first federal agents
finally show up. Once it finally sinks in the actual works
If the previous calamities arent enough, theres always the pretty much done, the fedsmostly FBI, with some FEMA
double-jeopardy option: rescuing people from fires who folk mixed inturn on the grating passive-aggression only
are also trapped by fallen debris (and possibly injured or civil servants can muster.
incapacitated). The guidelines are the same as above, with
From then until the end of the opening scene, the feds
an added element of racing against the clock to get to the
continually and disdainfully get in the player characters
victims in time. Its a perfect opportunity to introduce the
way. Their (usually unspokenusually) attitude is, Oh
players to the concept of Challenges from the Heros Hand-
good! More interfering idiots with powers and no respon-
book (see page 185): They have to make three successful
sibilities. While the feds storyline presence is as mere irri-
checkssuch as Perception, Athletics, and Treatment
tants, they serve the plot by making the heroes want to
before accumulating more than three failed checks within
work with the local authorities, thereby helping cement
a set amount of timesay 10 rounds (1 minute). Can they
that crucial relationship as much as possible.
make it in time?

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Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

EMERALD CITYS FINEST


Much as the wounded bystanders shouldnt ever become faceless casualty numbers, neither should those who serve and
protect become a nameless blue mass in the players eyes. Here are a few thumbnail character sketches for in-game use
or to help inspire the Gamemasters own creations.

MASTER PATROLMAN LEE BUSTER BROWN


After more than 20 years on the job, there isnt much Buster Brown hasnt seen. Hes weathered it all in large part due
to his unfailing coolness and calm, and this ability to remain unflappable no matter what the crisis has made him a ECPD
legend. Though the decades have left him with a little more waistline and a lot less hair than when he started, his Zen-
like composure, experience, and often hard-won wisdom and knowledge make him one of the citys top cops. Since hes
unawed by superheroics and pragmatic enough to welcome caped help, hes likely to show up when the characters least
expect it, and matter-of-factly provide just the bit of sage advice they need.
Use the Police Officer archetype on page 217 of the Heros Handbook for Patrolman Brown, shifting a point of Strength and
Stamina to Awareness and presence and adjusting skill ranks accordingly.

ROOKIE OFFICER JACKSON JACK RAMSEUR


Browns partner, as per department policy, is a fresh-from-the-academy rookie, Jack Ramseur. Jack represents the fourth
generation of Ramseurs to carry a badge, and hes eager to live up to the much-honored service of his ancestorsmaybe
too eager. Whereas the elder Brown is quiet with occasional bursts of calculated action, Ramseur throws himself in harms
way on instinct alone. Theres no doubt Jack will do the force proud, but itll take some coaching from his partner before
theres much chance of him doing it for long. Until then, the characters most probably encounter Jack as he suddenly
leaps between them and some previously unseen danger, like a supervillain attack or chunk of falling debris.
Use the Police Officer archetype on page 217 of the Heros Handbook for Officer Jackson.

DETECTIVE MAGGIE BUCKNER


In her early 40s, somewhat dowdy, half-Korean (on her mothers side), and with a face punctuated by her trademark
glasses, Maggie Buckner could pass for a typical Emerald City working mom. This first impression is deceiving, as it masks
one of the keenest, sharpest minds on the entire ECPD. As one of the youngest detectives on the force, shes eager to
prove herself in a job shes sacrificed pretty much everything else in her life to attain. Thus, she feels a sort of kinship
with Emeralds new and still green costumed champions. Of all the plainclothes division, Det. Buckner is most willing to
cooperate with the heroes in solving cases. With her near-encyclopedic knowledge of crime-solving techniques, and an
uncanny ability to read people, the heroes quickly find her a most valuable ally and contact.
Use the Police Chief archetype on page 216 of the Heros Handbook for Detective Buckner.

CHIEF OF POLICE MARCUS TOLIVER


Chief Toliver is a tall, dignified African-American gentleman, looking a good decade less than his 55 years. The player
characters wont encounter him until after the Storm-related emergencies are under control and theyve received the cold
shoulder from most of the rest of the plainclothes division.
At first, Toliver is formal and inquisitive with the heroes, but if theyve acquitted themselves well to this point, his mood
becomes chattier. He asks the characters if theyre familiar with a particular Freedom City superhero, Commander USA. A
DC 10 Intellect or Expertise skill check (or GM with a sense of the dramatic) reminds the characters of the famed World War
II era mystery manone of the very first African-American superheroes (pictured on page 215 of the Heros Handbook).
Hes my uncle. He was an inspiration to meto a lot of us, the Chief relates. Be that kind of hero, he says to the players
with a handshake and approving smile, Welcome to Emerald City.
Use the Police Chief archetype on page 216 of the Heros Handbook for Chief Toliver.

THE SHIELD Player characters who take note of the AEGIS agents at
work observe they (like their Chief Administrator) come
off as straightforward, thorough, and professional. No
Also running a day late and a dollar short, AEGIS (the
check is required for the heroes to notice AEGIS attitude
American Elite Government Intervention Service) even-
towards themthe rogue vigilantes, dangerously trying
tually makes its presence belatedly felt. Much like the
to do things on their own. The AEGIS personnels attitude
feds, the organizations local higher-upsincluding the
reflects their conviction that theyre in charge because no
slovenly, pudgy, drawling Chief Administrator Joseph
one elected or appointed a bunch of folks in masks who
D. Mitchellare noticeably annoyed that the formerly
dont have the training and experience to handle this stuff.
quiet, stable situation (read: cushy) in Emerald City looks
And to a point, theyre absolutely right at least until the
to be changing.
heroes prove themselves.

4 CHAPTER 1: LIFE IN THE AFTERMATH


Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

ON THE SCENE
The heroes are going to go a long way towards keeping the publics trust if they maintain good media relations, and Meet
the Press offers them a chance to make that happen right from their debut. This sidebar offers a few ready-to-use media
contacts. Use the Reporter archetype on page 216 of the Heros Handbook for all these sample supporting characters.

EDDIE POLLARD, EMERALD CITY COURIER-EXPRESS


Pollards been uncovering truths the rich and powerful of Emerald City would rather keep buried since he first caught
on with the Courier-Express as a cub reporter back in 75. He has few friends as a result, but has the respect of everyone
who still values the publics right to know, even when it would rather remain blissfully ignorant. Pollard is surprisingly
tech-savvy for a 56-year-old, but its his ability to dig up information from the old-fashioned filing cabinets housing the
papers morgue of offline stories dating back to the citys founding that sets him above and apart from his peers. Its said
with not much exaggeration that if Pollard doesnt know about something, it either never happened, or he hasnt gotten
around to filing his story yet.
Pollard sees the heroes as kindred outsiders, andmore importantly to himthe potential big story that will finally
catapult him to the big time. The heroes soon find its mostly Pollards self-destructive take-no-prisoners degree of truth-
seeking thats kept him stuck at the same job since the disco era. At the same time, his unflinching commitment to the
truth makes him an indispensable information source. All he ever asks in return is a promise from the heroes to be let in
on the scoop.

COLIN HOKE, HOST OF KSKYS THE NIGHTWATCHMAN


Hoke fills the radio airwaves with all the bombast they can carry seven nights a week during his top-rated nighttime
call-in show. Like most of its kind, Hokes show prospers because of its hosts unpredictability. His listeners never know
what hes going to say next, and at times, neither does Hoke himself. In truth, Hoke does have a guiding principal: what-
ever type or degree of controversy that keeps peoples dials tuned into his show is totally fine.
Hoke buries the costumed heroes when theyre popular, but if public sympathies turn against them, the characters
strangely (and perhaps uncomfortably) find him to be their biggest booster. In either case, the heroes are always welcome
on his showratings, remember?
The Nightwatchman attracts a lot of callers who are seemingly off their medication. Not all of them make it on the air, and
those that tell of some actual wrong-doing bring Hokes usually dormant conscience to the fore and prompt to him to
seek help from the citys crime-fighters. In the future, the characters may be drawn into investigating cases after a tip from
Hoke, or seeking him out whenever they find themselves on the trial of a possible psychopath.

CALEB GARDNER, ANCHORMAN FOR KLEC CHANNEL 12 EYEWITNESS NEWS


The eternally forty-year-old looking Gardner hosts Emerald Citys most-watched news program, and his face (in person,
on screens, and billboards) is as ubiquitous as rain. While hes in truth a bit of a dullard, his mellifluous voice, reassuring
manner, and unerring sense of public empathy make his news reports a welcome, trusted presence in the homes of
most city residents. Theres very little he can offer the heroes in terms of useful information, but earning his public
endorsement has a significant, positive effect on how the ordinary (and otherwise intimidated) citizens of Emerald
react to the new, strangely-powered heroes in their midst. They have to endure a lot of on-air What kind of tree would
you be? questions from Gardner to stay in his good graces, but public support for the heroes never wavers so long as
they do.

THE GRAY GHOST, OWNER AND AUTHOR OF THE GHOST SIGHTINGS BLOG (WWW.THEGRAYGHOST.ORG)
No one knows who she is or how she comes by her information, but observers of the outr in Emerald City swear by
the irregular but seemingly always accurate blog posts made by the mysterious Gray Ghost. The Ghost Sightings blog
reports on many of the weird and unexplained happenings in and around the city, and while its information is rarely
complete and detailed, it is more than enough to keep readers riveted.
Naturally, Ghost Sightings can be a valuable Gamemaster tool, providing hooks for future game sessions and a means
to keep the heroes investigations on track. However, the Ghosts true identity can be the source of an adventure in and
of itself. What do the players do if the Ghost suddenly goes silent for an extended period of time? How do they find and
help her? And is she all she seems to be? Is it possible the Ghosts true agenda is far more sinister than anyone suspects?

OVERNIGHT SENSATION residents among the characters can confirm, the city just
isnt used to this sort of thing. The people are nonetheless
As the heroes become besieged by surly bureaucrats, the genuinely thankful... and maybe a little leery. Still, the Game-
Gamemaster should re-emphasize that the citizenry is really master should take a moment to remind the players their
quite surprised to see super-types helping out. As longtime heroes have made a smash-hit debut in Emerald City.

CHAPTER 1: LIFE IN THE AFTERMATH 5


Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

MEET THE PRESS The truck was carrying a load of storage tanks, which
are all burst open. Whatever was in them (if anything)
is now completely gone... at least to the naked eye.
Following on the heels of the authorities are the members
of the Fourth Estate: the media. Local news crews arrive Reports are coming in of strange sightings and inci-
with eager reporters from the print media (nearly all of dents elsewhere in the city, all following the Silver
whom have already been scooped by amateur news- Storm. There are too many to immediately follow-up
hounds posting cell phone videos online). The media on, given the crisis at hand, but its clear there are
quickly fixates on the people with the super-powers in the potentially more stormers out there than the ones
brightly colored costumes and barrage the heroes with the heroes encountered.
questions and requests for interviews.

This is another make-or-break moment, since it gives the


heroes a chance to introduce themselves to the people of
(IVE BEEN) SEARCHIN SO LONG
Emerald Cityand the worldin their own words (subject to With the work of the Masters of the Obvious now done,
some network editing). Its also a good opportunity to intro- player characters with the requisite skills and advantages
duce any media-related characters in your series. (See the can turn the following clues:
Meet the Press sidebar on page 5 for some sample media
characters.) Does a hero have a Relationship with a reporter? Investigation (DC 15): Anyone taking some time to
Is a character in Emerald City to interview for a job at a local gather evidence inside the wrecked Redshift truck
newspaper or TV station? You can tie all of that in to this scene. finds some microscopic residue (like a fine metallic
dust). If none of the heroes succeed on the check, the
Lastly, the press has a habit of naming things and people police (likely Detective Buckner) can report this infor-
in superhero stories, and the monikers they assign tend mation to them later.
to stick. So the end of this scene is a good place to plant
the seed of a name for the heroes group by having a Well-informed (Investigation or Persuasion, DC
reporter throw it out there, often in the form of a tangen- 10): Heroes with the Well-informed advantage can
tial question or statement like: Everyone is wondering: make an Investigation or Persuasion check to learn
Who are these new sentinels in Emerald City? or Have Redshift Energies is a local energy research company
you appointed yourselves the protectors of Emerald City? thats been quite successful in recent years. Most
Similarly, quips that the heroes make can become the notably, their technology is being used in some of
soundbite of the hour and, before they know it, the media the newer-model hybrid vehicles.
is calling them the Storm-Breakers or somesuch.
If they ask, any hero with Perception or Expertise:
Streetwise doesnt see anyone on the scene that
SCENE 3: looks particularly suspicious or shady. Just victims
round here, now. Sorry.
PRIVATE INVESTIGATIONS WHO WAS THAT MASKED MAN?
Scene Type: Investigation
It is entirely possible the characters flee the scene before
Whilst the featured supporting characters and peeved much, if any, of Scene 2 or Scene 3 can take place. Hope-
civil servants have their moments on stage, the heroes are fully, they wont, but if it happens, the Gamemaster must
also probably checking out the site of the blast and trying try and get the publicity-shy heroes the information they
to figure out what happened. Therefore, this scene likely need to make it to the next Scene.
overlaps with the previous: as some player characters get The media are perhaps the best hope of keeping the
to know the cops, or field questions from the feds or the hermit-like heroes on target. Whether theyre 24-hour-
media, others might be looking for clues. The sections news junkies, itinerant web surfers, or old-school news-
following outline what they may find. paper readers, they are still able to glean pretty much all
the information given in Im Easy. The general citizenrys
IM EASY sense of amazement and gratitude about the citys new
costumed defenders is evident, along with the mystery
No skill checks are required to find out all the following, and trepidation engendered by their rapid departure.
simply by looking in the right places (effectively a DC 10
routine Perception check): Statements from the police make it clear the Five-0 wants
to establish a line of communication with the heroes. If
By talking to survivors and witnesses, the heroes get they fail to pick up on this particular nudge, nudge, wink,
a decent picture of what happened: truck exploded, wink, the Gamemaster may just have to have an intrepid
Storm effects, the stormers rampage, etc. reporter (like the Courier-Express ace muckraker Eddie
Pollard) connect the dots between Redshift and Maximil-
The truck at the center of the explosion belonged to
lian Mars for them. Should that fail to shove the player
Redshift Energies, based on the vehicles surviving,
characters down the proper path, it may just be time to
though well-singed, markings.
clear the table and get a nice game of Candyland started.
The truck-driver is dead, apparently killed by the blast.

6 CHAPTER 1: LIFE IN THE AFTERMATH


Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

DOING SCIENCE scopic machines and succeeding on a DC 15 check


can identify them by their proper name: nanites.
Cerebral science-y types are bound to run the various bits They also pretty quickly recognize them as products
and specks collected at the blast site through a battery of an amazingly advanced technology. Even heroes
of tests. Once these brainy characters are away from the from advanced extraterrestrial civilizations find these
scene and have time to conduct some lab work on their nanites beyond their peoples capabilities.
findings, they can find out the following.

The metallic dust is the most potentially illuminating CSI: EMERALD CITY
piece of physical evidence, and heroes with the Inves-
tigation skill collect a proper sample with the usual DC Its kind of gross, but a generation of players raised on
15 check. Later, with access to a Laboratory, a couple a steady diet of TV autopsies are bound to make for the
of uninterrupted hours, and a DC 20 Expertise (with corpses in search of forensic evidence. Sadly, there are
an appropriate specialty), Investigation, or Technology some who suffered the worst of the explosions effects.
skill check, the characters discern the true nature Assuming the heroes havent committed some egre-
of the dust. While examining their samples under a gious violation of public trust, the authorities grant them
powerful microscope, it becomes apparent the dust reasonable access to anyone in their care or custody, as
is made up of tiny machines, imperceptible to the well as any needed facilities.
naked eye. The machines the characters collected
are not functioning; possibly damaged by the explo- The important thing is not to let the departed become
sion. Indeed, theyre in the process of breaking down statistics. As the characters examine bodies, mention a
into their component elements. Incredible though it personal item still on the deceasedan inscribed wedding
seems, they are what the Silver Storm was. ring, a wallet with family pictures inside, a still-clutched
leash of a beloved pet out for a walk. Such details are unre-
If the heroes make a second excursion to the scene lated to the mystery, but drive home the loss of innocent
of the explosion to scour the area for additional life that makes it important for the heroes to solve it.
samples, in another couple of hours they find further
corroborating evidence. More of the microscopic Examinations of most victims reveal only the expected
machines are present, inert and breaking down like traumas from the blast, storm, and energy discharges,
the ones recovered earlier. but heroes with applicable skills (Treatment, Expertise:
Medicine, etc.) and access to a Laboratory or Infirmary can
Anyone with the Expertise: Science, Expertise: Engi- turn a vital clue by studying one of the stormers captured
neering, or Technology skills examining the micro- in the previous chapter. Success on a DC 20 check with a

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Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

relevant medical skill reveals, after a few hours work, that


there are nanites present in the bloodstream and tissues BABY, WHAT A BIG SURPRISE
of exposed individuals. The nanites seem inert, but arent
breaking down like those found outside of a host body. However and whenever the heroes show up, Maximillian
The heroes may also learn this later from accessing the Mars welcomes them and ushers them inside his private
medical files of a stormer if they lack the required skills office with a reassuring grin. Once the player characters
and you feel like passing the information along to them. are all inside, their pleasant visit with Mars is rudely inter-
rupted by a quartet of shady-looking costumed char-
acters teleporting into the room without so much as a
FOLLOW THE MONEY by-your-leave.

In addition to all the messy forensic stuff, the heroes may Whoever they are, Mars certainly doesnt seem afraid of
take a closer look into Redshift Energies itself. Polite inqui- them, and the sinister foursome seems to know him well
ries dont get them any farther than voice mail or a corpo- enough. It may well appear to the heroes the sketchy-
rate-buzzword filled website. looking folks are Mars confederates, and the Gamemaster
is encouraged to allow the players to think that.
Impolite ones (like break-ins) as well as using the Investiga-
tion skill to dig up background information on the company Even if the player characters are mellow types, ready to sit
is a more fruitful pursuit. Taking an hour (or no time flat, and drink tranya with their costumed peers, Mars newly
with the Well-informed advantage) and a check against the arrived guests arent as sociable. The strangers recognize
usual DC 10 can turn up the following information: the heroes from the Silver Storm media coverage, and
apparently unimpressed by what they sawattack them
One Degree of Success: Redshift Energies is a wholly on sight. No words or good vibes from the heroes alter
owned subsidiary of a company called Paladyne this course, even if there were time for either. Which there
Industries. isnt.
Two Degrees of Success: Paladyne is a shell company
owned by MarsTech, Inc. DO YOU FEEL LIKE WE DO
Poking around in MarsTech-related sources can yield the The player characters newly minted enemies are repre-
following: sentatives of Emerald Citys tightly knit supervillain
One Degree of Success: MarsTech, Inc. is one of the community; specifically part of a truthfully advertized
largest employers in Emerald City, as well as being collective known as the Fraternal Order of Evil (F.O.E.). That
one of the most successful technology companies they are bad guys probably isnt much of a surprise, but
in the world. Its owner is a local plutocrat known as their reasons for being there probably are.
Maximillian Mars. Truth is, Emerald Citys resident bad guys are just as
baffled and curious about what the hecks going on with

SCENE 4: MISSION TO MARS the Silver Storm, the stormers, and what not. However,
instead of actually doing any detective work on their
own, Emeralds caped mountebanks lazily sat around and
Scene Type: Combat complained about how their formerly cloistered bad-guy
town was now going straight to Hell.
At this point, all signs point to Maximillian Mars as the
only person who might have a clue as to whats going on. As the message boards over at EmeraldCityEvil.com over-
The Gamemaster may have to resort to some unsubtle flowed with net-rageokay, not reallythe leader of
hints, like a news bulletin from the All-Plot Point Station F.O.E.a mysterious individual known only as the Big
(This just in: Noted city father Maximillian Mars issues Brainfinally decided to act. The Big Brain lived up to
a public statement, welcoming the citys new costumed his billing and reasoned that Mars, as the smartest guy in
heroes and inviting them to meet with him at their Emerald, was most likely to know whats going on. When
convenience to discuss mutual efforts toward bettering the F.O.E. members teleported in, their aim was to get
Emerald). However you get them there, its critical for the Mars to spill what he presumably knows about the Storm.
player characters to have some face time with Mr. Mars for Once they noticed the heroes, the already suspicious bad
events to proceed apace. guys jumped to the conclusion Mars was already working
with the citys new good guys.
The good news for the heroes is its amazinglyperhaps
even ridiculouslyeasy for them to gain an audience with
someone who should by rights be extraordinarily busy. So PLAYING THE VILLAINS
whether the heroes fly up outside his office building or
set up an appointment with the front-lobby receptionist, The F.O.E. members sent to question Mars are:
they get buzzed right in like real VIPs. If they take the
elevator up, Gordon Lightfoots classic tune If You Could CANNON
Read My Mind plays and accompanies them throughout,
for no other reason than to drive paranoid players crazy Paying no mind to the exquisite decor, Cannon straight-
with a false suggestion that Mars is a mind-reader. forwardly opens up at every opportunity on anyone

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Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

wearing a costume hes not used to seeing around F.O.E.


headquarters. He does obey Cyberknights order to blast
open a wall for Gargantua on his first action, but after that
unleashes a ceaseless bombardment on the good guys.
Indoors or outdoors makes no difference to himlike
Michael Bay, its all about making the explosions happen
for Cannon.

If things are going too well for evil in this fight, Cannons
overconfidence can help tilt the battle back in the heroes
favor. Giving into his zeal to deliver the kill-shot, Cannon
can try to end the fight with an Explosive Shot and care-
lessly include some of his teammates in the blast radius.

Like his erstwhile allies, Cannon wont stick around to see


the end of a losing battle. Once two or more of his F.O.E.
mates go down, he teleports away to greener pastures
elsewhere.
GARGANTUA
Sadly for Gargantua, his intelligence doesnt expand with
his mass as he employs his one superpower and grows
really, really big. He is sharp enough to realize hes at a
disadvantage indoors, and once the battle is joined he
makes his way post haste to the nearest exitprobably
one provided by Cannon (see his entry above for details).

Once he takes it outside, Gargantua expands to his full


60 en route to the ground, then looks to see if any puny
hero has been dumb enough to follow him. Any such
do-gooder, he tries to squash flat. Its not fancy, but it
works for the G-man.

If the heroes opt to remain on the giant-free side of the


building, they actually make Gargantua potentially more
threatening. The restricted field of vision imposed by
the indoor conditions actually makes Gargantua hard
to track. This opens up the possibility that an unwary or
otherwise occupied hero might be on the receiving end
of the least likely surprise attack ever: a 10 fist suddenly
crashing through a wall.

Once half the F.O.E. contingent is out of commission,


Gargantua makes giant tracks away from the fight. He
resumes his normal size as soon as locates a safe place
to hide.

CYBERKNIGHT
Technically not the smartest villain present (thatd be
Tempus), Cyberknight still has the most wits about her
when it comes to a skirmish. Playing her as the only one
with any real clue how to win the fight is key, Gamemaster.

For instance, she knows Gargantua needs to be away


from a long succession of ceilings, and orders Cannon to
make that happen (see above). Cyberknight knows her
Netcaster is as good as a knockout blow against many
heroes, and with her Metahuman Database and Insight
skill, she can pretty quickly and easily figure out exactly
who they are. If the player characters are good hand-to-
hand fighters, Cyberknight uses her Flight to stay out
of their way and lead them outside, where Gargantuas
much bigger hands await.

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The Big Brain is well aware of Cyberknights knack for typical for such a structure (Toughness 8 with everything
making intelligent tactical decisions and has anointed her considered), but external walls are a transparent poly-
the field leader for the Mars fact-finding mission. This can be ceramic composite (Toughness 10) that casual observers
used to give the other villains an edge if the fight is going easily mistake as glass. The rooms are standardized at
too well for the player characters, as she can coach the small office (10 foot by 10 foot), large office (20 foot by
likes of Cannon and Gargantua into (temporarily) fighting 15 foot), and conference room (20 foot by 30 foot) sizes
smarter than their norm with timely tactical advice. randomly spread around the structure, with hallways a
standard 5 feet wide. Mars office is special, the approxi-
If on the other hand the heroes are the ones taking most mate size of one of the conference rooms.
of the lumps, Cyberknights presence can actually make
Cannon and Gargantua stupider. At heart, both of them
deeply resent being nagged and bossed around by ENVIRONMENTAL FEATURES
the skirt, and their pig-headed sexism can rear its head
at a critical moment for the good guys. Depending on The majority of the corporate campus is as described
the circumstances, they may ignore her counsel in favor under Setup. There are however two other considerations
of something dumb and dangerous, or waste valuable to keep in mind.
actions yelling back at that stupid witch. Approximately 350 feet away, across the park, the build-
Once the villains are obviously overmatched, Cyberknight ings end at a large parking lot (at least 500 feet on a side).
is sharp enough to call a retreatpreferably via Tempus On the other side of that is a four lane highway, and then a
teleportation power. She attempts to save downed team- forested area. Parking lots are ideal for lots of easily avail-
mates if no risk is involved, but definitely does not risk her able throwing weapons usable by super-strong characters,
own neck for theirs. and a forested region provides good hiding places as well
as boulders and trees which can also be used as weapons.
TEMPUS, THE MASTER OF TIME The other consideration is the available innocent
bystander population. This isnt an isolated areaits a
As far as the actual combat is concerned, Tempus is a one- place of business with several hundred employees in the
trick pony. He tries to stay as far away as practical from the surrounding area. Heroes need to stay aware that there
heroes, and uses his Time Control power on anyone who are probably people behind those walls, cowering in
appears likely to close the those stairwells, or
distance. Staying out of hiding in those vehi-
fist range also preserves cles getting tossed
Tempus for his primary about. The sheer
role in this chapter: number of innocent
providing an escape bystanders should be
route for the F.O.E. tailored to the level of
contingent; one that additional Complications
(odds are) they will need. the Gamemaster wants to pile on top of the heroes but
since they earn hero points for their headaches, its prob-
Tempus can also be used to add a creepy tangent to
ably worth it.
the proceedings. He likes to boast about powers, and
threatens his enemies with strangling them in their cribs,
murdering their grandparents before they met each other, IMPORTANT CHARACTERS
and similar acts of temporal mayhem. The Gamemaster
can demonstrate just enough of Tempus abilities to give For MarsTech employees, use the Bystander and Scien-
the player characters good cause to fear his threats. tist archetypes from the Supporting Characters section
of the Heros Handbook for most of them, and the Police
SETUP Officer archetype from the same section for Security
Personnel.
Mars office faces out on an open area surrounded by other The members of F.O.E. are found in their own section on
parts of the MarsTech primary corporate facility. The open pages 13-16.
area that includes a small park (about 150 feet on a side)
with heavy stone benches (Toughness 8) and a small pond
(about 10 feet on a side and 4 feet deep). Those leaving
OUTCOME
Mars office through the window eventually take note of the
With the heroes likely bringing superior numbers to this
concrete walkway (Toughness 8) just outside the building.
fight, victory is probably theirs. That, and they frankly
MarsTechs campus itself is a sprawling facility. A majority dont have to do all that much to win simply because
of the buildings are only three stories tall, though some the villains attempt to flee once half of them are put out
buildings feature underground labs and parking struc- of commission. The Big Brain attached Tempus to the
tures. team in order to provide a quick escape route if needed,
and once things turn sour for the F.O.E. members, the
If the fight goes back into the building proper, the internal Master of Time duly teleports the remaining villains away
walls are heavy construction material, better built than is from the fight as previously instructed. Since they dont

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MAXIMILLIAN MARS
Once upon a time, Mars wore a very different power suit
than the expensive custom-tailored ones he buys in London MAXIMILLIAN MARS PL11 168 POINTS
today suits with armor and frightening hi-tech weapons Abilities Str 2, Sta 3, Agl 1, Dex 2, Fgt 4, Int 10, Awe 4, Pre 4
systems. As a young man, he accidentally stumbled upon
long-lost fragments of alien technology. He reverse-engi- Powers Quickness 6 (Limited to mental tasks)
neered a number of components, built an armored battle- Equipment Smartphone, Undercover Shirt
suit, and went into business as the Commander, a mainstay
in the super-criminal community of the time and a major Advantages Benefit 5 (Billionaire), Benefit 5 (CEO of
MarsTech), Close Attack 6, Connected, Contacts, Daze
problem for Captain Thunder. Eventually he reached the (Deception), Equipment, Fascinate (Persuasion), Improved
conclusion that he could accrue just as much power in the Initiative, Inventor, Skill Mastery (Technology), Well-
business arena, legitimately, and without running the risk informed
of being crippled while fighting costumed powerhouses.
During the Terminus Invasion, Mars aided Centurion and Skills Athletics 6 (+8), Deception 10 (+14), Expertise:
Business 8 (+18), Expertise: Criminal Mastermind 6 (+16),
others in their fight against Omega, then successfully Expertise: Superhumans 4 (+14), Expertise: Science 11 (+21),
parleyed that assistance into a presidential pardon for his Insight 8 (+12), Intimidation 8 (+12), Investigation 4 (+14),
crimes. He then returned to his native Emerald City and Perception 8 (+12), Persuasion 8 (+12), Ranged Combat:
started MarsTech. Over the years hes built it into a massive Commander Suit Weapon Systems 8 (+10), Technology 11
multinational business empire. Though he is very familiar (+21), Treatment 2 (+12), Vehicles 4 (+6)
with the citys underworld, he keeps all such associations at Offense Initiative +5, Unarmed +10 (Damage 2)
arms length and is very serious about being a respectable
and legitimate businessman... His true history is known to a Defense Dodge 9, Parry 9, Fortitude 8, Toughness 5/3*, Will 13
select few in the hero community and he and Thunder have *Without undercover shirt.
an unspoken (and grudging) respect for one another. Totals Abilities 60 + Powers 3 + Advantages 25 + Skills 53
Mars is a PL11 normally (based on his Defenses). The (106 ranks) + Defenses 27 = 168
Commander suit and other such gear are sealed in his private Complication MotivationAmbition, Secret (Former
labs, and his various lairs are mothballed. criminal mastermind)

make any serious effort to save each other, prisoners are whoever he is, Mars isnt your typical billionaire tuxedo-
a distinct possibility (which is played out in Everybody wetter in a time of crisis.
Plays the Fool below).
In truth, Mars stays on the sideline because at the moment
As in Scene 1, the many innocent bystanders on the hes a non-super man, and one who isnt quite sure where
MarsTech campus means at least some of them got in the his interests lie in this particular conflict. Normally, hes
way of the battle, and other nearby office buildings may also shielded by a cadre of bodyguards, but since Mars origi-
have been damaged. The guidelines for gamemastering the nally intended to keep his meeting with the heroes private
resulting superheroic rescue missions are covered in that and wasnt expecting trouble, they were sent elsewhere
section if the players still have an appetite for role-playing before the fight.
caped paramedics. Otherwise, the possibility is best covered
with a narrative description; again, with an emphasis on the
human element in the aftermath of super-fights. SCENE 5: EVERYBODYS TALKIN
LIFE ON MARS? Scene Type: Roleplaying

Maximillian Mars should come out of the fight without a Though they may have trouble finding an intact chair,
scratch. He never lifts a finger against the heroes (or to aid and the conversation pit is probably filled with rubble,
the villains), and the F.O.E. members spend the battle situ- this final scene is all about some delayed conversations
ated between him and the heroes, so the temptation for a for the player characters. Their little chat with Maximil-
player character to shoot him on general principle should lian Mars is all but guaranteed (and the Gamemaster
be a practical impossibility. Should it happen anyway, should take whatever steps are necessary to make sure
point out to the players how their heroes are striking it does). Theres also the possibility one or more F.O.E.
down an unarmed man, and give them your best Guess members are in the heroes custody, and the section
youve decided to live a hero point-free life, eh? look. following provides some guidelines for giving captured
bad guys the third degree.
Even though hes sitting out this particular scrum,
the Gamemaster should include at least one moment
to show Mars isnt doing so because hes a total wuss.
EVERYBODY PLAYS THE FOOL
Describe an errant ranged attack grazing and scorching
The Gamemaster needs to keep the villain interroga-
Mars custom-made suit, and his not even flinching. In
tions short, as they can yield no information of real use
fact, unless its absolutely a matter of life and death, he
to the player characters other than the bad guys present
doesnt budge at all during the battle, and in any case
(and their affiliates) had nothing to do with the Silver
never shows any sign of fear or panic. Make it clear that
Storm. Really, the only difference is the specific wording

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the heroes get from each particular costumed heel. Any


successful Insight skill check readily confirms the veracity
of F.O.E.s non-involvement in the Storm.

Each and every F.O.E. villain encountered is, naturally,


Hostile as far as using the Persuasion skill is concerned.
Even if by some according-to-Hoyle miracle a player char-
acter should improve matters to Helpful, telling the heroes
anything beyond We didnt do itknow nothing about
it entails risks well above any the bad guys are willing to
take. Thus, in all likelihood, this interval is just the villains
playing dumb and staying quiet.

Intimidation can coax a truthful denial of involvement


with the Storm, but nothing else worth the effort of
making additional threats. The villains are simply way
more scared of crossing the Big Brain than the good
guys. Cyberknight wants to protect her kids, Tempus
can see in the future how the heroes wont back up their
threats, and the Big Brain keeps Gargantua and Cannon
too well paid for them to betray him.

Any attempts by the characters to use Mind Reading on


the bad guys only confirm the F.O.E. goons dont know
anything relevant. If the heroes ask what the members
of F.O.E. were supposed to do after meeting with Mars,
who they were to report to, where they were supposed
to go, if F.O.E. has a regular meeting place, or the like, the
answer is pretty much the same. The Big Brain contacts
the members using telepathy and he tells them where
and when to meet up. Its always someplace new.

MISSION MARS
As soon as the fight ends, Mars asks his employees to get
to work cleaning things up and making sure all those
injured are properly tended to. He then formally but
sincerely thanks the heroes for subduing the F.O.E. contin-
gent. If asked, Mars admits hes not happy about the
damage to his business, but he is well aware it was F.O.E.
which attempted to strike the first blow. At the very first
opportunity, Mars then asks the player characters why
theyve come to see him.

Its likely any heroes with the Insight skill (DC 20) attempt
to gauge how truthful Mars is being in this scene, espe-
cially since they probably consider Mars the prime
suspect for masterminding the Silver Storm. The Game-
master should adjudicate checks as normal, but whatever
the results, Mars is truthful throughout. His tone varies
depending on the how heroes conduct themselves, and
he simply refuses to answer silly queries or ones that pry
into areas irrelevant to the matters at hand. However, Mars
does not tell any lies.

SUSPICIOUS MINDS
What did you know and when did you know it? type
questions about the Storm are brushed aside with sincere
I was rather hoping you could tell me styled replies
from Mars. Not only is he being straight with the heroes,
in doing so hes also trying to find out what they know.
While Mars is no softie, he is genuinely concerned about

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the Storm and what its aftermath means for Emerald City.
FREEDOM ROCK
If/when the heroes finally point the finger at Mars and
Jaccuse! him, his reaction is totally nonplused. He simply This scene concludes on a cliffhanger. As soon as the
asks what evidence the player characters have that points heroes conversation with Mars reaches its dramatic
to himand if all their evidence points to him. If the heroes climax. Before the characters gear up for a violent confron-
respond by showing him some of what they found at the tation with Mars, or their conversation with him simply
scene of the explosion (the nanites, in particular), he asks if peters out, read the following aloud:
theyve divined what the silver dust is, and asks to analyze it
Amidst the sound of settling debris you hear the
if the heroes are (or pretend to be) clueless. Once the dusts
cracking of concrete and see a large bubble grow
nature is known to him, Mars mood turns grim, and he says, I
out of the paved pathway. A second later it retracts
have an offer of a most grave nature to make to you all before
and a voice calls out, We should have known you
the events of the next scene, Freedom Rock, interrupt.
couldnt be trusted, Mars! Standing inside is the
Questions about F.O.E.s appearance are likely to come up Freedom League! Johnny Rocket, Bowman, Dr.
as well. Mars replies are the Gamemasters opportunity to Metropolis, and their newest recruit, Seven. Dr.
establish the essence of his personality: not a saint, not Metropolis was the one speaking and he continues,
a villain, but an eminently pragmatic man who (given And now youll pay for what youve done! Before
reasonable conduct by the heroes) is becoming convinced you can reply, Dr. Metropolis shakily puts one hand
his concerns coincide with the player characters. to his forehead and yells, Get out of my head!
With his other hand he points at Mars. Immedi-
I know who they are, of course, Mars relates, And so long ately, the buildings come alive around you, steel
as their interests do not conflict with mine, I normally pay and concrete flow like mud to form grasping hands
them the courtesy of a polite audience. If the player charac- and swinging mallets, while the other Freedom
ters inquire as to what F.O.E.s business was, Mars tells them Leaguers quickly follow his lead and attack!
(preferably after the heroes have blamed him for the explo- Some days, it just doesnt pay to put on a cape
sion) with great, biting relish, Presumably, they came to and go save the day.
accuse me of orchestrating the so-called Silver Storm.
NEXT ISSUE: Are the heroes... Out of Their League?

THE FRATERNAL ORDER OF EVIL (F.O.E.)


CANNON to the degree he believes he has, and he picks fights
with everyone. Its okay, thoughnot like he accepts the
REAL NAME: Peter Stone blame for his failures or anything. He is frustrated at his
OCCUPATION: Former soldier turned professional lack of success, and has a gruff attitude as a result.
criminal
BASE: Emerald City POWERS & ABILITIES
Opportunities seemed few for Pete Stone after his Stones implanted bionic powers make him super-strong
dishonorable discharge from the US Army, and coupled and resilient, able to warp space locally, teleport, and
with his lack of talents and scruples, pushed him into a project concussive energy blasts.
life of petty crime. Eventually, his criminal contacts led
him to the Consortium, a collection of mad scientists GARGANTUA
pooling their genius to create a super-criminal empire.
REAL NAME: Thomas Tommy Fitzgerald
A thick wad of bills was enough to persuade Stone to
OCCUPATION: Longshoreman
volunteer to become a test subject, and after a series of
BASE: Emerald City
agonizing experimental procedures later, emerged as a
living weapon. Tommy Fitzgerald was just another guy with simple tastes
The egocentric Stone broke away from his mad-scientist and churlish means, until one fateful day when he failed at
masters, and found his way to Emerald City. Once there, a critical half of his lift and tote job. Whatever was being
Stone nearly committed his first and last crime spree, but smuggled in the container he dropped mutated Tommy,
fortunately for him he came under F.O.E.s protective guid- allowing him to become a giant at will. Mostly, though, it
ance before doing anything to anger the local supervillain just made him into a giant jerk.
community. It doesnt take long for stories of a 60-foot guy knocking
PERSONALITY over liquor stores (literally) to reach the upper echelons
of Emerald Citys supervillain hierarchy. Ultimately, the
Stones ruthlessness in pursuit of a buck would make him Big Brain won the bidding war for Tommys services,
cause for others to be wary, but his own overconfidence and henow re-dubbed Gargantuabecame a card-
usually trips him up sooner or later. He never fools anyone carrying F.O.E. member.

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Hes an uninventive fighter and prefers to bull his way


PERSONALITY
through situations.
Gargantua is a simple guy; he likes beer, broads, having a
good laugh, and long weekends. Anything that lets him
enjoy more of those things is good with him. Even before
CYBERKNIGHT
he gained his powers he was a boorish bully who enjoyed REAL NAME: Sarah Loring
getting his way, now hes even worse. He thinks hes hilarious. OCCUPATION: Professional criminal
BASE: Emerald City
POWERS & ABILITIES
Sarah Lorings life was a joyful carousel of studying for her
Gargantua has the ability to grow to nearly 60 feet tall medical career, wonderful husband, and her cherished twin
with an accompanying increase in strength and resilience. infant boys. Fate seemingly could not bear such happiness,
as in quick succession a senseless accident made her a widow
and her sons were diagnosed with a rare, potentially fatal,
CANNON PL10 genetic disorder. The money and attention her now-ailing
children required far outstripped the amount of money avail-
STR STA AGL DEX FGT INT AWE PRE able to her, and sent her in desperate search of assistance.

8 8 4 4 6 1 2 4
POWERS GARGANTUA PL12
Cannon Blasts: Array (24 points) STR STA AGL DEX FGT INT AWE PRE
Cannon Shot: Ranged Damage 12 (concussion) 24 points
Explosive Shot: Burst Area Ranged Damage 8 (concussion) 16/4* 16/4* 2 2 3 0 2 3
1 point
Heightened Senses: Senses 3 (Extended Vision, Darkvision) POWERS
3 points
Giant Form: 45 points, Activation (Move action, 1 point)
Superhuman Toughness: Enhanced Advantages 1 (Diehard);
44 points
Impervious Protection 4; Regeneration 1 10 points
Size Increase: Growth 12; Enhanced Skill 2 (Intimidation
Teleportation: Teleport 8 (1 mile), Accurate 24 points +4); Impervious Toughness 8 34 points
Trained Defenses: Enhanced Defense 12 (Dodge 6, Parry
SKILLS 6), QuirkOnly against smaller targets (-1 point); Linked: 1
Athletics 4 (+12), Close Combat: Unarmed 6 (+12), Expertise: Rank of each per two ranks of Size Increase 11 points
Military 4 (+5), Intimidation 6 (+10), Perception 6 (+8), Ranged
Combat: Canon Blasts 4 (+8), Stealth 4 (+8) SKILLS
Athletics 2 (+18/+6*), Close Combat: Unarmed 5 (+8), Expertise:
ADVANTAGES Streetwise 4 (+4), Intimidation 5 (+18/+8*)
Diehard, Improved Aim, Power Attack
ADVANTAGES
OFFENSE Accurate Attack, Chokehold, Fast Grab, Improved Grab,
INITIATIVE +4 Improved Hold, Improvised Weapon, Startle, Takedown
Unarmed +12 Close, Damage 8
OFFENSE
Cannon Shot +8 Ranged, Damage 12
INITIATIVE +2
Explosive Shot Ranged, Burst Area Damage 8
Unarmed +8 Close, Damage 16/4*
DEFENSE
DEFENSE
DODGE 8 FORTITUDE 12
DODGE 4/4* FORTITUDE 16/4*
PARRY 8 TOUGHNESS 12
PARRY 5/5* TOUGHNESS 16/4*
WILL 8
WILL 6 *Without Growth.
POWER POINTS
POWER POINTS
ABILITIES 74 SKILLS 17
ABILITIES 40 SKILLS 8
POWERS 62 DEFENSES 16
POWERS 44 DEFENSES 8
ADVANTAGES 2 TOTAL 171
ADVANTAGES 8 TOTAL 108
COMPLICATIONS
COMPLICATIONS
MotivationGreed: Cannon can never have too much of
anything. Hes greedy and hes okay with that. Accident: Gargantua is destructive and tends to cause a lot of
collateral damage on a mission.
QuirkOverconfident: Perhaps unsurprisingly, Cannon is
incredibly overconfident and thinks hes capable of handling MotivationGreed: Gargantua wants money, money,
anything. The only reason hes joined F.O.E. is because it may and more money. He prefers cash to all other valuables. He
make him more money. understands cash.

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This led to her final misery, as only the criminal scientist


organization known as the Consortium offered the huge
sum of fast cash her boys needed for their care. Merci-
CYBERKNIGHT PL11
fully, she was outwardly unchanged and her childrens
STR STA AGL DEX FGT INT AWE PRE
lives were saved. However, on the inside, the once-good
Sarah has been corrupted by the life of crime in which 3+ 5 4 4 5 4 3 3
she is now trapped. Even after leaving the Consortium
behind, circumstances forced her to join F.O.E. shortly POWERS
thereafter. Cyberlance: Array (24 points), Easily Removable (-10 points)
Plasma Blasts: Ranged Damage 12 24 points
In truth, theres a lot of Sarahs former, moral self left within Netcaster: Affliction 12 (Resisted by Dodge; Hindered and
Cyberknight. However, so long as her boys need her out of Vulnerable, Defenseless and Immobilized), Extra Condition,
prison and the cash her crimes bring in, her scruples are Ranged, Limited Degree 1 point
Cybernetic Adaptor Array: Array (15 points)
on hold, at best. Anti-Grav: Flight 7 (250 MPH), Dynamic 15 points
Super Strength: Enhanced Strength 5, Dynamic 2 points
PERSONALITY Reactive Aura: Visual Concealment 4 , Dynamic 2 points
Squire Combat Computer: Array (9 points)
To most, Cyberknight is all business: sharply focused on Heightened Senses: Senses 9 (Extended Hearing 2,
the criminal task at hand. Few get to see her heartfelt Infravision, Radio, Tracking, Vision Penetrates Concealment)
9 points
(though ultimately) fleeting protestations against the
Combat Programming: Enhanced Advantages 5 (Close
more cold-blooded means of the other F.O.E. members. Attack 5) 1 point
Only her kids see the wonderful, doting mom she longs Metahuman Database: Enhanced Advantage 1
to be above all. (Assessment), Enhanced Skill 6 (Insight 12) 1 point
Subdermal Armor: Protection 5 5 points
POWERS & ABILITIES
SKILLS
Sarah was surgically implanted with a variety of high- Acrobatics 4 (+8), Athletics 5 (+8), Close Combat: Unarmed 4
technology devices, transforming her into a cyborg with (+9), Expertise: Tactics 5 (+9), Insight 4 (+19/+7*), Perception
enhanced skills, senses, and resistance to harm. Shes 5 (+8), Ranged Combat: Cyberlance 6 (+10), Treatment 7 (+11)
capable of flight, feats of super-strength, and invisibility. *Without Metahuman Database
Her Cyberlance allows her to damage and ensnare oppo-
nents at range. ADVANTAGES
Accurate Attack, Fearless, Improved Disarm, Power Attack,
TEMPUS, THE MASTER OF TIME Precise Attack (Ranged; Cover), Ultimate Effort (Will checks)

REAL NAME: Abner Polignac OFFENSE


OCCUPATION: Professional criminal INITIATIVE +4
BASE: Emerald City Unarmed +14 Close, Damage 8

Abner Polignac was always... different. In some hard-to- Plasma Blasts +10 Ranged, Damage 12
define way, he was weird; off-putting. Perhaps it was his Netcaster +10 Ranged, Affliction 12, Resisted by Dodge
callous, calculating manner, or the simple fact he never
tried to hide his misanthropy. When he reached the age DEFENSE
of majority, yet another isolating difference appeared, as DODGE 12 FORTITUDE 10
Abners mutant powers emerged and trapped him in his
PARRY 12 TOUGHNESS 10
unstuck in time state.
WILL 9
At that moment, Abner seemingly lost whatever residual
use for the rest of humanity remained, and time itself POWER POINTS
became the overriding focus of his life. While his powers ABILITIES 62 SKILLS 20
made him formidable in any era, it was his ability to POWERS 50 DEFENSES 26
travel through time that made the newly self-proclaimed
ADVANTAGES 6 TOTAL 164
Tempus, Master of Time truly fearsome. However, his first
attempt at altering history to make himself fabulously
COMPLICATIONS
wealthy was defeated by Dr. Tomorrow and the Time-
Keepers. His next caper involved stealing advanced weap- QuirkNaive: Though shes a more than capable supervillain,
her hearts not always black enough for the evil business
onry from the 26th century, but it also ended in failure
shes now in, and shes sometimes taken aback by the utter
when the Clockwatcher intervened. ruthlessness of her cohorts.
Nearly broke and bested, Tempus sought out F.O.E. in an MotivationResponsibility: Everything Sarah does stems
from her need to provide for childrens well-being. Whatever
effort to improve his finances and criminal fortunes. In qualms she has about her life of crime are always eventually
doing so, Tempus hopes to gather up enough power and put aside for their sake.
resources to destroy his persecutors and truly become Relationship: Sarah has twin boys she loves deeply and takes
the Master of Time. care of when shes not Cyberknight.

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TEMPUS, MASTER OF TIME PL10


STR STA AGL DEX FGT INT AWE PRE DEFENSE
1 2 2 2 2 8 6 1 DODGE 15 FORTITUDE 5
PARRY 15 TOUGHNESS 5/2*
POWERS
WILL 15 *Without Defensive Roll.
Expanded Perception: Enhanced Advantages 8 (Defensive
Roll 3, Improved Initiative 5); Enhanced Defenses 26 POWER POINTS
(Dodge 13, Parry 13); Quickness 5; Senses 13 (Radius
Ranged Extended Temporal Awareness, Precognition, ABILITIES 48 SKILLS 16
Postcognition, Time Sense) 52 points POWERS 102 DEFENSES 12
Time Control: Affliction 12 (Resisted by Will; Dazed, Hindered,
ADVANTAGES 1 TOTAL 179
and Vulnerable), Extra Condition 2, Limited Degree 2,
Ranged, Reversible 25 points
COMPLICATIONS
Time Platform: Feature 1 (Levitate in place) 1 point
Time Travel: Movement 3 (Time Travel 3); Teleport 5 (900 feet) QuirkUnstuck in Time: Tempus travels in time so much that
Accurate, Change Direction, Change Velocity, Turnabout from one encounter to the next hell appear to be of vastly
24 points different ages. Its also possible one time he may know the
heroes well, possibly even be friendly with them, and then
another time not know them at all, or even treat them as hated
SKILLS enemies.
Expertise: History 8 (+16), Expertise: Science 8 (+16), Perception Enemy: Polignacs most grandiose schemes, like those
10 (+16), Ranged Combat: Time Control 6 (+8) involving tampering with history for his own benefit, are
thwarted by the time streams noble guardians, like Doctor
ADVANTAGES Tomorrow, the Clockwatcher, and even the Time-Keepers
themselves. With justification, Polignac feels they are
Defensive Roll 3, Eidetic Memory, Improved Initiative 5 hounding him.
MotivationObsession: Polignac is completely driven to
OFFENSE gain total mastery over time itself, with the ultimate goal of
INITIATIVE +22 displacing the Time-Keepers themselves.

Time Control +8 Ranged, Affliction 12, Resisted by Will

Since that event, Polignacs condition has become more POWERS & ABILITIES
pronounced, and his motivations more inscrutable and
unpredictable to others. Hes in standard hired thug Polignacs mutant mental abilities make him time-
mode during this encounter, but his subsequent appear- controller and teleporter who can slow and even stop
ances can engender a sense of mystery, as outlined in his time with just the force of his will.
Unstuck in Time Complication.
In order to transport his fellow F.O.E. compatriots to and
PERSONALITY from MarsTech, Tempus is using a power stunt (see page
20, Heros Handbook) for an Alternate Effect on his Tele-
Polignac is cold, cruel, and distant. Never the warmest soul port. If its important, the effect is: Long-range Teleport:
to begin with, his obsession and firsthand observance of Extended Teleport 4 (16 miles), Accurate, Extended Only,
the ephemeral nature of others have ground any spark of Increased Mass 6 (3,200 lbs.). If the villains use this in order
humanity out of him. to escape, thats worth a hero point for the heroes.

16 CHAPTER 1: LIFE IN THE AFTERMATH


Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS

EMERALD CITY KNIGHTS - CHAPTER 1: LIFE IN THE AFTERMATH


Adventure Concept: Steve Kenson & Jon Leitheusser Masterminds, Super-powered by M&M, Green Ronin, and their
Writing: Christopher McGlothlin associated logos are trademarks of Green Ronin Publishing, LLC.

Editing and Development: Jon Leitheusser The following is designated as Product Identity, in accordance
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Publisher: Chris Pramas Product Identity.
Green Ronin Staff: Bill Bodden, Steve Kenson, Jon Leitheusser, The following text is Open Gaming Content: all game system
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Schmalz, Jeff Tidball
Green Ronin Publishing
Authors Dedication: To Tanith, Buster, Maggie, and Jackson
my family. 3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Emerald City Knights - Chapter 1: Life in the Aftermath is 2011
Email: custserv@greenronin.com
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CHAPTER 1: LIFE IN THE AFTERMATH 17


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