Beruflich Dokumente
Kultur Dokumente
A Building Block is what grew out of my desire to create my own campaign setting for a super-hero themed RPG. Originally intended for a system that died I began to shop my setting around for a new home and found the existing settings to be of excellent quality and saw no reason to try and reinvent the wheel by writing basically the same thing with a new name. This realization left me in a creative quandary, I still very much wanted to continue writing my setting, but I didnt see a real need for it. So I broke it into little pieces. Those pieces were then re-thought and made general enough to be easily added to any existing setting with no trouble. So rather than create my own setting Im allowing GMs to add bits and pieces of it to their campaigns. In my experience running various RPGs, I often found myself cringing at the thought of creating yet another tavern or NPC. And looked for a product that would help me avoid this sometimes tedious chore. I found some good stuff, but never quite found what I was looking for. All Building Blocks will contain locations, NPCs, as well as adventure hooks or even a short adventure. All of these are designed to be easily inserted into your current setting. And since Building Blocks are all designed to fill what I feel is an existing need in the super-hero RPG field in time you should be able to find one to fit your exact needs! While Building Blocks are meant to be independent of any ties to any setting, I couldnt help but sprinkle elements of my original setting throughout them. So if you find a reference to a person or organization that is not contained within your Building Block it will be explained in another. But dont worry, the references can be easily ignored or replaced with something more appropriate from your own campaign. They serve only to create a sense of continuity between our products and allow for further building points to create adventures. At the end of the day the goal of the Building Block line is to seed the GMs imagination and provide a springboard to move your campaign forward. So have fun with it and let us know what you think! Wed love to hear from you! Sincerely, Jamie Wilson
Text/Design/Editing: Jamie Wilson Additional Editing/Support: Shane Reeves, David Van Sweden Special Thanks: My wife & daughter, Bluntie, Vandemonium and just plain old Paul, Gyro and Oc for letting me use their names, and finally Green Ronin for writing a fantastic game and letting me play around with it. Thugs & Thieves is 2006 Simple Publishing all rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Thugs & Thieves and its associated logos are trademarks of Simple Publishing. The following is designated Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all character and place names and descriptions. The following text is Open Gaming Content: all character stats and game rules. Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of Green Ronin Publishing and are used with permission
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Table of Contents
3 3
Sphere Technology ENF 200r/s 4 Our Lady of Mercy The Inquisitor Wrexs Bad Ticker Bar Wrex Rialto Theater Rollover The Briars The Leader Berserk Scrap Lou Flaming Amy Gangs of The Alley The Dragons Li Ron The Dragon Teng 8 Street Hustlers Crosswire Hundred Dolla Killaz C-Note Disc Junkies Gyro Madd Matt Clockwork M.O.N.G.O
th
5 5 6 6 7 7 8 8 8 9 10 10 11 11 11 11 12 12 12 14 14 15 15 16
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Cimino Pawn
It only stands to reason that the most disreputable purveyor of questionable goods would be found in the citys worst neighborhood. Thats the role gladly played by one Ugo Cimino. When his father came to America from Sicily it was to make a new life for his family away from crime and corruption. Ugo was content with his familys modest, but happy lifestyle. That is until he reached his twentieth year when he began realizing that the world had more to offer than his meager surroundings and he wanted it. All of it. He began buying stolen merchandise from the local hoods and selling it from the back of his fathers store. Remarkably he never was arrested or even suspected of being a fence and he gained a reputation for being able to get anything. When his father passed on he left his small grocery store to his only son, Ugo, who immediately closed it and reopened as a pawn shop. The shop would serve as his front for moving all manner of stolen goods from wristwatches to high-tech weaponry. Occasionally the police make a pretense of investigating Ugo, but his bribes prevents any serious scrutiny. Cimino Pawn is a relatively small store that for all outward appearances would pass for an average pawn shop. In fact a good portion of his business is legitimate, but the real face of Cimino Pawn is the basement. Reinforced walls (hardness 17) prevent most external observation and hide an array of weapons, armor and mystical items that would make most would-be conquerors drool. Ugo understands each and every item in his store and can explain its exact usage to any would-be customer. He is also not particular about whom he sells to as long as they pay with cash. A man like Ugo Cimino does not stay in a business like his for long without knowing how to protect himself, to that end he employs two high-tech android guards (pg. 3) in his shop. Any unauthorized access leads to immediate attack. He also is prepared to use them in the eventuality of one of the cities costumed heroes decides to cause him any real trouble. Many have wondered where the high-tech weaponry that passes through Cimino Pawn comes from. Some of it is simply stolen merchandise, but some of the more powerful and expensive items are created by a mysterious underworld figure known only by the alias of the Inventor. He allows Ugo to sell some of his surplus equipment in exchange for a modest commission. The Inventor is believed to be behind most of the illegal weapons found on the city streets, but so far no one has been able to even prove his existence.
Ugo Cimino
Ugo Cimino is a slob of a man who, while not huge, carries extra weight and personal hygiene is an afterthought at best. His clothing is usually shabby and very rarely does he ever feel the need to impress anyone. He is rude to everyone and crude to woman. He has no manners and even less patience. Ugo is a businessman first and foremost, he will not intentionally upset a customer or business acquaintance to the point of losing out on a deal. For the right price he will bend over backwards and gladly suck up to anyone. However only a fool would ever trust Ugo Cimino any farther that he could throw a city bus.
Ugo Cimino
Its for sale.
STR 0 9
DEX 0 10
CON 0 10
Fortitude
INT +2 14
Reflex
WIS +1 13
CHR 0 9
Will
Toughness
+2
+1
+4
Skills: Bluff 5(+6), Diplomacy 4(+5), Disable Device 2(+4), KnowledgeStreetwise 5(+7), KnowledgeTechnology 5(+7), KnowledgeArcane Lore 5(+7), Notice 2(+3), Sense Motive 5 (+6), Slight of Hand 3(+3), Stealth 2(+2), Languages - English, Greek, Italian Feats: Quick Draw(1), Well-Informed, Equipment (2) Equipment: Undercover Shirt, Hold-out pistol, Cell Phone, PDA Combat: Attack +1, Damage [+2 (Hold-Out Pistol ) +0 (unarmed)], Defense 10 [10 ff], Initiative +0
Adventure Hooks 1- Local gangs have been armed with very heavy weaponry.
Cimino is obviously selling them, but how are they being paid for? That kind of tech doesnt come cheap. Is someone fronting the money? And why?
2- Ugo Cimino has been selling high tech and mystical weapons for years, but where does he keep getting this stuff? 3- Word on the street points to a large arms shipment is
coming into town, but the heroes are fresh out of leads as to where it will be. They must convince Cimino to tell them where the weapons will be and when.
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Appearance: Roughly five feet tall and mounted on tanktreads. The torso resembles that of a human with an arm on either side and a head. It has a concussion blaster mounted on its head and small compartments all over its body containing other weaponry.
STR +7 24
DEX +4 19
CON NA NA
Fortitude
INT +1 12
Reflex
WIS 0 10
CHR 0 10
Will
Toughness
+10
+9
Skills: Computers 3(+4), Disable Device 4(+5), Intimidate 5 (+5) Feats: Improved Aim, Precise Shot(2), Accurate Attack, AllOut Attack, Attack Specialization (Blast), Defensive Attack, Evasion (2), Move-By Action, Improved Initiative (1) Powers: Blast 10 (Concussion Blast, Bruise), Impervious Protection 10, Immunity (Fortitude) 30 Combat: Attack +10 [Damage [+10 (Concussion Blaster ) +7 (unarmed)], Defense 20 [15 ff], Initiative +8
STR +7 24
DEX +2 14
CON NA NA
Fortitude
INT +1 12
Reflex
WIS 0 10
CHR 0 10
Will
Toughness
+10
+2
Skills: Computers 3(+4), Disable Device 4(+5), Intimidate 5 (+5) Feats: Improved Aim, Precise Shot(2), Accurate Attack, AllOut Attack, Attack Specialization (Blast), Defensive Attack, Evasion (2), Move-By Action Powers: Dazzle 9 (Sight, Hearing), Blast 10 (Concussion Blast, Bruise), Snare 10, Protection 10, Immunity (Fortitude) 30 Combat: Attack +5 [+10 (Concussion Blaster ) +7 (unarmed)], Defense 12 [11 ff], Initiative +2
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lord who has put a 10-million dollar price on her head. Can the heroes save the Inquisitor from the hit men now swarming after the money?
The Inquisitor
The current Inquisitor inherited the powers and the guise of the Inquisitor after her husband tried to have her arrested for crimes he committed. Using her newfound gifts to ferret out the truth she was able to clear her name and put her husband behind bars. She returned to school and became a lawyer, she now uses her powers to aid in her role as public defender. As the inquisitor she wears a black costume with red accents and a large cross adorns her chest. The Inquisitor takes her job very seriously and will take great care to use no more force than is absolutely necessary. While capable of lying, the thought of it runs against everything the Inquisitor stands for and is only done when absolutely necessary. The Inquisitor is in frequent contact with the catholic church, from whom she sometimes receives help and moral support in her crusade.
The Inquisitor (Lindsay Waters) Power Level 10 - 150pp
I will find the truth.
STR +2 15
DEX +3 17
CON +2 15
Fortitude
INT +2 15
Reflex
WIS +2 15
CHR 0 11
Will
Toughness
+6
+7
+11
+6
Skills: Acrobatics 11(+14), Concentration 10(+12), Escape Artist 10(+13), Intimidate 6(+6), Investigate 6(+8), Knowledge Civics 6(+8), Notice 8(+10), Sense Motive 8(+10), Stealth 11 (+14) Feats: Accurate Attack, Acrobatic Bluff, Assessment, BlindFight, Chokehold, Critical Strike, Defensive Attack, Defensive Roll (4), Elusive Target, Grappling Finesse, Improved Defense (1), Improved Disarm (1), Improved Grapple, Improved Initiative (1), Improved Throw, Improved Trip (1), Instant Up (2), Move-By Action, Power Attack, Redirect, Stunning Attack Powers: Super-Senses Postcognition 10 [Flaw: Only works when a lie is told] Combat: Attack +8 [Damage +2 (unarmed)], Defense 17 [13 ff], Initiative +7
Adventure Hooks 1- Someone has been robbing stores and homes around
the alley and the homeless population are being blamed. Can the heroes discover the true culprits before the city moves to solve the problem themselves?
2- A mysterious vigilante has been tracking down people seemingly at random and forcing them to confess for crimes they had no connection with. Who is this person and what is their motivation? 3- The activities of the Inquisitor have angered a local crime
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and did a lot of time, but five years ago he learned that his heart wasnt quite as tough as the rest of him. It seems that all his years of extreme physical activity had taken its toll on his heart and if he didnt give up his life of crime it would likely kill him. Not wanting to end up dead in his thirties he gave up crime and spent what was left of his money to buy a bar. He made it into a successful and profitable business and has found happiness in it. Wrex is still very large and a little rough around the edges, but he really does have a heart of gold, but god help you if you manage to make him mad. Hes chatty and loves to go on, at great length, about his good old days and is quite oblivious to the fact that he goes on for far too long with his stories.
Wrex (Rex Van Sweden) Power Level 9 - 135pp
DEX 0 10
CON +4 18
Fortitude
INT +1 13
Reflex
WIS +1 12
CHR +2 14
Will
Toughness
+4
+4
+4
+6
Adventure Hooks 1- A body has turned up in Wrexs bar and all evidence
point to Wrex himself as being the killer. Has he gone back to his old ways or has someone set him up?
Skills: Gather Information 7(+9), Intimidate 7(+9), Knowledge: Current Events 8(+10), Knowledge: Streetwise 8(+10), Notice 7(+8), Profession: Bartender 6(+7), Search 6(+8), Sense Motive 6(+7) Feats: Improved Pin, Power Attack, Improved Grapple, WellInformed Powers: Immovable 7, Enhanced Strength 16, Impervious toughness 10, Leaping 9, Super-Strength 7 [Feat: Thunderclap] Combat: Attack +7 [Damage +11 (unarmed)], Defense 16 [13 ff], Initiative +0 Complication: Heart Condition - Use as a plot device vs. an actual game mechanic.
Wrex
Rex Van Sweden was a big boy. A VERY big boy. He grew to five feet by age ten and had the muscle mass of an Olympic weightlifter. He tried to play various sports but it was just too obvious that he was super-powered and was therefore booted from every team he tried to join. He was also very friendly and worked very hard to please people, but usually he just scared them off. By the time he turned sixteen he had become very bitter with the world and lashed out. The problem being that when a seven foot tall teenager that can lift a Buick over his head lashes out, people get hurt. He spent the next two years on the Elmhurst Island Juvenile Facility for super-powered teens. The councilors there tried to reach out to him, but the only success they had was in cooking where he showed amazing skill. Eventually he was released and spent the next fifteen years as a superpowered thug and muscle-for-hire. He made a lot of money
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Rialto Theater
The Rialto Theater was built in the late 1950s and served as one of the citys finest movie houses as well as host to many plays, operas and stage shows over the years. In fall of 1961 a Russian-born magician, Novgorod, made his U.S. debut at the Rialto. He finished his act flawlessly and wowed a packed house, only to suffer a massive stroke backstage and spend the rest of his days bed-ridden. Or there was the singer, Carrie Myron the songbird of the south, whos career was started at the Rialto in the late fifties. By the 1970s the theater had fallen victim to the fickle tastes of the public and changed owners several times before finally closing its doors in 1977. In the intervening years the building fell into disrepair and was scheduled for demolition when it was bought by a young entrepreneur with visions of restoring the grand old building to its former glory. In 1983 the Rialto Theater reopened for business and it looked as though its success could be the catalyst for change that Blackrose Alley needed to become once again a safe and prosperous part of the city. This was not to be, as a series of murders were terrorizing the city and the killer eluded the police at every turn. On a warm May morning in 1984 the papers were filled with stories of bodies by the dozen being pulled from the basement of the Rialto. The murders stopped and the killer was never caught, but his last victim it seems, was the Rialto. Currently the building is owned by an un-named party and sits vacant, save for a known villain going by the name of Rollover, who has made it his home. Rollover is a mutant with enhanced strength and speed, he would be dangerous if he wasnt also an idiot.
most of his body. His skin is a light grey color and his eyes are glowing yellow. Not the brightest of people, but what he lacks in brains he makes up for with brawn and a willingness to use it. He does not like to hit women and is prone to crushes on a moments notice. He thinks very highly of himself and feels everyone else should too.
Adventure Hooks 1- A movie is being shot in the city and the producers made
the mistake of filming in the Rialto. Rollover decides that the lead actress is going to be his new girl and takes her out for a night on the town.
3 A string of murders has the city gripped with fear. So far all of the killings show an eerie resemblance to the unsolved killing spree of the early 80s. Has the killer returned? Or is it something more sinister? Will Roll-over be falsely accused? The evidence even has him convinced. Rollover
Hugo Jones grew up in a suburb of Cleveland in the mid eighties. He was different from the time he was born with his grey skin and yellow eyes. He was tormented at school all through his elementary years. Then puberty kicked in. His muscle mass grew at an accelerated rate and he found he was able to run faster than anyone else in school, much faster. He became the biggest bully Cleveland had ever seen and took out his anger on those that had picked on him. As an adult his mentality has not changed very much and he remains a bully. Rollover wears a blue/purple costume that covers
DEX +5 21
INT -1 8
Reflex
WIS -1 8
CHR 0 9
Will
Toughness
+8
+11
+8
+3
Skills: Acrobatics 4(+9), Intimidate 4(+4) Feats: Dodge Focus (2), Fast Overrun, Evasion (1), Improved Overrun, Improved Trip, Uncanny Dodge, Move-By-Action, Improved Initiative (2) Powers: Super-Speed 8 [Feats: Wall Run, Rapid Attack], Enhanced Strength 11, Enhanced Constitution 11, SuperStrength 5 [Feats: Shockwave, Thunderclap] Combat: Attack +9 [Damage +9 (unarmed)], Defense 20[14 ff], Initiative +13
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The Briars
Many people wonder from the secure confines of their daily lives just how somebody could allow themselves to end up on the streets sleeping in alleyways or a cardboard box; surely there must have been a way to prevent such a fate. For many this life sneaks up on them slowly, so slowly they never realize its happening until its too late. For others their lives explode in an instant of poor judgment or misfortune. Whatever the case many find themselves living outside of the normal world and often cling to each other in an effort to create new communities for protection, companionship and a sense of stability for those that have lost everything. Rose Alley has more than its fair share of homeless being a section of the city that most people care little for, the homeless find refuge. Largely ignored by both the criminal element and law-enforcement the homeless have established a thriving commune in a condemned hotel, the Briars. Built in 1956, the Briars was for a short time an escape for the cities elite, but the harsh realities of Rose Alley could not be tamed and the hotel closed its doors after four short years in business. The building has remained vacant ever since and was condemned by the city ten years ago, but there have been no plans to re-develop the site so it has remained vacant. A few years ago the homeless of the area began to rally around a new leader, a meta-human with a bizarre appearance that made her life amongst normal people impossible, but the homeless accepted her as simply one of their own. She used her powers to carve a place for the homeless by claiming the Briars building as a homeless haven. Close to two-hundred homeless live in the confines of the Briars building, most are just normal people dealt a poor hand by life, but some others are much more than they appear. There are other outcast meta-humans and those who for whatever reason, wish not to be found. The homeless have also collected a wide variety of unusual items, mostly trash taken from various parts of the city, but some items were collected after meta-human battles and could contain vast power. The leader has control of access to these items and will not allow outsiders to know of their existence if she can help it.
have earned her their trust and respect. Her primary concern in life is the safety and well-being of her fellow homeless. The leader is a normal girl in her late teens. She dresses in normal clothing, albeit shabby second-hand clothing from various sources. She has long brown hair and transparent skin that makes her bones, muscles and organs constantly visible. Quiet and reserved, until the time comes to make a decision, then she becomes resolute and will
The Leader (Mary) Power Level 4 - 60pp
We're all outcasts, Im no better than anyone.
STR -1 8
DEX 0 10
CON +1 12
Fortitude
INT +2 14
Reflex
WIS +1 12
CHR +2 14
Will
Toughness
+1
+1
+1
Skills: Bluff 4(+6), Diplomacy 4(+6), Escape Artist 3(+3), Gather Information 5(+7), Sense Motive 4(+5), Stealth 4(+4) Feats: Inspire (2), Leadership, Master Plan Powers: Invisibility 5 [Flaw:Permanent*], Obscure 5 [Hearing] Combat: Attack +0 [Damage 1 (unarmed)], Defense 10[10 ff], Initiative +0
Berserk
Marcus Kennedy doesnt remember much about his life before living with the homeless, nor does he seem to have any interest in remembering it. On the surface he appears to be just like any other person walking the streets, but deep inside there lives an anger that wells up and lashes out at those around him with super-human strength. Most people tend to believe that his anger was simply too much for him to handle and he fled his previous life to live in an environment where he couldnt harm anyone. While others say he is a murderer and has blocked his crimes from his memory by choice. Whatever the case he has found peace amongst the homeless and on the rare occasions when his anger gets the better of him it has always been in defense of his fellow homeless. When calm Berserk appears to be just like any other homeless person. But when he becomes agitated his
2- A reality TV show featuring a crew of hunters that track and capture the super-powered homeless of the city. Can the PCs stop this before someone gets hurt? 3 Tired of being pushed around by the local gangs the
homeless have started to push back, but as the violence escalates innocent people are being hurt.
The Leader
Very little is known about the leader before she appeared in Rose Alley three years ago. A Young woman of about sixteen years, she had a full set of luggage and all of the belongings a typical teenage girl would have, she also had completely transparent skin making her internal organs and muscle clearly visible. The leader, or Mary, has forged a family as tight and caring as any found all across America. Her natural charisma and genuine concern for the homeless
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skin turns a dark grey and resembles concrete in texture. He is a loner and dislikes people in general, but he will not ignore a plea for help. He has a huge soft spot for children and goes out of his way to be kind to them and is very quick to anger when children are mistreated.
Berserk (Marcus Kennedy) Power Level 9 - 135pp
DEX +1 13
CON +2 15
Fortitude
INT 0 11
Reflex
WIS +2 14
CHR +1 13
Will
Toughness
+8
+4
+1
+4
Skills: Bluff 5(+6), Diplomacy 5(+6), Disguise 3(+4), Gather Information 3(+4), Intimidate 6(+7), Investigate 3(+3), Knowledge Civics 5(+5), Knowledge Current Events 4(+4), Notice 4 (+6), Sense Motive 5(+7), Stealth 3(+4), Survival 3(+5), Languages - English, French, Spanish, Italian Feats: All-Out Attack, Chokehold, Grappling Finesse, Improved Critical (1), Improved Defense (1), Improved Grab, Improved Grapple, Improved Throw, Rage (4), Takedown Attack (2), Weapon Break, Endurance (2), Fearless Powers: Stone Form 12 [Density 12 [Super Strength 4, Impervious Protection 6, Immovable 4], Earth Control 7, Immunity 10 (life support, sleep) [Feats: Groundstrike, Shockwave, Thunderclap]] Combat: Attack +5 [Damage +9 (unarmed)], Defense 15[12 ff], Initiative +1
Scrap
Amsah Saleh was born the cherished daughter to loving parents. Her childhood was one of privilege and stability. However shortly after her fifteenth birthday she became ill and her condition baffled every doctor she was taken too. She seemed to be starving to death no matter what steps were taken to prevent it. It wasnt until she was lying in a hospital bed and touched the rail and absorbed the metal into her arm that her condition improved. After discovering that metal was required by her body on a regular basis her parents seemed willing to cope with a meta-human daughter at first, but as her condition progressed she began to take on the properties of the metals she ingested. Her appearance changed until she looked every bit a scrap-metal monster. Unable to take the horrified looks of her own parents Amsah ran away. She lived for nearly a year on the streets absorbing bits of metal from cars and street signs until she saved a group of homeless people from hooligans intent on setting them aflame. After that she was taken in by the homeless as one of their own. Amsah is an intelligent and shy girl that looks like a seven foot tall metallic monster. She is fluent in Arabic and English and very protective of her new family. Scrap resembles a walking mass of rusting and weathered metal plates. Her eyes glow a dim white from inside the patchwork of plates that constitute her face. Scrap has the personality of a normal sixteen year-old girl. She likes boys, fashion and music. Despite her appearance she usually maintains an upbeat attitude.
STR +3 16
DEX -1 8
CON +1 13
Fortitude
INT +2 14
Reflex
WIS 0 10
CHR 0 10
Will
Toughness
+8
+9
+3
+5
Skills: Computers 4(+6), Intimidate 4(+4), Knowledge Popular Culture 4(+6), Slight of Hand 4(+3), Languages - English, Arabic Feats: Defensive Attack, Move-By Action, Power Attack, SetUp, Diehard, Fearsome Presence Powers: Impervious Protection 7, Corrosion 8 [Flaw: Metal Only], Super-Strength 10 [Feats: Shockwave, Thunderclap], Immovable 8 [Extra: Unstoppable] Combat: Attack +2 [Damage +3 (unarmed)], Defense 18[14 ff], Initiative -1
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Lou
Louis McPherson was in the wrong place at the wrong time, he witnessed a murder committed by a highranking military officer. He immediately went to the authorities and was placed into protective custody. The apartment complex he was being kept at was bombed, he only escaped death by being blown clear of the building and into the pool. His entire family was killed in the blast and he later learned that the officer had been cleared of all charges against him. Louis life was over, but hoping that one day he might find a way to gain revenge he melted into the cities homeless population to bide his time. He is a gifted engineer and skilled in metal-work and in his years with the homeless he has become a trusted confidant of the leader.
Louis McPherson Power Level 1 - 15pp
I dont want to talk about it.
STR +2 14
DEX +3 17
CON 0 10
Fortitude
INT +1 12
Reflex
WIS +1 13
CHR +3 16
Will
Toughness
+5
+7
+6
Skills: Acrobatics 4(+7), Bluff 5(+8), Escape Artist 2(+5), Handle Animal 4(+7), Intimidate 5(+8), Knowledge Streetwise 7 (+8), Notice 3(+4), Perform Acting 4(+7), Sense Motive 6(+7), Stealth 4(+7) Feats: Attractive (3), Attack Specialization (Blast 1), Elusive Target, Improved Aim, Move-By Action
STR 0 10
DEX 0 11
CON 0 10
Fortitude
INT +2 14
Reflex
WIS +1 12
CHR 0 11
Will
Powers: Fire Form 12 [ Blast 12, Immunity 10 (fire), Strike 12 (aura), Flight 7] Combat: Attack +8 [Damage +2 (unarmed)], Defense 20[15 ff], Initiative +3
Toughness
+1
Skills: Craft Structural 5(+7), Disable Device 2(+4), Drive 2 (+2), Gather Information 3(+3), Knowledge Earth Sciences 4 (+6), Notice 2(+3), Profession Builder 6(+7) Feats: Improvised Tools Combat: Attack 0 [Damage 0 (unarmed)], Defense 10[10 ff], Initiative 0
Flaming Amy
Amy Beckett grew up in rural Ohio where she yearned to someday experience the big city life. She was always very shy and quiet child who blossomed into a beautiful and popular teenager. When she turned eighteen she left her home and set out to make her life in the city. She found city life to be more difficult than she had imagined and soon ended up in the porn industry. She hated what she had to do for a living and vowed to someday be able to quit. Her chance came shortly after her twentieth birthday when she was given a mixture of new designer superdrugs. Her body didnt react to the drugs the way it was supposed to and she burst into flames. After burning down her employers studio she ran off into the city where she was found by the Leader. She has since learned a measure of control over her fiery abilities, but still harbors a sadistic dislike of most people. Amy is a very attractive young woman. Despite her surroundings and lack of money, she still manages to present herself as very clean and well-kept. Amy is sadistic almost to the point of cruel. She wont harm anyone that doesnt deserve it, but she will enjoy doing it. She is fiercely protective of animals and young children, whom she sees as the only real innocents.
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STR +1 12
DEX +2 14
CON +2 15
Fortitude
INT +2 14
Reflex
WIS +2 14
CHR 0 11
Will
Toughness
+10
+6
+6
+5
Skills: Acrobatics 8(+9), Bluff 4(+4), Climb 4(+5), Diplomacy 5 (+5), Escape Artist 4(+6), Gather Information 4(+4), Intimidate 7(+7), Knowledge Streetwise 5(+7), Notice 4(+6), Search 2 (+4), Sense Motive 6(+8), Sleight-of-Hand 6(+8), Stealth 6(+8) Feats: Accurate Attack, Attack Focus (Melee), Attack Specialization (Claws, Fire Breath), Critical Strike, Dodge Focus (3), Redirect, Sneak Attack (1), Uncanny Dodge, Fearless, Minions (2), Well-Informed Powers: Protection 8, Claws (Strike) 10 [Extra: Penetrating], Fire Breath (Blast) 9 [Extra: Cone Area], Leaping 3 Combat: Attack +9 [Damage +1 (unarmed)], Defense 18[12 ff], Initiative +10
The Dragons
The Dragons first appeared on the city streets almost twenty years ago. They tried to make a name for themselves and earn the respect they felt they deserved, it just didnt work out well for them and the Dragons become something of a joke on the streets. That changed four years ago with the arrival of a super known as Li Rong the Dragon Teng. Thrown from her home at thirteen when her superpowers began to manifest themselves in her disturbing appearance, Li Rong became tough in order to survive. Due to her reptilian appearance and ability to breathe fire she became known as the Dragon. At Sixteen she joined the Dragons gang and soon rose through the ranks to become the leader of the gang. Her intelligence and raw powers have made the Dragons a force to be reckoned with. While they may not be responsible for bank robberies or bombings, the Dragons run a lucrative protection racket and terrorize the inhabitants of several city blocks.
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tlers have become known for bank robberies and brutally annihilating any competition that enters into their territory. At the moment that have a truce with the Dragons that prevents them from an all-out war.
Crosswire
Leon Marcellus had it hard as a child, his mother was an alcoholic and his father was just gone. No one cared where he went or what he did so he constantly found himself getting into more and bigger trouble. His first arrest was at the age of 15 when he stole a car and by 19 he had already served a brief sentence in prison. Shortly after his twentieth birthday he discovered his mutant electric powers. So he decided use his powers to make all of his dreams come true and crush anyone that tried to stop him.. Leon, now calling himself Crosswire, soon set his sights on a local gang leader and found himself cornered by fifteen members of that very gang. He struck wildly and before he knew it, he had incapacitated them all. It was easy work to kill the gang leader and shortly after he assumed leadership of the Hustlers. The new course for his life was now set as the leader of the most feared gang in the city. Leon is fond of loose fitting clothes and sunglasses, which serve to hide the special armor he wears for a little extra protection. He is always very clean and well-kept and prides himself on his appearance. Leon craves respect and will go to great lengths to get it. He is more than willing to resort to violence if his reputation is on the line, but will usually try and talk his way out of a situation first. He is very protective of his gang family and takes poorly to anyone he views as a threat to them.
Crosswire (Leon Marcellus) Power Level 10 - 150pp
STR +2 14 +5
CON +1 13 +5
INT +2 14
Reflex
WIS +1 13
CHR +1 13
Will
Toughness
Fortitude
+7
+6
Skills: Bluff 10(+11), Computers 4(+6), Diplomacy 10(+11), Drive 2(+8), Escape Artist 4(+10), Gather Information 7(+8), Intimidate 5(+6), Investigate 4(+6), Knowledge Streetwise 8 (+10), Notice 4(+5), Sense Motive 7(+8), Stealth 3(+9) Feats: Evasion (1), Improved Aim, Improved Initiative (2), Precise Shot (2), Leadership, Interpose, Minions (3), Connected, Contacts, Taunt, Well-Informed Powers: Electrical Control 16 [Blast 16, Alternate Powers: Animate Objects 16 (Electrical Devices Only), Dazzle 16 (Audio), Strike 16 (Aura), Stun 16, Teleport 16 (Power Lines)], Enhanced Dexterity 5, Protection 5 (Armor) Combat: Attack +9 [Damage +2 (unarmed)], Defense 20[15 ff], Initiative +14
Hundred Dolla Killaz C-Note made his name at a young age alongside the man that would become one of the cities most feared crime fighters, Night Owl. The two were best of friends as teens and looked out for one another, that is until a desperate C-Note killed his friends parents for money. In the years since that night, being on the run as a wanted man, he become the central figure in one of the largest organized gangs in the city. Responsible for drugs, money laundering, extortion, murder and almost any other crime imaginable, the Hundred Dolla Killaz take their name from C-Notes penchant for shoving hundred-dollar bills into the mouths of his victims. Safe from police scrutiny, thanks to large and numerous bribes, the Killaz only real threat is the various vigilantes that prowl the streets at night. However, a warning was sent to all would-be heroes. It came in the form of a very dead crime fighter, left hanging outside the city hall with a one-hundred dollar bill in his mouth. The Killaz will tolerate no threat to their organization and will deal with anyone that tries with extreme violence. C-Note Clarence was raised by his father and grandparents, his mother died giving birth to him. He received love and attention, but always lashed out against it. He got caught up in a life of violence and drugs and enjoyed every minute of it. He also took the name C-Note, because of his tendency to flash a wad of hundred dollar bills after a robbery. By sixteen he met Ian Chappel a young man with a similar outlook on life and more, his parents were worth over three million dollars. C-Note saw in Ian a chance to buy his way into the easy life so he befriended him. The two young men went on a three-years rampage and often found themselves spending time in jail, but nothing was ever pinned on them and they always walked. C-Note was reckless and hell-bent on causing havoc, but he was not
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stupid, he always found a way to eliminate evidence and produce an alibi. Five years ago he did make one big mistake, while trying to impress a young woman he made some wagers at a local casino. Having lost and unable to cover the bets, he was given only five days to cover almost tenthousand dollars. C-Note became desperate. He decided to break into his friend Ians home and steal the money, after all they had plenty of cash. He was discovered by Ians father, Avery, and in a panic C-Note shot him. He then heard screams coming from another room and knew them to be Ians mother and then shot her too. Gathering the cash he needed he quickly fled. C-Note paid of the bookie and decided to lay low for a while. In his haste he had left fingerprints and knew the police would be looking for him. He spent weeks in a safe house until his friend Ian finally found him. He tried to convince Ian that he had done him a favor by killing his parents because he would now inherit three million dollars. Ian beat C-Note within an inch of his life and left his unconscious body for the police to find. C-Note found himself in a jail cell awaiting trial when one of the cities most prominent lawyers paid him a visit. She had been hired by an un-named benefactor to represent C-Note in court. She found every loophole and technicality in the book and C-Note only served three years for the two murder and robbery charges. When he was released from prison C-Note found a car waiting for him with a very insistent driver. Soon he was standing in front of Calvino Turri one of the cities most notorious gangsters. It was Calvino that had hired the lawyer. Having watched C-Note for some time, he was impressed by the young man and offered C-Note an opportunity to become an enforcer for one of his drug operations. C-Note accepted the offer and took to his new position with enthusiasm. He gained influence and notoriety for being very hands on. Eventually he broke free of the Turri family and made it clear he intended to remain free of them by killing Calvino and cramming several hundred dollar bill down his throat. C-Note renamed his crew the Hundred Dolla Killaz and remains one the cities most wanted drug lords.
STR +3 17
DEX +3 16
CON +3 14
Fortitude
INT +1 12
Reflex
WIS 0 11
CHR +1 12
Will
Toughness
+2
+4
+5
+2
Skills: Bluff 4(+5), Diplomacy 6(+7), Escape Artist 4(+7), Gather Information 4(+5), Intimidate 6(+7), Knowledge Streetwise 8(+9), Notice 2(+2), Sense Motive 6(+6), Stealth 4(+7) Feats: All-Out Attack, Dodge Focus (2), Improved Defense (1), Quick Draw (2), Improved Aim, Sneak Attack (2), Uncanny Dodge, Equipment (3), Fearless, Instant-Up, Interpose, Hide In Plain Sight, Connected, Minions (4) Equipment: Tactical Vest, Heavy Pistol, Brass Knuckles Combat: Attack +4 [Damage +2 (Brass Knuckles), +4(Heavy Pistol)], Defense 15[11 ff], Initiative +3
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Disc Junkies
Originally built as a warehouse, the club called Disc Junkies is one of the few places in the alley that will bring in people from other parts of the city. It is known for its wild parties and wilder patrons. Movie stars and gangsters have all been known to come here, but not publicly of course. Anything can be had here for the right price and that is the type of environment that draws all the wrong types of people. There has been very little trouble, mostly because the clubs patrons themselves will put an end to anything that gets too far out of control. Most of the clubs regulars want nothing to draw attention to their own private haven of vice. On the rare occasion that someone has died inside the club walls, their body is always relocated to a remote corner of the city, most are never found. The clubs owner is a very mysterious man that no one can claim to have met. The employees never meet him and the accountant receives all money from an account that always has just enough money in it. Security is typically pretty lapse, but with several super-powered guests at any given point, its usually not a problem.
Gyro
Derrick Coe liked getting into trouble. From crawling out of his bedroom window in the middle of the night as a child, to holding up liquor stores as a teenager, he always seemed to be in one form of trouble or another. His parents gave up on trying to keep their son on the straight and narrow and were relieved when he was sent to a juvenile detention center. It was during this time that Derrick developed a love for hip-hop music. He spent hours writing his own rhymes and practicing saying them. His devotion to the music was even enough to keep him out of trouble for nearly two years when he eventually turned eighteen. The day after his birthday he was released and went out into the world to try and make a name for himself in hip-hop. He entered himself into a battle shortly before taking the stage he became queasy and lightheaded. Thinking it to be nerves Derrick, now calling himself Gyro, got on stage. As soon as he began talking the entire crowd was overcome with a fit of vomiting and dizziness. Within a minute, half of the people in the building had passed out and Gyro stood in shock realizing what he had done. The next day he spent the entire day sitting in his run-down apartment and was struck with an idea that appealed to his long dormant inner troublemaker. Several days later he walked into a convenience store and began to rhyme. As expected within minutes he was the only conscious person in the building. Gyro had begun his new life as a super-villain. Gyro keeps himself neat and clean at all times. He usually sports a jersey from one basketball team or another and dark sunglasses. Gyro may be a thief and hired thug, but he values honesty above everything. He is rude and obnoxious and would gladly beat you down and steal your last dollar, but hell tell you so to your face. Gyro is not a fighter, he prefers to let other do any fighting, his role is to wreak havoc and keep from getting hit.
STR +1 12
DEX +1 13
CON +2 14
Fortitude
INT +1 13
Reflex
WIS +1 12
CHR +2 15
Will
Toughness
+7
+6
+6
+6
Skills: Bluff 11(+13), Concentration 6(+7), Diplomacy 6(+8), Drive 7(+8), Gather Information 5(+7), Intimidate 6(+9), Knowledge Popular Culture 6(+8), Knowledge Streetwise 5(+6), Notice 6(+7), Perform Singing 8(+10), Search 4(+5), Sleight of Hand 4(+5), Stealth 2(+3) Feats: Defensive Roll (5), Dodge Focus (4), Improved Defense (2), Improved Initiative (3), Uncanny Dodge, Taunt Powers: Nauseate 10 (Audio) [Feat: Extended Reach (10) 50] [Extra: Area Burst] [Alternate Powers: Confuse 10 [Extra: Area Burst], Dazzle 10 [Extra: Area Burst]] Combat: Attack +2 [+1(unarmed)], Defense 17[11 ff], Initiative +13
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DEX +1 12
INT +1 12
Reflex
WIS +0 10
CHR +1 12
Will
Toughness
+8
+14
+3
+4
Skills: Bluff 4(+5), Diplomacy 2(+3), Gather Information 6(+7), Intimidate 11(+10), Knowledge Streetwise 8(+9), Notice 2(+2) Feats: Defensive Roll (5), Dodge Focus (4), Improved Defense (2), Improved Initiative (3), Uncanny Dodge, Taunt Powers: Impervious Toughness 9, Enhanced Constitution 16, Enhanced Strength 17, Super-Strength 8 [feat: groundstrike], Leaping 5, Immunity 14 [Sonics, Life Support] Combat: Attack +9 [+9(unarmed)], Defense 14[12 ff], Initiative +1
Clockwork
When Lucy Watson was hit by a car shortly after her thirteenth birthday it appeared her life was over. Her parents agreed to have he participate in an experimental cybernetic treatment that might save her life. She was infused with millions of tiny nanobots that slowly but surely replaced her damaged organs and tissue with bio-mechanic replacements. At first the treatment seemed to be a success, but the nanobots didnt stop with the damaged and destroyed parts of her body, eventually they replaced most of the organic components with bionics. The nanobots were finally deactivated, but not before replacing most of the flesh on her body with metallic plates, even here eyes werent spared. Very little of what had once been Lucy Watson remained. What was left was now stronger, faster and had much more acute senses. The nanobots had ever equipped her with offensive capabilities such as being able to configure her body into various tools and weapons. Clockwork is a very bitter young woman. She is eager to make new friends, but usually her defensive nature keeps people at arms distance. She is very touchy about her appearance and while she is used to stares, she still doesnt like them. Clockwork is a pretty blonde woman with short hair and a bright smile. She also has dull blue cybernetic limbs and part covering nearly 70% of her body. She looks like something from a science fiction movie with wires running in and out of her and shiny metal plates covering large portions of her skin.
Mr. Merciless
Matt c knew from about age twelve that he was different from other kids. When he fell off his bike, he left dents in the pavement. When he punched a wall, it broke. To put it simply he was nearly immune to pain and strong as an ox. He used his powers quietly to his advantage, never really doing anything that would tip other people off, just enough to get what he wanted. He became the bully, the one that everyone is afraid of, including most adults. When eventually his parents discovered his powers and how he had been using them, they sent him to a special home for juvenile delinquents. This did more harm than good, as it was here he met future partner in crime, Gyro. The two hit it off and would spend hours discussing music and what they would do in the future when they were old enough. Matt was released upon turning eighteen several months before Gyro, and the two lost touch for over a year. During this time Matt tried to live a normal life, but he was quickly becoming board with mundane life. And then one afternoon he ran into his friend Gyro who had just embarked on a career as a super-villain. Matt wasted no time in agreeing to be the muscle to Gyros mayhem. While the duo do work separately from time to time, they are far more formidable as a team. They can be found partying at Disc Junkies most nights of the week, barring the occasional jail sentence.
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INT +3 15
Reflex
WIS +1 12
CHR +2 14
Will
Toughness
Fortitude
+5
+5
Skills: Bluff 2(+4), Computers 4(+7), Disguise 4(+6), Knowledge Technology 2(+5) Feats: Eidetic Memory Powers: Enhanced Constitution 10, Enhanced Dexterity 5, Enhanced Strength 8, Impervious Protection 5, Regeneration 10 [Feats: Persistent, Regrowth], Shapeshift 9 [Flaw: Machines Only] Combat: Attack +5 [+6(unarmed)], Defense 14[12 ff], Initiative +5
M.O.N.G.O
(Manufactured Organism: Ninth Generation Operators.) The M.O.N.G.O series of androids is the perfect gift for the up-and-coming evil mastermind. Once programmed a M.O.N.G.O will only obey orders from one person and will stop at nothing to carry out those orders. What they lack in intelligence, M.O.N.G.O make up for with relentlessness and strength. The ultimate lackey ,its tough enough to tackle even the peskiest of super-dogooder problems. The M.O.N.G.O come in two exciting models to suit your needs and are priced to own costing little more than an average automobile. Order yours today! M.O.N.G.O are a form of bio-mechanical life created by the reclusive criminal genius, the Inventor. He sells his creations indiscriminately to anyone able to pay for them and never asks questions. M.O.N.G.O are of average intelliM.O.N.G.O v4.0 Height: 6 0 Weight: 200 lbs. Power Level 8 - 120pp Eyes: White Hair: N/A
STR +0 10
DEX +5 20
CON N/A
Fortitude
INT +1 11
Reflex
WIS +0 10
CHR +0 10
Will
Toughness
+8
+7
+13
+7
Feats: Evasion (2), Favored Environment (sky), Improved Aim, Improved Initiative (2), Move-By Action, Precise Shot (2), Sneak Attack (1) Powers: Blast 12 [Feat: Accurate (2)], Flight 7, Protection 5, Regenerate 5 Combat: Attack +8 [+0(unarmed), +12 (blast, lethal)], Defense 18[14 ff], Initiative +13
STR +6 21
DEX +2 14
CON N/A
Fortitude
INT +0 10
Reflex
WIS +0 10
CHR +0 10
Will
Toughness
gence and not especially talkative or creative. They are very single-minded and will relentlessly pursue any given course of action once an order is given. They are capable of speaking, but dont typically have anything interesting to say. In combat a M.O.N.G.O will stick to their strengths, a v1 will simply try to smash everything in sight and a v4 will avoid melee and blast away at a distance.
+6
+9
+11
+9
Feats: All-Out Attack, Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack Powers: Immovable 10 [Feat: Unstoppable], Protection 6, Super-Strength 5 [Feat: Shockwave] Combat: Attack +6 [+6(unarmed)], Defense 16[13 ff], Initiative +2
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent
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