Emerald City Knights

Total Page:16

File Type:pdf, Size:1020Kb

Emerald City Knights EMERALD CITY KNIGHTS CHAPTER 1: LIFE IN THE AFTERMATH THIRD EDITION Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS PICKING UP THE PIECES This chapter picks up right where “The Silver Storm”—the COMFORTABLE WORDS prologue to Emerald City Knights—left 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 they’re sweet-talked there’s 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 what’s (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 isn’t 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 2 CHAPTER 1: LIFE IN THE AFTERMATH CHAPTER 1: LIFE IN THE AFTERMATH Andre Nutter (order #3018914) 178.76.130.9 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 It’s 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 it’s needed. In addition to being extra and possibly assistance. While nothing’s 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, exception—they’re not huge fans of “vigilantes”—but 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 City’s 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 City’s 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 It’s 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 City’s Finest sidebar) notice the FIRE heroes now look like a super-team at least, and ask for a way to contact them in case they’re 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, it’s 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 Hero’s 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 work’s If the previous calamities aren’t enough, there’s always the pretty much done, the feds—mostly FBI, with some FEMA double-jeopardy option: rescuing people from fires who folk mixed in–turn 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. It’s a perfect opportunity to introduce the way. Their (usually unspoken—usually) attitude is, “Oh players to the concept of Challenges from the Hero’s 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- checks—such 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 time—say 10 rounds (1 minute). Can they that crucial relationship as much as possible. make it in time? CHAPTER 1: LIFE IN THE AFTERMATH CHAPTER 1: LIFE IN THE AFTERMATH 3 Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS EMERALD CITY’S FINEST Much as the wounded bystanders shouldn’t 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 Gamemaster’s own creations. MASTER PATROLMAN LEE “BUSTER” BROWN After more than 20 years on the job, there isn’t much “Buster” Brown hasn’t seen. He’s 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 city’s top cops. Since he’s unawed by superheroics and pragmatic enough to welcome caped help, he’s likely to show up when the characters least expect it, and matter-of-factly provide just the bit of sage advice they need.
Recommended publications
  • SILVER AGE SENTINELS (D20)
    Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells.
    [Show full text]
  • Threat Report: Doc Otaku
    DOC OTAKU Originally perceived as a “wayward youth,” Doc Otaku REAL NAME: Solo Takashi has long since passed the point of adolescent pranks and OCCUPATION: Inventor, criminal youthful rebellion. Life as a young criminal has hardened BASE: Tokyo, Japan his anti-social tendencies and sharpened his eye for a Solo Takashi was a genius almost from the time he was deal. To Doc Otaku, life is a game, with him as the rogue born. He spoke several languages by the time he was hero, proving he can outwit the authorities and anyone seven years old and earned his first doctorate at the age who thinks they can stop him. of 12. Unfortunately, Takashi was bored. He lacked chal- Takashi is obsessed with manga and anime culture, a true lenges and he wanted to have peers, intellectual equals. otaku in that regard. He spends considerable time reading He also wanted to have some fun. and watching his favorite subjects, and is even the creator He jumped at the opportunity to study with Daedalus, of several hit “underground” publications and produc- one of the greatest scientific minds in the world. But he tions. In spite of the best efforts of the Japanese authori- quickly decided Daedalus was a scared old man unwilling ties, Doc Otaku has a considerable underground cult of to take risks or let anyone else take them, either. He didn’t personality in Japan, one that is spreading via the Internet encourage Takashi’s potential, he only tried to limit and to other parts of the world. control it.
    [Show full text]
  • Presenting: the Heist
    MUTANTSANDMASTERMINDS.COM EXCLUSIVE THE HEIST ADVENTURE W.011.01 THE HEIST GK SC PRESENTING:A MUTANTS & MASTERMINDS MINI-ADVENTURE THE HEIST The Heist is an introductory adventure for the Mutants & Masterminds Superhero Roleplaying Game designed for 4 PL 10 THE ACTION heroes, although it can be modified for a larger group or for Read the following aloud to the players: lower-PL heroes. The heroes must thwart Rant and Rave, a It’s a fairly ordinary afternoon at the central branch of the brother/sister villain duo attempting to rob a bank in Freedom Eastern Seaboard (or E-Sea) Bank in downtown Freedom City. City with the aid of some hired muscle. Suddenly a group of armed men burst through the front GETTING THE HEROES INVOLVED doors of the building into the lobby. They order the bank patrons to lie on the floor and clear the way for a man and There are two simple ways of getting the heroes involved in the woman to enter behind them. They’re in their early 20s and adventure. In the first, some or all of the heroes might be visiting both are dressed in raver-style clothes. There’s a definite fam- the bank in their secret identities to conduct some routine busi- ily resemblance. The woman’s hair is long and flowing and ness. They are there when the villains show up and have to figure the man’s short and spiky. some way to slip away from the action long enough to change “Rant and Rave are in the house!” the man says with a into their superhero identities (assuming that they maintain smirk.
    [Show full text]
  • Threat Report: the Atom Family Threat Report: the Atom Family Sample File
    Sample file THE ATOM FAMILY often buried himself in his research. He began to study MEMBERS: Maximus Atom, Tesla Atom, Victoria Atom, robotics and computers more in-depth, building robotic Chase Atom, Jack Wolf, Doctor Atom playmates and nannies to help care for Andrea and Jack. BASE: The Nucleus, atop the Goodman Building, She began attending the Hanover Institute of Technol- Freedom City ogy in 1976, and there saw the performance of a “men- MOTIVATIONS: Explorers talist” named Mentac, who debunked psychic research. The current generation of the world-famous Atom Family When she also discovered Mentac had actual psychic have been celebrities since the moment they were born. powers, she learned he pretended to be a stage mental- The Family is made up of adventurers and explorers who ist and debunker as a way for him to find con-artists as investigate strange phenomena and fight threats to the well as true paranormals who abused their abilities and safety of Freedom City and the world. The current team bring them to justice. Andrea introduced Mentac to her consists of the four grandchildren of Doctor Alexander father and he began a long association with the Atom Atom—Max, Tess, Vicky, and Chase—their friend and Family. legal guardian “Uncle” Jack Wolf, and their grandfather’s For the better part of a decade, the quartet of Doctor disembodied intellect, maintained within the computers Atom, Andrea, Mentac, and Jack Wolf explored strange of their headquarters, the Nucleus, atop the Goodman phenomena and fought hidden menaces. Andrea Building in Freedom City. became more and more attracted to the mysterious and aloof Mentac, while Jack silently carried a torch for the HISTORY lovely Andrea.
    [Show full text]
  • Emerald City Knights
    EMERALD CITY KNIGHTS PROLOGUE: THE SILVER STORM THIRD EDITION MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS INTRODUCTION “The Silver Storm” is designed for six to eight Mutants & York Stock Exchange) by the flamboyant plutocrat and Masterminds heroes in the power level 8 to 10 range. It techno-wizard Maximilian Mars. As MarsTech and other can accommodate a power level 12 hero as part of the high-tech companies flourished, so did Emerald City, trans- group, but any more such powerful do-gooders are going forming the once-sleepy burgh into a leading center for the to require the Gamemaster to ratchet up the opposi- computer industry and other high-technology businesses. tion, either in numbers, power level, or both to provide a diverting enough challenge to the heroes. GOODBYE YELLOW BRICK ROAD This adventure is set in Emerald City during the present day. Nothing marks Emerald City newcomers more than It can, however, be used in the campaign city of the Game- making a Munchkin joke in public. They think it’s clever, master’s choice simply by changing the proper names. but to longtime residents (and in truth) they’re just being The adventure contains everything you need to run it using punch-ably obvious and annoying. It’s all an understand- just the Mutants & Masterminds Hero’s Handbook. Players able offshoot of the city’s 70-year-long love/hate relation- intending to participate in this adventure should read no ship with The Wizard of Oz. There are many businesses and further. The rest of the text is for the Gamemaster only! organizations that work overtime to avoid any association with the classic stories and legendary film, while others WELCOME TO THE BOOMTOWN embrace the eponymous association wholeheartedly.
    [Show full text]
  • Fictional Reality Issue 12
    TABLE OF CONTENTS Meet and Greet d20 Product Reviews (continued) Game / Product Reviews Reaper Miniatures 3 Reaper Miniatures Fast Forward Games / Fanpro / WK Games www.reapermini.com www.reapermini.com www.fastforwardgames.com Written by Mark Theurer and The Eldest Son 35 Classic Battletech 51 J. Michael Tisdel Review by Mark Theurer Review by J. Michael Tisdel RPG Objects Classic Battletech Miniature Rules 52 Miniature Reviews www.rpgobjects.com Review by J. Michael Tisdel 100 Kingdoms 6 GM Mastery, Volume 1 37 I-Kore www.100kingdoms.com Review by Mark Theurer www.i-kore.com Review by Mark Theurer Dream Pod 9 Void 1.1 Junkers Army Book 52 Excelsior Entertainment 9 www.dp9.com Review by Mark Theurer www.excelsiorgames.info d20 Mecha Compendium 37 Ghazpork Industrial Review by Mark Theurer Review by Mark Theurer www.ghazporkindustrial.com Reaper Miniatures 10 Bastion Press Dying Lights 53 www.reapermini.com www.bastionpress.com Review by John Robertson Reviews by J. Michael Tisdel and Airships 38 Privateer Press Mark Theurer Review by J. Michael Tisdel www.privateerpress.com Privateer Press 17 Faeries 38 IK: Warmachine Prime 54 www.ikwarmachine.com Review by Graham Platt Review by Mark Theurer Review by Mark Theurer Friends & Familiars 39 Pinnacle Entertainment Group I-Kore 18 Review by Mark Theurer Savage Worlds 55 www.i-kore.com United Playtest Review by J. Michael Tisdel Review by Mark Theurer and www.unitedplaytest.com Charon Productions J. Michael Tisdel Gaming Frontiers 4 39 www.battlepack2001.com Mithril 20 Review by Mark Theurer Skirmishpack 56 www.mithril.ie Mystic Eye Games Review by J.
    [Show full text]
  • Monster Mash-Up
    MONSTER MASH-UP THIRD EDITION HALLOWEEN SPECIAL 2017 MUTANTS & MASTERMINDS MONSTER MASH-UP As fall begins, All Hallow’s Eve approaches. Though once and again as a specter called the Silver Scream, taking out a yearly reminder that the dead linger just beyond the liv- the misery she knew in life on anyone who tarnishes her ing world, Halloween has now become a time of fun and memory or work. frivolity. Even in Freedom City, where genuine monsters Fifty years later, a very similar career arc led another young sometimes stalk the streets and sewers, Halloween is a actress, Lily Esther, into the exploitation horror films of the time for candy, parties, fun costumes, and laughter. Pro- 80s. She never found true stardom, but for years enjoyed tected by their spandex-clad heroes, many Freedonians moderate fame on the West Coast as “Madame Macabre,” feel downright invulnerable. Too invulnerable. a late-night monster movie hostess on television. As cable When a Halloween prank ends up calling down far more overtook network television and her years began to add trouble than anyone expected, Freedom City needs he- up, Lily likewise found herself destitute and forgotten. roes to protect it once again. Rather than end her life, though, she traded it to a myste- rious stranger for power and eternal youth, transforming Monster Mash-Up is a short adventure for a group of three herself into the real Madame Macabre, Hostess of Horror. to five PL 10 heroes. The adventure is set in Freedom City, but can easily be transplanted anywhere in the world that Both actresses are eternally linked to the roles they played celebrates Halloween and has a large, old theater to gath- in life, and share a common bitterness at the world that er an audience into.
    [Show full text]
  • Mastermind's Manual
    MUTANTS & MASTERMINDS SUPPLEMENT GRR2504e ISBNISBN 1-932442-55-31-932442-55-3 GRR 2504 Produced and Published by Green Ronin Publishing, LLC STEVE KENSON · GREEN RONIN PUBLISHING P.O. Box 1723, Renton WA 98057-1723 www.mutantsandmasterminds.com • www.greenronin.com MASTERMIND’S MANUAL A GREEN RONIN PRODUCTION Design & Development Steve Kenson Cover Art Udon with Chris Stevens Editing Steven Marsh Executive Producer Chris Pramas Graphic Design Hal Mangold Art Direction Hal Mangold & Steve Kenson Interior Art Attila Adorjany, Brett Barkley, Eric Canete, John Christopher, Storn A. Cook, Tom Feister, Tariq Hassan, Scott James, Georges Jeanty, “Rey” Lewis, Tony Parker, Ramon k Perez, Steve Scott, Kevin Stokes, Craig Taillifer, Udon with Chris Stevens, Dexter Vines Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Steve Kenson, Evan Sass, Robert J. “ Dr. Evil” Schwalb and Marc Schmalz Playtesters Rui Anselmo, Dwyane T. Butchino and the Midnight Legion (Charity Ens-Butchino, Sara Dean, John Szczypien, Jamieson Long, James Taylor, Ralph Duell, David Laramie, James Kavanagh), Bob Huss, Tom Miskey, Jason “Valdier” Orman, Ben Robbins, Garth “The Shadow” Rose, Stephen Scholz, Robert Stehwien, Aaron Sullivan, Ron Willingham, and all the fans on the Atomic Think Tank forums \ who provided questions, feedback, and inspiration. MUTANTS & MASTERMINDS Special Thanks to AEG, Guardians of Order, Malhavoc Press, Sword & Sorcery Studios, Wizards of the Coast, and all the other publishers who have honored the spirit of the Open Game License by contributing content and helping to make this and other products more than just the sum of their parts. Mastermind’s Manual is ©2006 Green Ronin Publishing, LLC.
    [Show full text]
  • Emerald City Knights: Chapter 2: out of Their League
    EMERALD CITY KNIGHTS CHAPTER 2: OUT OF THEIR LEAGUE THIRD EDITION MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS INTRODUCTION This is the second in an adventure series for Mutants & of old-school violence as the heroes stop the first set of Masterminds Third Edition. The presumption is that most organized stormer villains from making a name for them- players and GMs will be running this adventure as part of selves when they attack an AEGIS (the American Elite that series, though there is advice included in the Getting Government Intervention Service) transport. the Heroes Involved section of the first scene for those groups that enter the adventure through avenues other than starting with the Prologue and Chapter 1 of this GETTING THE HEROES INVOLVED series. Further assumptions are that the player charac- ters are relatively new heroes, are power level 10, and Assuming this chapter is run for the players immediately are operating in the same universe as the Freedom City following Chapter 1: Life in the Aftermath, the heroes setting material provided by Green Ronin Publishing should be at MarsTech, Inc. interrogating Maximillian Mars (and are familiar enough with the setting that references after driving away the villains of F.O.E. can be made to NPCs and other setting-related material without too much explanation needed); again, notes are provided with advice on how to deal with other kinds of PROLOGUE player groups and characters, but the text and adventure Read or paraphrase the following to the players. primarily reflects the aforementioned assumptions. Text intended for reading directly to players will be noted Wreckage lies all about you, the aftermath of a as such and will be entirely in italics.
    [Show full text]