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. “Nobody messes with us, nobody gets hurt. Got it?” For secret identities). Having two or more of the heroes duck into the emphasis he turns toward the bank guard edging toward the same storage closet to change into their costumes can make for alarm and gives a loud shout. The man slams up against the an amusing scene and an interesting introduction for heroes who wall and slumps to the floor, unconscious. haven’t met before. Alternately, the heroes may be patrolling the city, on the look- The Eastern Seaboard Bank is the largest in Freedom City. Rant out for trouble, or just going about their business in their heroic or and Rave have eight armed thugs with them, mainly to keep an secret identities. They either hear the bank alarm, pick up word of eye on the bank patrons and to help carry the loot. Rant tries to the robbery on the police band, or are alerted by the authorities make an example of anyone that defies him or tries to make a and asked to help out, depending on the heroes’ activities and break for it, using his sonic shout to stun or knock that person 1 relationship with the law. unconscious. Heroes who act quickly when the thugs first enter PAGE PAGE 2 they may simply splitting upinhopesofsomethem get- flee, or hostages taking the thugsmay try both) areincapacitated, distraction fortheheroessothey canescape.IfRantorRave (or thebankpatronsand employees orcreating a taking hostage try togobadlyforthevillains, they’relikely toeither If thingsstart THE ESCAPE each other. heroes looklike herandbrother, causingtheheroestohit Damage save heroes).Rave thingssothatsomeofthe may distort (good forpotentiallynailinghigh-Defensebutlow- attack ceiling down ononeormoreoftheheroes,makingasurprisearea well together. to bringthe Rantmay usehissonicblaststotry strategistsbyanyRant andRave means, theywork aren’texpert onany Thethugsopenfire heroesaswell.Although unaffected. have a+2bonus tohitthem.HeroeswiththeTrue Sightfeatare have a50%misschanceandthevillains that theheroes’attacks concealmentfromtheheroes,meaning and theirminionstotal sonic blasts.Rave’s gives Obscurepower thevillains effectively forthemtoact,whileherbrotherstrikes withhis it moredifficult acts inorderofinitiative, withnosurpriseround. everyone may getthedroponthem.Otherwise, their Spotchecks) manage tosneakuponthevillains(successfulHidecheckvs. When aherotakes action,rollinitiative. Aheroorheroeswho theheroesmayOf course, wanttointervene beforethathappens. THE FIGHT getting intotwovanswaitingoutsideanddrivingoff. minutes later, thebankwiththeirill-gottengains, thevillainsflee Thenthethugsalsobegin tolootthevault.Acouple liquid metal. to dissolve thebankvaultdoor, literallymeltingitinto apuddleof money intobagswhileRantandRave usetheircombinedpowers distraction thattheheroesneed. lains. Theytake himouteasily, butitprovidestheheroeswith toshootthevil- distraction, suchasafoolhardybankguardtrying opportunity, letoneofthemspendaHeroPoint togetasuitable skill areencouragedhere.Iftheplayers reallyseemstuckforan tion togetaway unnoticed.Clever andtheBluff usesofpowers ofdistrac- enter, they’llhave tocomeupwithsomesort otherwise the bankmay beabletoslipoutofsightbeforeRantandRave than atFreedom Hallitself. that adventure ( alarm fromthebankwhilethey’reatFreedom HallandScene2of Hall atthebeginningof case, simple encounterbeforegettingintoafull-lengthadventure. Inthat for theheroestowarmupandgetafeelgame systemwitha as alead-inoradd-ontothatadventure. It’sanexcellent opportunity the planningonrunningthe Gamemasters MINOR LEAGUE Rave uses her powers to distort theheroes’perceptions,making Rave todistort usesherpowers toput If unopposed,thethugsbeginforcingbanktellers Mutants &Masterminds The Heist THE HEIST

W.012.01 can take placebeforetheheroesarrive atFreedom Breaking News Major League H ES DETR UATADATRID.O EXCLUSIVE MUTANTSANDMASTERMINDS.COM ADVENTURE HEIST THE core rulebookmay wanttouse ) cantake placeatthebankrather Major League or theheroescanhear adventure from The Heist either reduceRant andRave’s power levels accordingly (so they’re Masterminds use theCombinedFirerules from ChapterEightof (+8stundamage)andbodyarmor(+4Armor) blaster rifles Rant andRave’s Supplythemwith high-tech thugsmoreeffective. but any ofthemaresuitable. appropriate, andPowerhouse archetypesareparticularly Artist, formed theirown gang ofsuper-criminals. TheBattlesuit,Martial name anddescription,assumethatRantRave have k atyour option)to may modifythisupordown traffic toreflect city. (DC13, Thisrequires threesuccessfulSpot checks thoughyou old warehousebuildingintheGreenbankneighborhoodof f onfoot,although RantandRave and toflee willstand villains try av into thestreet(wheretheymay getrunover, DC15 save Reflex to intobuildingsortocrash tocauseheroescareenoff powers The thugsshootatany heroesandRave pursuing may useher oneormoreofthemoutstopsavan. only hardness3andtaking ment power stunt.Thevansarehardness 10, buttheirtiresare ofamovement powerwith 4ormoreranks andthesuper-move- forahero thevillains’twoescapevansisn’tdifficult Overtaking may choosetowaituntiltheyleave, them. thenpursue Rather thanconfrontingthevillainsinsidebank,heroes PURSUIT the buildinglongenough. possiblyallowing asingle weaker herotoholdup extra effort, round, andcanspendaHeroPoint toignorethefatigueofusing capacityforone todoubleahero’scarrying use extraeffort capacities.Keep inmindthataplayer can combine theircarrying bly withtheaidofotherheroes).Heroesworkingtogether thebuilding’scollapsewhileciviliansescape(possi- hold off Heroes canuseSuper-Strength, Telekinesis, to orsimilarpowers if theheroeshave someway ofmovingpeopleoutsidefaster). damaged building,and10 roundstoevacuateallthepeople(5 capacityofatleast200tonstoholdupthe requires acarrying tocollapse.Thentheymake arunforit.It making itstart ofthebuilding, anddamagethestructuralsupports their powers ting away. IfRantandRave arestillconscious,theycombine from the tional heroabove four. You cansimply take oneofthearchetypes g 10 The Heist MODIFYING THEADVENTURE villains inthewarehousewithoutany civiliansaround. planted ononeoftheirvans).Theheroescanthenconfrontthe haps ameansoftrackingthevillainsatlatertime,like atracer ight iftheheroesconfrontthem. eep the vans in sight or the use of appropriate powers (or per- eep thevansinsightoruseofappropriatepowers roup of heroes or a different style ofplay,roup ofheroesoradifferent ifdesired. oid, DC25Damagesave ifthatfails).Ifavanisstopped,the For agroup oflow-powered heroes(power level 8orlower) Alternately, ratherthanaddingmorevillains,you canmake Finally, tofollow thevillainstotheirlair, theheroesmay try an For largerherogroups, addanothersuper-villain foreachaddi- th-level heroes.You canmodifytheadventure tosuitalarger Mutants &Masterminds is designedasasimple adventure for a group offour to theiradvantage. core book,give thenewvillaina Mutants & MUTANTSANDMASTERMINDS.COM EXCLUSIVE THE HEIST ADVENTURE W.013.01 THE HEIST

equal with the heroes), or eliminate one or both of them, leaving Rant and Rave may be robbing banks to collect money for some just the thugs for the heroes to deal with. other scheme, either of their own or for a master criminal working For a somewhat different challenge, you can have the villains behind the scenes. Perhaps various other heists take place in take the people in the bank hostage and have the heroes arrive on other parts of the city, maybe even at the same time so that the the scene afterward. They have to figure out how to get at the vil- heroes and the authorities cannot respond to all of them at once. lains without risking the lives of the people in the bank, which calls The money from the robberies might be going into the coffers for at least some amount of subtlety on the part of the heroes. of a criminal organization or a master villain. It might be used to buy weapons or technology on the black market or further FURTHER ADVENTURES research into creating superhumans. While it’s possible (indeed likely) that The Heist is a simple case of Rant and Rave are likely to hold a grudge against the heroes a super-criminal bank robbery, you can also make it into the intro- responsible for busting up their plan and putting them away. They duction of a longer and more involved adventure, if desired. might come looking for payback at some point in the future.

Freedom City Eastern Seaboard Bank

Lounge Mech/Elec Toilet Toilet Manager Storage

New Accounts Tellers

Work Area Office

Lobby Office

Drive Up Teller

Office

Waiting Vault Office Vestibule Conference Room 3 1 square = 5 feet PAGE THE HEIST ADVENTURE MUTANTSANDMASTERMINDS.COM EXCLUSIVE W.014.01 THE HEIST

THE VILLAINS Rant and Rave are a brother and sister duo of super-criminals. They were exposed to an experimental designer drug that triggered latent genetic mutations in each of them. The drug also may have made them mentally unstable, or they may have always been that way. Now the pair wants nothing more than to enjoy the high lifestyle they’ve become accustomed to through theft and hiring out their services to anyone willing to meet their price. Rant is 22 years old and his sister is 20. They’re both tall and thin and always dressed in candy-raver style clothing, including baggy pants and large amounts of multicolored beaded jewelry. Rave’s hair is magenta and straight, worn past her shoulders. Her brother’s is short and spiky with blue highlights.

Rant: PL 10; Init +2 (Dex); Defense 20 (18 flat-footed); Spd 30 ft.; Atk +5 melee (+1S, punch), +6 ranged (+10S, sonic blast); SV Dmg +3 (+12 with Evasion), Fort +3, Ref +12, Will +1; Str 12, Dex 14, Con 12, Int 10, Wis 13, Cha 12. Skills: Bluff +8, Drive +7, Intimidate +8, Listen +6, Spot +6, Taunt +9. Feats: All-Out Attack, Blind-Fight, Blindsight, Dodge, Evasion, Great Fortitude, Lightning Reflexes, Point Blank Shot, Power Attack, Ricochet Attack, Toughness, Ultra-Hearing. Powers: Amazing Save (Reflex) +8 [Source: Mutation; Cost: 1 pp; Total: 8 pp], Disintegration +10 [Flaw: Only when in contact with Rave; Source: Mutation; Cost: 1 pp; Total: 10 pp], Energy Control (sonic) +10 [Extra: Energy Blast; Source: Mutation; Cost: 3 pp; Total: 30 pp].

Rave: PL10; Init +3 (Dex); Defense 20 (18 flat-footed); Spd 30 ft.; Atk +4 melee (+0S, punch); SV Dmg +3 (+13 with Evasion), Fort +3, Ref +13, Will +9; Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 15. Skills: Bluff +8, Drive +5, Listen +6, Spot +6, Taunt +8. Feats: Blind-Fight, Blindsight, Dodge, Evasion, Great Fortitude, Lightning Reflexes, Toughness, Ultra-Hearing. Powers: Amazing Save (Reflex, Will) +8 [Source: Mutation; Cost: 2 pp; Total: 16 pp], Disintegration +10 [Flaw: Only when in contact with Rant; Source: Mutation; Cost: 1 pp; Total: 10 pp], Illusion +10 [Extras: Area, Obscure, Selective; Flaw: Can only cre- ate illusions of twisted and skewed perceptions; Source: Mutation; Cost: 4 pp; Total: 40 pp]. THUGS Rant and Rave’s henchmen are modestly capable, but no real match for a group of superheroes. There are eight of them, how- ever, and they try to use their superior numbers to their advantage (using flanking and combined fire attacks). CT SC Thug (8): PL 2; Init +1 (Dex); Defense 13 (12 flat-footed); Spd 30 ft.; Atk +3 melee (+1S, punch), +3 ranged (+3L, pistol); SV Dmg +1, Fort +1, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. Skills: Listen +3, Spot +3, and one of the following at +3: Bluff, Climb, Drive, Forgery, Hide, Open Lock, or Repair (two of the thugs have Drive) 4 Feats: Point Blank Shot or Power Attack. Equipment: Pistol (+3L). PAGE MUTANTSANDMASTERMINDS.COM EXCLUSIVE THE HEIST ADVENTURE W.015.01 THE HEIST

CREDITS Design Editing Jason Orman Development Art Direction Sean Glenn Illustration Greg Kirkpatrick, Craig Taillefer Colors Steve Cobb Cartography Sean Glenn

Freedom City created by Steve Kenson.

Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Evan Sass

Super Unicorn is Sean Glenn, Kyle Hunter, and Erik Mona

Green Ronin Publishing Super Unicorn a design studio PO Box 1723 12819 SE 38th St. #319 Renton, WA 98057-1723 Bellevue, WA 98006-1395 www.greenronin.com www.superunicorn.com [email protected]

The Heist is ©2003 Green Ronin Publishing. Mutants & Masterminds, Freedom City, and Green Ronin are trademarks of Green Ronin Publishing.

The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1: Freedom City, all character and place names, Power Points, Hero Points, Villain Points.

All text is designated as Open Game Content, with the following exceptions: all char- acter and place names, the background of Rant and Rave, and all Power Point costs.

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The use of any Product Identity in terms herein and fail to cure such breach designs, depictions, likenesses, formats, of the terms of this License. within 30 days of becoming aware of the The Heist, Copyright 2003, Green Ronin poses, concepts, themes and graphic, photo- Open Game Content does not constitute a Publishing; Author Steve Kenson. challenge to the ownership of that Product PAGE