Mutants & Masterminds

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Mutants & Masterminds SOURCEBOOK GRR2011e LUCIEN SOULBAN · GREEN RONIN PUBLISHING SOURCEBOOK A refitted VTOL Carnival Air-freighter lumbers through the air like an overfed bumblebee, sluggish and heavy on the noise. You sit onboard, waiting to land. Not since the Atlanta Boys Convoy of 1934, when the government loaded 52 hardened criminals into a train and shipped them out to “inaugurate” Alcatraz Island, has secrecy and security been this heavy. For Super-Con Air, however, this is business as usual. The Carnival is the workhorse of convict transports; she can normally carry 23 passengers along with 22 tons of cargo, but following the refit, she’s hefting two additional power plants and space for 10 powered felons… eight awake and two asleep. Awake, you sit in reinforced cage called “The Egg,” because that’s what it looks like. The Egg suppresses active power fields and locks you down in sensory deprivation for the trip. It’s a blackout of your senses, designed to keep you off- balance when they finally transfer you out. Asleep, the Department of Justice deems you too powerful to risk handling. You’re probably a Type IV or V, and that makes folks nervous enough to crank you out in a hotsleep coffin. You won’t wake up until you’re imbedded 200 meters deep inside “the Mountain.” You feel like you’ve been in the dark for years before someone nudges your Egg. That’s just the VTOL setting down on the landing pad. A few minutes later, there’s motion again. They’ve disconnected your Egg from its suspension struts aboard the Carnival, and they’re wheeling you down the jet’s back ramp. In a second, they’ll connect new power umbilicals from the prison itself before disconnecting the VTOL’s cords. You won’t see the beautiful blue sky or green trees beyond the triple-stage perimeter security fences. You won’t see the six armed escorts from Special Operations Unit in full riot-gear leading you past forbidding guard towers and down a long tunnel to the vault door recessed into the side of the Mountain. You won’t know anything until you’re inside the vault door, heading deep into the earth. That’s when someone activates your Egg’s one-way intercom. “Prisoner III-C-21… welcome to Buckner Ridge Superhuman Penitentiary. Enjoy your stay at Lockdown.” LOCKDOWN A GREEN RONIN PRODUCTION Design Lucien Soulban Cover Art Ramón Pérez Development Steve Kenson Executive Producer Chris Pramas Editing Jon Leitheusser Art Direction & Graphic Design Hal Mangold Interior Art Attilla Adorjany, Adam Huntley, Jonathan Kirtz, Tony Parker, Kevin Stokes Colors Attilla Adorjany, Adam Huntley, Jonathan Kirtz, Tony Parker, Kevin Stokes Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Marc Schmalz, Robert J. Schwalb, Steve Kenson & Evan Sass Playtesters Bryan Barlow (Tom Gallion, Art Loeffler, Josh Morris, Travis Price, Mike Sopp), DT Butchino and the Midnight Legion (Charity Ens-Butchino, Sara Dean, Ralph Duell, James Kavanaugh, David Laramie, Jamieson Long, James Taylor, John Szczypien), Bill Child (Pat Bussey, James Baxter, Jason Ellenbecker, Joedy Galloway, Robert Oliver, Matt Riek, James Russell, Kenn Westman), Mark “neo” Howe (Mark Sizer, Daniel Scothorne, Mark Billanie, Michael J Young, Alan Moore, Daniel Haslam), Krisztián Nagy (Endre Hornyák, Gergely Keresztes Nagy, Zoltán Mészáros, Szabolcs Nemeth, Huba Vilmos Schmidt, Zoltán Szabo), Tim Kirk, Tom Miskey, Jesse Perry, Ben Robbins, Johnathan Turner (Lloyd Chatham, Precious Daniels, Vincent Daniels, Greg Harris, James Hurt, Darchan Lake, Pamela Omenukwa, Franklin Ruff, Jerome Satterwhite), Lisa Youngblood (Tommy Beckett, Todd Oliver, Richard Reid, Rob Taylor) Original Graphic Design Sean Glenn Lockdown is ©2005 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Gimmicks Guide to Gadgets, Mutants & Masterminds, Freedom City, Green Ronin, and their associated logos are Trademarks of Green Ronin Publishing, LLC. Freedom City’s Dr. Simian is not related to the Dr. Simian in the Supersystem: Superhero Miniature Battles game by West Wind Productions/Four Color Figures. Each doctor named himself in igorance of the other — and only Fate knows what would happen if they somehow met. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: Freedom City, all original character and place names, Power Points, Hero Points, and Villain Points. The following text is Open Gaming Content: all stat blocks, templates, and the new rules in the Appendix (excepting the power point costs in each entry). Green Ronin Publishing PO Box 1723 Renton, WA 98057-1723 www.greenronin.com Freedom City was typeset in ITC Quay Sans, designed by David Quay in 1990, and HTF Gotham, designed by Tobias Frere-Jones in 2002. INTRODUCTION LOCKDOWN 0.004.01 INTRODUCTION TABLE OF CONTENTS INTRODUCTION .................................... 5 CHAPTER THREE: CHAPTER FIVE: A Note About Skills .................................. 5 LIFE BEHIND BARS ......................... 42 GAMEMASTERING LOCKDOWN .... 76 Potential Worries ....................................... 5 Daily Routine ................................................42 The Three Levels to Lockdown .............76 CHAPTER ONE: Zero-Tolerance Rules ...............................42 Campaigns and Game Hooks .................77 BACKGROUND CHECKS .................. 9 Prison Jobs ................................................42 For Supers outside Buckner Ridge .....77 Brief History of the Prison System ....... 9 Prison Life ..................................................44 Supers Inside Buckner Ridge ............81 Real Prison vs. Campaign Prison ....... 11 Prison Departments and Staff ................45 Adventures and Scenarios ........................84 CHAPTER TWO: Administration .........................................45 Three-Tier of Playing Lockdown ..........84 BUCKNER RIDGE Security .......................................................47 Appetizer ....................................................84 SUPERHUMAN PENITENTIARY ..... 15 Health Services ........................................50 PSIklops ......................................................86 Prisoner Classification System ............15 Education, Counseling, The Main Course .....................................90 Lockdown and Buckner Ridge ................ 15 and Activities ......................................50 Insurrection ................................................... 91 Buckner Ridge Mountain .....................16 Technical ....................................................51 Event 1: Early Warning .........................92 Interior Layout of the Mountain ............ 19 Cartel Operations ...................................52 Event 2: Separate Agendas .................92 Basic Layout ...........................................19 CHAPTER FOUR: Event 3: All Hell… ...................................92 Security Systems .......................................24 PROS AND CONS ............................ 53 Event 4: …Breaks Loose .........................93 Security Cameras ....................................24 Powered Staff ...............................................53 Event 5: Moments of Truth ..................93 Passcards ...................................................24 Strafe ...........................................................53 Aftermath ..................................................95 Translocation ............................................25 Background ..............................................53 CHAPTER SIX: Seismic Detectors ....................................26 Using Strafe ..............................................53 THE CARTEL .................................... 96 Suppression Technology ........................26 Tactics .........................................................53 History ........................................................96 One Tier ..........................................................28 Warboss .....................................................54 Organization ............................................96 Administration Wing .............................28 Background ..............................................54 Agenda .......................................................98 Warehousing Wing .................................28 Using Warboss .........................................55 Deacon .......................................................99 Prisoner Processing Wing ......................29 Tactics .........................................................55 CHAPTER SEVEN: Security Central Wing ............................31 Incursion ....................................................55 THE TOWN OF Cellblocks A-E: Background ..............................................55 BUCKNER RIDGE ..........................100 Type I-V Superhumans ..........................33 Tactics .........................................................56 History of Buckner Ridge .......................100 Two Tier .........................................................33 Using Incursion .......................................56 Geography ...................................................100 Quarter One: Medical ............................33 Ward Bosses ..................................................56 The Main ................................................100 Quarter Two: Programs ..........................34 Hexorcist ....................................................56
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