Documente Academic
Documente Profesional
Documente Cultură
THIRD EDITION
Andre Nutter (order #3018914) 1
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS
As outlined above, simply locating the trapped victims is a Its only natural for the heroes to approach the police
crucial first step towards getting the necessary heavy-lifting and other emergency units on the scene for information
equipment where its needed. In addition to being extra and possibly assistance. While nothings 100%, the local
sets of eyes and ears, characters who answered that Charles authorities are genuinely grateful for the heroes help. The
Atlas ad can help clear a path through the rubble and into cops, paramedics, and firemen are respectful, and thank
the troubled areas for the emergency services vehicles. the heroes for doing what they did. The higher-ups in the
As above, an effective lifting of Strength 10 or greater police department encountered are the most notable
overcomes any obstacles. An effective lifting Strength 12, exceptiontheyre not huge fans of vigilantesbut
however, allows a hero to make a truly spectacular Emerald almost to a man the guys on the street obviously appre-
City debut by simply lifting the emergency vehicles them- ciate the costumed assistance.
selves and carrying them over the debris to where they
need to be! You can bet that image will be on the front This is, in short, a golden opportunity for the characters
page of The Emerald City Courier-Express tomorrow, and go to develop some personal contacts with some of Emerald
viral on the net within minutes of the actual feat. Heroes Citys men and women in blue. Being (and staying) on good
with Damage effects may also be able to clear away debris terms with the local police is obviously vital to their long-
with sufficiently precise use: a DC 15 attack check against term success as Emerald City crime-fighters, but also of
the Toughness 8 rubble manages to clear a path without great importance in the following chapters of Emerald City
making the situation any worse, but two or more degrees Knights. See the Emerald Citys Finest sidebar for some
of failure on the attack check might cause another collapse, prefab Friends with Badges for the heroes to encounter.
inflicting Damage 8 on the hero and anyone else nearby.
THE SHIELD Player characters who take note of the AEGIS agents at
work observe they (like their Chief Administrator) come
off as straightforward, thorough, and professional. No
Also running a day late and a dollar short, AEGIS (the
check is required for the heroes to notice AEGIS attitude
American Elite Government Intervention Service) even-
towards themthe rogue vigilantes, dangerously trying
tually makes its presence belatedly felt. Much like the
to do things on their own. The AEGIS personnels attitude
feds, the organizations local higher-upsincluding the
reflects their conviction that theyre in charge because no
slovenly, pudgy, drawling Chief Administrator Joseph
one elected or appointed a bunch of folks in masks who
D. Mitchellare noticeably annoyed that the formerly
dont have the training and experience to handle this stuff.
quiet, stable situation (read: cushy) in Emerald City looks
And to a point, theyre absolutely right at least until the
to be changing.
heroes prove themselves.
ON THE SCENE
The heroes are going to go a long way towards keeping the publics trust if they maintain good media relations, and Meet
the Press offers them a chance to make that happen right from their debut. This sidebar offers a few ready-to-use media
contacts. Use the Reporter archetype on page 216 of the Heros Handbook for all these sample supporting characters.
THE GRAY GHOST, OWNER AND AUTHOR OF THE GHOST SIGHTINGS BLOG (WWW.THEGRAYGHOST.ORG)
No one knows who she is or how she comes by her information, but observers of the outr in Emerald City swear by
the irregular but seemingly always accurate blog posts made by the mysterious Gray Ghost. The Ghost Sightings blog
reports on many of the weird and unexplained happenings in and around the city, and while its information is rarely
complete and detailed, it is more than enough to keep readers riveted.
Naturally, Ghost Sightings can be a valuable Gamemaster tool, providing hooks for future game sessions and a means
to keep the heroes investigations on track. However, the Ghosts true identity can be the source of an adventure in and
of itself. What do the players do if the Ghost suddenly goes silent for an extended period of time? How do they find and
help her? And is she all she seems to be? Is it possible the Ghosts true agenda is far more sinister than anyone suspects?
OVERNIGHT SENSATION residents among the characters can confirm, the city just
isnt used to this sort of thing. The people are nonetheless
As the heroes become besieged by surly bureaucrats, the genuinely thankful... and maybe a little leery. Still, the Game-
Gamemaster should re-emphasize that the citizenry is really master should take a moment to remind the players their
quite surprised to see super-types helping out. As longtime heroes have made a smash-hit debut in Emerald City.
MEET THE PRESS The truck was carrying a load of storage tanks, which
are all burst open. Whatever was in them (if anything)
is now completely gone... at least to the naked eye.
Following on the heels of the authorities are the members
of the Fourth Estate: the media. Local news crews arrive Reports are coming in of strange sightings and inci-
with eager reporters from the print media (nearly all of dents elsewhere in the city, all following the Silver
whom have already been scooped by amateur news- Storm. There are too many to immediately follow-up
hounds posting cell phone videos online). The media on, given the crisis at hand, but its clear there are
quickly fixates on the people with the super-powers in the potentially more stormers out there than the ones
brightly colored costumes and barrage the heroes with the heroes encountered.
questions and requests for interviews.
The metallic dust is the most potentially illuminating CSI: EMERALD CITY
piece of physical evidence, and heroes with the Inves-
tigation skill collect a proper sample with the usual DC Its kind of gross, but a generation of players raised on
15 check. Later, with access to a Laboratory, a couple a steady diet of TV autopsies are bound to make for the
of uninterrupted hours, and a DC 20 Expertise (with corpses in search of forensic evidence. Sadly, there are
an appropriate specialty), Investigation, or Technology some who suffered the worst of the explosions effects.
skill check, the characters discern the true nature Assuming the heroes havent committed some egre-
of the dust. While examining their samples under a gious violation of public trust, the authorities grant them
powerful microscope, it becomes apparent the dust reasonable access to anyone in their care or custody, as
is made up of tiny machines, imperceptible to the well as any needed facilities.
naked eye. The machines the characters collected
are not functioning; possibly damaged by the explo- The important thing is not to let the departed become
sion. Indeed, theyre in the process of breaking down statistics. As the characters examine bodies, mention a
into their component elements. Incredible though it personal item still on the deceasedan inscribed wedding
seems, they are what the Silver Storm was. ring, a wallet with family pictures inside, a still-clutched
leash of a beloved pet out for a walk. Such details are unre-
If the heroes make a second excursion to the scene lated to the mystery, but drive home the loss of innocent
of the explosion to scour the area for additional life that makes it important for the heroes to solve it.
samples, in another couple of hours they find further
corroborating evidence. More of the microscopic Examinations of most victims reveal only the expected
machines are present, inert and breaking down like traumas from the blast, storm, and energy discharges,
the ones recovered earlier. but heroes with applicable skills (Treatment, Expertise:
Medicine, etc.) and access to a Laboratory or Infirmary can
Anyone with the Expertise: Science, Expertise: Engi- turn a vital clue by studying one of the stormers captured
neering, or Technology skills examining the micro- in the previous chapter. Success on a DC 20 check with a
In addition to all the messy forensic stuff, the heroes may Whoever they are, Mars certainly doesnt seem afraid of
take a closer look into Redshift Energies itself. Polite inqui- them, and the sinister foursome seems to know him well
ries dont get them any farther than voice mail or a corpo- enough. It may well appear to the heroes the sketchy-
rate-buzzword filled website. looking folks are Mars confederates, and the Gamemaster
is encouraged to allow the players to think that.
Impolite ones (like break-ins) as well as using the Investiga-
tion skill to dig up background information on the company Even if the player characters are mellow types, ready to sit
is a more fruitful pursuit. Taking an hour (or no time flat, and drink tranya with their costumed peers, Mars newly
with the Well-informed advantage) and a check against the arrived guests arent as sociable. The strangers recognize
usual DC 10 can turn up the following information: the heroes from the Silver Storm media coverage, and
apparently unimpressed by what they sawattack them
One Degree of Success: Redshift Energies is a wholly on sight. No words or good vibes from the heroes alter
owned subsidiary of a company called Paladyne this course, even if there were time for either. Which there
Industries. isnt.
Two Degrees of Success: Paladyne is a shell company
owned by MarsTech, Inc. DO YOU FEEL LIKE WE DO
Poking around in MarsTech-related sources can yield the The player characters newly minted enemies are repre-
following: sentatives of Emerald Citys tightly knit supervillain
One Degree of Success: MarsTech, Inc. is one of the community; specifically part of a truthfully advertized
largest employers in Emerald City, as well as being collective known as the Fraternal Order of Evil (F.O.E.). That
one of the most successful technology companies they are bad guys probably isnt much of a surprise, but
in the world. Its owner is a local plutocrat known as their reasons for being there probably are.
Maximillian Mars. Truth is, Emerald Citys resident bad guys are just as
baffled and curious about what the hecks going on with
SCENE 4: MISSION TO MARS the Silver Storm, the stormers, and what not. However,
instead of actually doing any detective work on their
own, Emeralds caped mountebanks lazily sat around and
Scene Type: Combat complained about how their formerly cloistered bad-guy
town was now going straight to Hell.
At this point, all signs point to Maximillian Mars as the
only person who might have a clue as to whats going on. As the message boards over at EmeraldCityEvil.com over-
The Gamemaster may have to resort to some unsubtle flowed with net-rageokay, not reallythe leader of
hints, like a news bulletin from the All-Plot Point Station F.O.E.a mysterious individual known only as the Big
(This just in: Noted city father Maximillian Mars issues Brainfinally decided to act. The Big Brain lived up to
a public statement, welcoming the citys new costumed his billing and reasoned that Mars, as the smartest guy in
heroes and inviting them to meet with him at their Emerald, was most likely to know whats going on. When
convenience to discuss mutual efforts toward bettering the F.O.E. members teleported in, their aim was to get
Emerald). However you get them there, its critical for the Mars to spill what he presumably knows about the Storm.
player characters to have some face time with Mr. Mars for Once they noticed the heroes, the already suspicious bad
events to proceed apace. guys jumped to the conclusion Mars was already working
with the citys new good guys.
The good news for the heroes is its amazinglyperhaps
even ridiculouslyeasy for them to gain an audience with
someone who should by rights be extraordinarily busy. So PLAYING THE VILLAINS
whether the heroes fly up outside his office building or
set up an appointment with the front-lobby receptionist, The F.O.E. members sent to question Mars are:
they get buzzed right in like real VIPs. If they take the
elevator up, Gordon Lightfoots classic tune If You Could CANNON
Read My Mind plays and accompanies them throughout,
for no other reason than to drive paranoid players crazy Paying no mind to the exquisite decor, Cannon straight-
with a false suggestion that Mars is a mind-reader. forwardly opens up at every opportunity on anyone
If things are going too well for evil in this fight, Cannons
overconfidence can help tilt the battle back in the heroes
favor. Giving into his zeal to deliver the kill-shot, Cannon
can try to end the fight with an Explosive Shot and care-
lessly include some of his teammates in the blast radius.
CYBERKNIGHT
Technically not the smartest villain present (thatd be
Tempus), Cyberknight still has the most wits about her
when it comes to a skirmish. Playing her as the only one
with any real clue how to win the fight is key, Gamemaster.
The Big Brain is well aware of Cyberknights knack for typical for such a structure (Toughness 8 with everything
making intelligent tactical decisions and has anointed her considered), but external walls are a transparent poly-
the field leader for the Mars fact-finding mission. This can be ceramic composite (Toughness 10) that casual observers
used to give the other villains an edge if the fight is going easily mistake as glass. The rooms are standardized at
too well for the player characters, as she can coach the small office (10 foot by 10 foot), large office (20 foot by
likes of Cannon and Gargantua into (temporarily) fighting 15 foot), and conference room (20 foot by 30 foot) sizes
smarter than their norm with timely tactical advice. randomly spread around the structure, with hallways a
standard 5 feet wide. Mars office is special, the approxi-
If on the other hand the heroes are the ones taking most mate size of one of the conference rooms.
of the lumps, Cyberknights presence can actually make
Cannon and Gargantua stupider. At heart, both of them
deeply resent being nagged and bossed around by ENVIRONMENTAL FEATURES
the skirt, and their pig-headed sexism can rear its head
at a critical moment for the good guys. Depending on The majority of the corporate campus is as described
the circumstances, they may ignore her counsel in favor under Setup. There are however two other considerations
of something dumb and dangerous, or waste valuable to keep in mind.
actions yelling back at that stupid witch. Approximately 350 feet away, across the park, the build-
Once the villains are obviously overmatched, Cyberknight ings end at a large parking lot (at least 500 feet on a side).
is sharp enough to call a retreatpreferably via Tempus On the other side of that is a four lane highway, and then a
teleportation power. She attempts to save downed team- forested area. Parking lots are ideal for lots of easily avail-
mates if no risk is involved, but definitely does not risk her able throwing weapons usable by super-strong characters,
own neck for theirs. and a forested region provides good hiding places as well
as boulders and trees which can also be used as weapons.
TEMPUS, THE MASTER OF TIME The other consideration is the available innocent
bystander population. This isnt an isolated areaits a
As far as the actual combat is concerned, Tempus is a one- place of business with several hundred employees in the
trick pony. He tries to stay as far away as practical from the surrounding area. Heroes need to stay aware that there
heroes, and uses his Time Control power on anyone who are probably people behind those walls, cowering in
appears likely to close the those stairwells, or
distance. Staying out of hiding in those vehi-
fist range also preserves cles getting tossed
Tempus for his primary about. The sheer
role in this chapter: number of innocent
providing an escape bystanders should be
route for the F.O.E. tailored to the level of
contingent; one that additional Complications
(odds are) they will need. the Gamemaster wants to pile on top of the heroes but
since they earn hero points for their headaches, its prob-
Tempus can also be used to add a creepy tangent to
ably worth it.
the proceedings. He likes to boast about powers, and
threatens his enemies with strangling them in their cribs,
murdering their grandparents before they met each other, IMPORTANT CHARACTERS
and similar acts of temporal mayhem. The Gamemaster
can demonstrate just enough of Tempus abilities to give For MarsTech employees, use the Bystander and Scien-
the player characters good cause to fear his threats. tist archetypes from the Supporting Characters section
of the Heros Handbook for most of them, and the Police
SETUP Officer archetype from the same section for Security
Personnel.
Mars office faces out on an open area surrounded by other The members of F.O.E. are found in their own section on
parts of the MarsTech primary corporate facility. The open pages 13-16.
area that includes a small park (about 150 feet on a side)
with heavy stone benches (Toughness 8) and a small pond
(about 10 feet on a side and 4 feet deep). Those leaving
OUTCOME
Mars office through the window eventually take note of the
With the heroes likely bringing superior numbers to this
concrete walkway (Toughness 8) just outside the building.
fight, victory is probably theirs. That, and they frankly
MarsTechs campus itself is a sprawling facility. A majority dont have to do all that much to win simply because
of the buildings are only three stories tall, though some the villains attempt to flee once half of them are put out
buildings feature underground labs and parking struc- of commission. The Big Brain attached Tempus to the
tures. team in order to provide a quick escape route if needed,
and once things turn sour for the F.O.E. members, the
If the fight goes back into the building proper, the internal Master of Time duly teleports the remaining villains away
walls are heavy construction material, better built than is from the fight as previously instructed. Since they dont
MAXIMILLIAN MARS
Once upon a time, Mars wore a very different power suit
than the expensive custom-tailored ones he buys in London MAXIMILLIAN MARS PL11 168 POINTS
today suits with armor and frightening hi-tech weapons Abilities Str 2, Sta 3, Agl 1, Dex 2, Fgt 4, Int 10, Awe 4, Pre 4
systems. As a young man, he accidentally stumbled upon
long-lost fragments of alien technology. He reverse-engi- Powers Quickness 6 (Limited to mental tasks)
neered a number of components, built an armored battle- Equipment Smartphone, Undercover Shirt
suit, and went into business as the Commander, a mainstay
in the super-criminal community of the time and a major Advantages Benefit 5 (Billionaire), Benefit 5 (CEO of
MarsTech), Close Attack 6, Connected, Contacts, Daze
problem for Captain Thunder. Eventually he reached the (Deception), Equipment, Fascinate (Persuasion), Improved
conclusion that he could accrue just as much power in the Initiative, Inventor, Skill Mastery (Technology), Well-
business arena, legitimately, and without running the risk informed
of being crippled while fighting costumed powerhouses.
During the Terminus Invasion, Mars aided Centurion and Skills Athletics 6 (+8), Deception 10 (+14), Expertise:
Business 8 (+18), Expertise: Criminal Mastermind 6 (+16),
others in their fight against Omega, then successfully Expertise: Superhumans 4 (+14), Expertise: Science 11 (+21),
parleyed that assistance into a presidential pardon for his Insight 8 (+12), Intimidation 8 (+12), Investigation 4 (+14),
crimes. He then returned to his native Emerald City and Perception 8 (+12), Persuasion 8 (+12), Ranged Combat:
started MarsTech. Over the years hes built it into a massive Commander Suit Weapon Systems 8 (+10), Technology 11
multinational business empire. Though he is very familiar (+21), Treatment 2 (+12), Vehicles 4 (+6)
with the citys underworld, he keeps all such associations at Offense Initiative +5, Unarmed +10 (Damage 2)
arms length and is very serious about being a respectable
and legitimate businessman... His true history is known to a Defense Dodge 9, Parry 9, Fortitude 8, Toughness 5/3*, Will 13
select few in the hero community and he and Thunder have *Without undercover shirt.
an unspoken (and grudging) respect for one another. Totals Abilities 60 + Powers 3 + Advantages 25 + Skills 53
Mars is a PL11 normally (based on his Defenses). The (106 ranks) + Defenses 27 = 168
Commander suit and other such gear are sealed in his private Complication MotivationAmbition, Secret (Former
labs, and his various lairs are mothballed. criminal mastermind)
make any serious effort to save each other, prisoners are whoever he is, Mars isnt your typical billionaire tuxedo-
a distinct possibility (which is played out in Everybody wetter in a time of crisis.
Plays the Fool below).
In truth, Mars stays on the sideline because at the moment
As in Scene 1, the many innocent bystanders on the hes a non-super man, and one who isnt quite sure where
MarsTech campus means at least some of them got in the his interests lie in this particular conflict. Normally, hes
way of the battle, and other nearby office buildings may also shielded by a cadre of bodyguards, but since Mars origi-
have been damaged. The guidelines for gamemastering the nally intended to keep his meeting with the heroes private
resulting superheroic rescue missions are covered in that and wasnt expecting trouble, they were sent elsewhere
section if the players still have an appetite for role-playing before the fight.
caped paramedics. Otherwise, the possibility is best covered
with a narrative description; again, with an emphasis on the
human element in the aftermath of super-fights. SCENE 5: EVERYBODYS TALKIN
LIFE ON MARS? Scene Type: Roleplaying
Maximillian Mars should come out of the fight without a Though they may have trouble finding an intact chair,
scratch. He never lifts a finger against the heroes (or to aid and the conversation pit is probably filled with rubble,
the villains), and the F.O.E. members spend the battle situ- this final scene is all about some delayed conversations
ated between him and the heroes, so the temptation for a for the player characters. Their little chat with Maximil-
player character to shoot him on general principle should lian Mars is all but guaranteed (and the Gamemaster
be a practical impossibility. Should it happen anyway, should take whatever steps are necessary to make sure
point out to the players how their heroes are striking it does). Theres also the possibility one or more F.O.E.
down an unarmed man, and give them your best Guess members are in the heroes custody, and the section
youve decided to live a hero point-free life, eh? look. following provides some guidelines for giving captured
bad guys the third degree.
Even though hes sitting out this particular scrum,
the Gamemaster should include at least one moment
to show Mars isnt doing so because hes a total wuss.
EVERYBODY PLAYS THE FOOL
Describe an errant ranged attack grazing and scorching
The Gamemaster needs to keep the villain interroga-
Mars custom-made suit, and his not even flinching. In
tions short, as they can yield no information of real use
fact, unless its absolutely a matter of life and death, he
to the player characters other than the bad guys present
doesnt budge at all during the battle, and in any case
(and their affiliates) had nothing to do with the Silver
never shows any sign of fear or panic. Make it clear that
Storm. Really, the only difference is the specific wording
MISSION MARS
As soon as the fight ends, Mars asks his employees to get
to work cleaning things up and making sure all those
injured are properly tended to. He then formally but
sincerely thanks the heroes for subduing the F.O.E. contin-
gent. If asked, Mars admits hes not happy about the
damage to his business, but he is well aware it was F.O.E.
which attempted to strike the first blow. At the very first
opportunity, Mars then asks the player characters why
theyve come to see him.
Its likely any heroes with the Insight skill (DC 20) attempt
to gauge how truthful Mars is being in this scene, espe-
cially since they probably consider Mars the prime
suspect for masterminding the Silver Storm. The Game-
master should adjudicate checks as normal, but whatever
the results, Mars is truthful throughout. His tone varies
depending on the how heroes conduct themselves, and
he simply refuses to answer silly queries or ones that pry
into areas irrelevant to the matters at hand. However, Mars
does not tell any lies.
SUSPICIOUS MINDS
What did you know and when did you know it? type
questions about the Storm are brushed aside with sincere
I was rather hoping you could tell me styled replies
from Mars. Not only is he being straight with the heroes,
in doing so hes also trying to find out what they know.
While Mars is no softie, he is genuinely concerned about
the Storm and what its aftermath means for Emerald City.
FREEDOM ROCK
If/when the heroes finally point the finger at Mars and
Jaccuse! him, his reaction is totally nonplused. He simply This scene concludes on a cliffhanger. As soon as the
asks what evidence the player characters have that points heroes conversation with Mars reaches its dramatic
to himand if all their evidence points to him. If the heroes climax. Before the characters gear up for a violent confron-
respond by showing him some of what they found at the tation with Mars, or their conversation with him simply
scene of the explosion (the nanites, in particular), he asks if peters out, read the following aloud:
theyve divined what the silver dust is, and asks to analyze it
Amidst the sound of settling debris you hear the
if the heroes are (or pretend to be) clueless. Once the dusts
cracking of concrete and see a large bubble grow
nature is known to him, Mars mood turns grim, and he says, I
out of the paved pathway. A second later it retracts
have an offer of a most grave nature to make to you all before
and a voice calls out, We should have known you
the events of the next scene, Freedom Rock, interrupt.
couldnt be trusted, Mars! Standing inside is the
Questions about F.O.E.s appearance are likely to come up Freedom League! Johnny Rocket, Bowman, Dr.
as well. Mars replies are the Gamemasters opportunity to Metropolis, and their newest recruit, Seven. Dr.
establish the essence of his personality: not a saint, not Metropolis was the one speaking and he continues,
a villain, but an eminently pragmatic man who (given And now youll pay for what youve done! Before
reasonable conduct by the heroes) is becoming convinced you can reply, Dr. Metropolis shakily puts one hand
his concerns coincide with the player characters. to his forehead and yells, Get out of my head!
With his other hand he points at Mars. Immedi-
I know who they are, of course, Mars relates, And so long ately, the buildings come alive around you, steel
as their interests do not conflict with mine, I normally pay and concrete flow like mud to form grasping hands
them the courtesy of a polite audience. If the player charac- and swinging mallets, while the other Freedom
ters inquire as to what F.O.E.s business was, Mars tells them Leaguers quickly follow his lead and attack!
(preferably after the heroes have blamed him for the explo- Some days, it just doesnt pay to put on a cape
sion) with great, biting relish, Presumably, they came to and go save the day.
accuse me of orchestrating the so-called Silver Storm.
NEXT ISSUE: Are the heroes... Out of Their League?
8 8 4 4 6 1 2 4
POWERS GARGANTUA PL12
Cannon Blasts: Array (24 points) STR STA AGL DEX FGT INT AWE PRE
Cannon Shot: Ranged Damage 12 (concussion) 24 points
Explosive Shot: Burst Area Ranged Damage 8 (concussion) 16/4* 16/4* 2 2 3 0 2 3
1 point
Heightened Senses: Senses 3 (Extended Vision, Darkvision) POWERS
3 points
Giant Form: 45 points, Activation (Move action, 1 point)
Superhuman Toughness: Enhanced Advantages 1 (Diehard);
44 points
Impervious Protection 4; Regeneration 1 10 points
Size Increase: Growth 12; Enhanced Skill 2 (Intimidation
Teleportation: Teleport 8 (1 mile), Accurate 24 points +4); Impervious Toughness 8 34 points
Trained Defenses: Enhanced Defense 12 (Dodge 6, Parry
SKILLS 6), QuirkOnly against smaller targets (-1 point); Linked: 1
Athletics 4 (+12), Close Combat: Unarmed 6 (+12), Expertise: Rank of each per two ranks of Size Increase 11 points
Military 4 (+5), Intimidation 6 (+10), Perception 6 (+8), Ranged
Combat: Canon Blasts 4 (+8), Stealth 4 (+8) SKILLS
Athletics 2 (+18/+6*), Close Combat: Unarmed 5 (+8), Expertise:
ADVANTAGES Streetwise 4 (+4), Intimidation 5 (+18/+8*)
Diehard, Improved Aim, Power Attack
ADVANTAGES
OFFENSE Accurate Attack, Chokehold, Fast Grab, Improved Grab,
INITIATIVE +4 Improved Hold, Improvised Weapon, Startle, Takedown
Unarmed +12 Close, Damage 8
OFFENSE
Cannon Shot +8 Ranged, Damage 12
INITIATIVE +2
Explosive Shot Ranged, Burst Area Damage 8
Unarmed +8 Close, Damage 16/4*
DEFENSE
DEFENSE
DODGE 8 FORTITUDE 12
DODGE 4/4* FORTITUDE 16/4*
PARRY 8 TOUGHNESS 12
PARRY 5/5* TOUGHNESS 16/4*
WILL 8
WILL 6 *Without Growth.
POWER POINTS
POWER POINTS
ABILITIES 74 SKILLS 17
ABILITIES 40 SKILLS 8
POWERS 62 DEFENSES 16
POWERS 44 DEFENSES 8
ADVANTAGES 2 TOTAL 171
ADVANTAGES 8 TOTAL 108
COMPLICATIONS
COMPLICATIONS
MotivationGreed: Cannon can never have too much of
anything. Hes greedy and hes okay with that. Accident: Gargantua is destructive and tends to cause a lot of
collateral damage on a mission.
QuirkOverconfident: Perhaps unsurprisingly, Cannon is
incredibly overconfident and thinks hes capable of handling MotivationGreed: Gargantua wants money, money,
anything. The only reason hes joined F.O.E. is because it may and more money. He prefers cash to all other valuables. He
make him more money. understands cash.
Abner Polignac was always... different. In some hard-to- Plasma Blasts +10 Ranged, Damage 12
define way, he was weird; off-putting. Perhaps it was his Netcaster +10 Ranged, Affliction 12, Resisted by Dodge
callous, calculating manner, or the simple fact he never
tried to hide his misanthropy. When he reached the age DEFENSE
of majority, yet another isolating difference appeared, as DODGE 12 FORTITUDE 10
Abners mutant powers emerged and trapped him in his
PARRY 12 TOUGHNESS 10
unstuck in time state.
WILL 9
At that moment, Abner seemingly lost whatever residual
use for the rest of humanity remained, and time itself POWER POINTS
became the overriding focus of his life. While his powers ABILITIES 62 SKILLS 20
made him formidable in any era, it was his ability to POWERS 50 DEFENSES 26
travel through time that made the newly self-proclaimed
ADVANTAGES 6 TOTAL 164
Tempus, Master of Time truly fearsome. However, his first
attempt at altering history to make himself fabulously
COMPLICATIONS
wealthy was defeated by Dr. Tomorrow and the Time-
Keepers. His next caper involved stealing advanced weap- QuirkNaive: Though shes a more than capable supervillain,
her hearts not always black enough for the evil business
onry from the 26th century, but it also ended in failure
shes now in, and shes sometimes taken aback by the utter
when the Clockwatcher intervened. ruthlessness of her cohorts.
Nearly broke and bested, Tempus sought out F.O.E. in an MotivationResponsibility: Everything Sarah does stems
from her need to provide for childrens well-being. Whatever
effort to improve his finances and criminal fortunes. In qualms she has about her life of crime are always eventually
doing so, Tempus hopes to gather up enough power and put aside for their sake.
resources to destroy his persecutors and truly become Relationship: Sarah has twin boys she loves deeply and takes
the Master of Time. care of when shes not Cyberknight.
Since that event, Polignacs condition has become more POWERS & ABILITIES
pronounced, and his motivations more inscrutable and
unpredictable to others. Hes in standard hired thug Polignacs mutant mental abilities make him time-
mode during this encounter, but his subsequent appear- controller and teleporter who can slow and even stop
ances can engender a sense of mystery, as outlined in his time with just the force of his will.
Unstuck in Time Complication.
In order to transport his fellow F.O.E. compatriots to and
PERSONALITY from MarsTech, Tempus is using a power stunt (see page
20, Heros Handbook) for an Alternate Effect on his Tele-
Polignac is cold, cruel, and distant. Never the warmest soul port. If its important, the effect is: Long-range Teleport:
to begin with, his obsession and firsthand observance of Extended Teleport 4 (16 miles), Accurate, Extended Only,
the ephemeral nature of others have ground any spark of Increased Mass 6 (3,200 lbs.). If the villains use this in order
humanity out of him. to escape, thats worth a hero point for the heroes.
Editing and Development: Jon Leitheusser The following is designated as Product Identity, in accordance
Art Direction and Graphic Design: Hal Mangold with Section 1(e) of the Open Game License, Version 1.0a: hero
points, power points. All character and their associated images,
Interior Art: MK Ultra Studios descriptions, backgrounds, and related information are declared
Publisher: Chris Pramas Product Identity.
Green Ronin Staff: Bill Bodden, Steve Kenson, Jon Leitheusser, The following text is Open Gaming Content: all game system
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc rules and material not previously declared Product Identity.
Schmalz, Jeff Tidball
Green Ronin Publishing
Authors Dedication: To Tanith, Buster, Maggie, and Jackson
my family. 3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Emerald City Knights - Chapter 1: Life in the Aftermath is 2011
Email: custserv@greenronin.com
Green Ronin Publishing, LLC. All rights reserved. References to
Web Sites: www.greenronin.com
other copyrighted material in no way constitute a challenge to
www.mutantsandmasterminds.com
the respective copyright holders of that material. Mutants &
OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms of comply with any of the terms of this License with respect
The following text is the property of Wizards of the this License. to some or all of the Open Game Content due to statute,
Coast, Inc. and is Copyright 2000 Wizards of the Coast, judicial order, or governmental regulation then You may
Inc (Wizards). All Rights Reserved. 4. Grant and Consideration: In consideration for not Use any Open Game Material so affected.
agreeing to use this License, the Contributors grant
1. Definitions: (a)Contributors means the copyright You a perpetual, worldwide, royalty-free, non-exclusive 13. Termination: This License will terminate automati-
and/or trademark owners who have contributed Open license with the exact terms of this License to Use, the cally if You fail to comply with all terms herein and fail to
Game Content; (b)Derivative Material means copy- Open Game Content. cure such breach within 30 days of becoming aware of
righted material including derivative works and trans- the breach. All sublicenses shall survive the termination
lations (including into other computer languages), 5. Representation of Authority to Contribute: If of this License.
potation, modification, correction, addition, extension, You are contributing original material as Open Game
upgrade, improvement, compilation, abridgment or Content, You represent that Your Contributions are Your 14. Reformation: If any provision of this License is held
other form in which an existing work may be recast, original creation and/or You have sufficient rights to to be unenforceable, such provision shall be reformed
transformed or adapted; (c) Distribute means to repro- grant the rights conveyed by this License. only to the extent necessary to make it enforceable.
duce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open Game Content 6. Notice of License Copyright: You must update the 15. COPYRIGHT NOTICE
means the game mechanic and includes the methods, COPYRIGHT NOTICE portion of this License to include
procedures, processes and routines to the extent such the exact text of the COPYRIGHT NOTICE of any Open Open Game License v 1.0 Copyright 2000, Wizards of the
content does not embody the Product Identity and is Game Content You are copying, modifying or distrib- Coast, Inc.
an enhancement over the prior art and any additional uting, and You must add the title, the copyright date, and
content clearly identified as Open Game Content by the the copyright holders name to the COPYRIGHT NOTICE System Reference Document, Copyright 2000, Wizards of
Contributor, and means any work covered by this License, of any original Open Game Content you Distribute. the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
including translations and derivative works under copy- Skip Williams, based on original material by E. Gary
right law, but specifically excludes Product Identity. 7. Use of Product Identity: You agree not to Use any Gygax and Dave Arneson.
(e) Product Identity means product and product line Product Identity, including as an indication as to compat-
names, logos and identifying marks including trade ibility, except as expressly licensed in another, indepen- Modern System Reference Document, Copyright 2002-
dress; artifacts; creatures characters; stories, storylines, dent Agreement with the owner of each element of that 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
plots, thematic elements, dialogue, incidents, language, Product Identity. You agree not to indicate compatibility Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,
artwork, symbols, designs, depictions, likenesses, formats, or co-adaptability with any Trademark or Registered David Noonan, Stan!, Christopher Perkins, Rodney
poses, concepts, themes and graphic, photographic and Trademark in conjunction with a work containing Open Thompson, and JD Wiker, based on material by
other visual or audio representations; names and descrip- Game Content except as expressly licensed in another, Jonathan Tweet, Monte Cook, Skip Williams, Richard
tions of characters, spells, enchantments, personalities, independent Agreement with the owner of such Trade- Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
teams, personas, likenesses and special abilities; places, mark or Registered Trademark. The use of any Product Andy Collins, and JD Wiker.
locations, environments, creatures, equipment, magical Identity in Open Game Content does not constitute
or supernatural abilities or effects, logos, symbols, or a challenge to the ownership of that Product Identity. Mutants & Masterminds, Copyright 2002, Green Ronin
graphic designs; and any other trademark or registered The owner of any Product Identity used in Open Game Publishing; Author Steve Kenson.
trademark clearly identified as Product identity by the Content shall retain all rights, title and interest in and to
owner of the Product Identity, and which specifically that Product Identity. Advanced Players Manual, Copyright 2005, Green Ronin
excludes the Open Game Content; (f) Trademark means Publishing: Author Skip Williams.
the logos, names, mark, sign, motto, designs that are 8. Identification: If you distribute Open Game Content
used by a Contributor to identify itself or its products or You must clearly indicate which portions of the work Silver Age Sentinels d20, Copyright 2002, Guardians
the associated products contributed to the Open Game that you are distributing are Open Game Content. of Order, Inc.; Authors Stephen Kenson, Mark C.
License by the Contributor (g) Use, Used or Using Mackinnon, Jeff Mackintosh, Jesse Scoble.
means to use, Distribute, copy, edit, format, modify, trans- 9. Updating the License: Wizards or its designated
late and otherwise create Derivative Material of Open Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
Game Content. (h) You or Your means the licensee in may use any authorized version of this License to copy, Green Ronin Publishing; Author Steve Kenson.
terms of this agreement. modify and distribute any Open Game Content originally
distributed under any version of this License. DC Adventures Heros Handbook, Copyright 2010, Green
2. The License: This License applies to any Open Game Ronin Pub-lishing; Author Steve Kenson.
Content that contains a notice indicating that the Open 10. Copy of this License: You MUST include a copy of
Game Content may only be Used under and in terms of this License with every copy of the Open Game Content Mutants & Masterminds Heros Handbook, Copyright
this License. You must affix such a notice to any Open You Distribute. 2011, Green Ronin Publishing; Author Steve Kenson.
Game Content that you Use. No terms may be added to
or subtracted from this License except as described by 11. Use of Contributor Credits: You may not market Emerald City Knights - Chapter 1: Life in the Aftermath,
the License itself. No other terms or conditions may be or advertise the Open Game Content using the name Copyright 2011, Green Ronin Publishing; Author
applied to any Open Game Content distributed using of any Contributor unless You have written permission Christopher McGlothlin.
this License. from the Contributor to do so.