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M&M Superlink Sourcebook
LPJ9958
written by Lee Hammock
HEADQUARTERS & HIDEOUTS
Written by
Devil’s Workshop was created by Louis Porter, Jr.
Design, Inc.
Louis Porter, Jr Design
350 NW 87th Terrace
Plantation, FL 33324
HavenGod@lpjdesign.com
www.lpjdesign.com
Devil’s Workshop, Image Portfolio, Devil’s
Workshop Logo, Image Portfolio and Louis Porter,
Jr. Design Logo are Trademarks of Louis Porter, Jr.
Design. Copyright 2002 Louis Porter, Jr. Design,
Inc. All Rights Reserved.
Mutants & Masterminds, M&M Superlink, and the
M&M Superlink logo are Trademarks of Green
Ronin Publishing and are used with permission.
Hero Points, Power Points, and Villain Points are
Product Identity of Green Ronin Publishing and
are used with permission. Requires the Mutants &
Masterminds RPG by Green Ronin Publishing For
Use."
All text on pages 3 - 50 is Open Game Content as
defined by the Open Gaming License. See page 51
for more information.
Lee Hammock
Editing
Wendy Holler
Graphic Design,
Layout & Logo:
Louis Porter, Jr. Design
Cover & Interior
Art
Ryan Bodenheim
Page 3
Devil’s Workshop
Introduction
Headquarters. Hideouts. Lairs. Labs. Be they
caves, mansions, space stations, or extra dimen-
sional hidey holes, bases of operation have long
been a staple of superhero stories. The best such
places were as much characters as the heroes and
villains of the tale, taking on a personality, style,
and feel of their own. A hideout spoke volumes
about its inhabitants, from the trophies kept there
to the location of the hideout, important facets of
the owner could be discerned. All in all, headquar-
ters are much more than places to simply hang
your cape and mask.
advanced feature. Advanced feature must be taken
separately for each type of feature; taking advanced
hangar has no effect on docks or libraries.
Astral Wards
The headquarters is warded against travelers from the
astral realm, making it difficult for them to travel or
see inside the headquarters. Any astral traveler
wishing to enter the headquarters must make a power
check, DC 10+ the power level of the headquarters,
to be able to see into or enter the protected headquar-
ters.
The skills each feature grants a bonus to are listed
below.
Advanced Feature
Skills
Armory
Repair (weapons and
armor only)
Computer
Computers
Astral Trap
Storage Facility
You may only select this feature if one of the charac-
ters using the headquarters has the Astral Trap power
(see Power Corrupted). This feature allows a char-
acter with the Astral Trap power to store trapped
astral essences in a special container in the headquar-
ters, allowing the Astral Trap character to free up
their limited number of slots for trapped astral
essences by transferring them the storage facility. As
a full round action the Astral Trap character can
place the object containing the astral essence into the
storage facility, at which point the astral essence is
transferred from the Astral Trap object to the storage
facility. All the normal rules for the Astral Trap still
apply while the astral essence is in the storage
facility. The storage facility can hold one astral
essence per power level of the headquarters.
Demolitions Lab
Demolitions
Dock
Repair (boats only)
Garage
Repair (ground vehicles
only)
This book contains additional rules for creating
headquarters, new rules for trainable skills and
feats, and the details on a number of headquarters
including history, abilities, inhabitants and maps.
Also included is an adventure to demonstrate how
to use one of these locations in your campaign.
Hangar
Repair (air/space vehicles
only)
Infirmary
Medicine
Laboratory
Science (one of choice)
Library
Knowledge (one of choice)
Workshop
Craft (one of choice)
Chapter 1 : New
Headquarters
Features
Advisor
Your headquarters has some vast reservoir of infor-
mation on a specific set of subjects, such as the
spirits of ancient scholars or a vast inter-dimensional
computer. When this feature is selected choose three
Knowledge or Science skills for the Advisor to know
about, in which the Advisor has a skill bonus equal
to double the power level of the headquarters. Once
per session you may ask the Advisor a question
which it answers to the best of its ability. This
feature may be selected multiple times, allowing 3
more topics with each selection or another use per
session.
Characters can gain additional features for their
headquarters by paying one power point per addi-
tional feature. All the features below may be
added to headquarters as per the normal rules.
Automated Features
This feature equips the headquarters with a number
of systems that activate automatically given a set of
parameters. Each time this feature is selected the
owners of the headquarters gain one automated
feature per power level of the headquarters. Each
automated feature will automatically activate one
headquarters feature or power the headquarters is
equipped with when a certain set of parameters is
met, such as when the base is under attack or suffers
explosive decompression. The parameters of the
activation must be able to be described in one
sentence, such as “Activate the healing power if
anyone injured enters this room.” The parameters
may only be based on things happening in the
vicinity of the base, so you cannot have an auto-
Advanced Feature
If a headquarters already has an armory, computer,
demolitions lab, dock, garage, hangar, infirmary,
laboratory, library, or workshop feature, this
feature can be added to improve the quality of the
feature. Advanced features add a +2 bonus to any
skill checks made within the advanced feature
involving the intended purpose of the advanced
feature, such as receiving a +2 bonus to Medicine
skill checks for advanced infirmaries or receiving a
+2 bonus to Repair checks on airplanes in an
advanced hangar. This feature may be taken up to
five times for each advanced feature, granting a
maximum of a +10 bonus to characters using the
Animal Quarters
A headquarters with this feature has facilities
specially built for the care, feeding, and housing of
animals. This includes large stalls, cages, roosts,
veterinary tools, and anything else used to take care
of animal occupants. The animal quarters can hold
one creature of large size per power level of the
headquarters, but taking this feature additional times
will double this number.
Devil’s Workshop
Page 4
Dimensional Alarm
The headquarters is equipped with some manner of
device that detects disturbances in the time/space
continuum. This means anything entering the base
using Teleport, Summon, Personal Dimensional,
Time Travel, or similar powers is immediately
detected.
mated feature to teleport characters out of danger
while they are fighting a villain on another continent.
If the activated power or feature requires a skill
check or attack roll the automated system is assumed
to have a skill bonus or attack bonus equal to half the
power level of the headquarters. Automated features
can only activate a given power once per round if the
power has an action of full or less. Powers with a
longer action require their normal time. This
includes such devices as automated medical bays and
magical sanctums that automatically summon
defenders when invaded.
Career criminal, low level super villain 20
Criminal boss, average super villain 15
Criminal overlord, worldwide super villain 10
Danger Sensor
Array
Headquarters with this feature have some manner of
sensors that automatically detect major threats to the
surrounding region, such as earthquakes, forest fires,
or bank heists. Whether this is by satellite images,
listening to radio and TV broadcasts, or thousands of
spying magical spirits, this system will detect impor-
tant natural disasters or criminal behavior within ten
miles per HQ power level. Purchasing this feature
more than once doubles the range of the array for
each time purchased.
Dimensional Gate
If the residents of the headquarters have ready
access to another dimension, such as the
Dimensional Travel power or Personal Dimension,
they may purchase this headquarters feature. This
feature is a permanent portal to a specific dimen-
sion that is easily traversable by anyone stepping
through the gateway. The destination dimension of
the gateway can only be changed by someone with
dimension traveling abilities and it can only be
changed to dimensions the person setting the
controls can reach themselves. Once activated the
portal remains open until actively closed and
works in both directions.
Civilian
Appearance
Headquarters with this feature are equipped with
sliding walls, hidden compartments and other such
devices that, when engaged, allow the building to
appear perfectly normal both inside and out. As a
full action one of the residents of the headquarters
can change the exterior appearance, the interior
appearance, or both. While the concealment devices
are engaged it requires a Spot or Search check, DC
20+ the power level of the headquarters, to notice
there is something amiss.
Deathtrap
No self respecting super villain should be caught
dead without at least one of these in his hideout.
Deathtraps are overly ornate ways to execute pris-
oners that, while seldom effective, overflow with
style and panache. The specifics of the deathtrap are
up to the creator, but escaping generally requires a
skill or power check requiring a full action against
DC 20+ the power level of the HQ. If the prisoner
does not escape after an amount of time chosen by
the deathtrap creator, the prisoner must make a
Damage save DC 15+ the HQ’s power level each
round as they are slowly killed by the deathtrap. All
deathtraps are automated; the super villain can leave
at any time, arrogantly assured of the imminent
demise of his enemies.
Dimensional Prison
A step beyond common jail cells, dimensional
prisons are small dimensional pockets where pris-
oners can be incarcerated. The prison dimension is
entered through a portal, taking no special abilities
to activate or travel through. Beings trapped in the
dimensional prison do not notice the passage of
time, do not age, and do not starve or dehydrate.
A dimensional prison can hold one prisoner per
power level of the headquarters. Placing a pris-
oner into or removing a prisoner from a dimen-
sional prison requires one hour of properly cali-
brating controls.
Criminal Database
This feature represents a large collection of data on
criminals, super villains and other miscreants housed
within the headquarters. Using this feature charac-
ters can quickly track down the criminal history of
many nefarious individuals, requiring a Computers
check against a DC based on the profile of the target
of the search, listed on the table below, minus the
power level of the headquarters. This database will
contain relevant information such as criminal history,
prison terms, last known address, known accom-
plices, etc. This information will not always be up to
date or even accurate, but often provides a place to
start and one or two clues.
Demolitions Lab
This laboratory is equipped for the creation and
defusing of explosive devices. It contains raw mate-
rials and the tools necessary to carry out these tasks,
and the entire room is heavily reinforced in case of
accidental explosions. The walls of the demolition
lab have double the hardness of the walls of the rest
of the headquarters.
Beings trapped in a dimensional prison can only
escape through outside assistance, such as dimen-
sional travelers or someone breaking into the head-
quarters. Prisoners with dimensional travel abili-
ties of their own may escape at the gamemaster’s
discretion.
Criminal Profile
DC
Unimportant thug or very secretive
super villain
30
Page 5
Devil’s Workshop
Dimensional
Storage
Headquarters with this feat have the ultimate
closet. This feature is a portal to a small dimen-
sion where items can be stored for later retrieval.
The capacity of the dimension is practically unlim-
ited. The portal to the dimensional storage area
can only be opened once per day per power level
of the headquarters.
Environmental Suit
The headquarters comes equipped with some type of
suit or equipment that allows the inhabitants to
temporarily survive hostile environments, such as the
intense heat in a volcano or the vacuum of space.
The headquarters has one suit per power level and
they are can be tailored to fit any size or shape char-
acter. These suits require one minute to put on and
provide the wearer with one Immunity feat per power
level of the headquarters. These suits only have
power for six hours of continuous operation, after
which they must be returned to the headquarters to
be recharged.
power. This lab allows characters to change powers
with the Gadget power without becoming fatigued,
but doing so requires one hour of tinkering in the lab.
Intelligence
A headquarters with this feature has some type of
intelligent entity living inside it, such as an artificial
intelligence computer or ancient spiritual advisors.
The entity has a power level equal to one levee
below the headquarters’ power level, but it cannot
leave the headquarters. Most examples of this
feature will be immovable constructs or incorporeal
spirits. The Intelligence’s powers, if any, cannot be
accessed outside the base by the Relay power. The
Intelligence is effectively a sidekick that cannot leave
the headquarters.
Drones
Your headquarters is inhabited by a fleet of small
maintenance and cleaning units. These can be
anything from small automated cleaning robots to
a legion of dedicated cobbler gnomes. These
drones are considered 1st level minions but have
no skills beyond Craft, Profession and Repair
skills. The number of drones present is equal to
the power level of the headquarters x100. They
have no powers to speak of either and will not
engage in combat. They can be used to keep
watch on the headquarters.
Escape Tunnels
The area surrounding a headquarters with this feature
is riddled with escape tunnels, allowing easy escape
from the headquarters from a number of locations.
The headquarters has one escape tunnel per power
level and these tunnels pass either underground or
through nearby buildings, ending up to one mile
away per power level. The exits to these escape
tunnels are hidden, requiring a Search check, DC
20+ the headquarters power level, to locate.
Having this feature us different from having a head-
quarters that is a character, as described in chapter 2.
Instead this feature represents having an inanimate
headquarters with some kind of resident sentient
creature built into it, such as an intelligent computer
program or a ghost. The headquarters itself has no
special means of locomotion or interactivity because
of this feature.
Environmental
Controls
Creatures with a variety of different environmental
needs are able to survive within a headquarters
with this feature. Each room of the headquarters
may be sealed off and the environment of that
room changed to meet a number of different needs,
such as flooding rooms for aquatic creatures or
changing the dominate gas in a room to methane
for methane breathers. Generally changing a
room’s environment takes one minute and can be
done from the room affected or from any major
computer terminals in the headquarters.
Extra Capacity
A headquarters with this feature is larger on the
inside than the outside, possessing a dimensional
anomaly that makes their volume larger than it
should be for the size of the headquarters. This
allows the headquarters to have twice as many rooms
and hold twice as much stuff as a normal building of
its size. The feature may be taken multiple times,
each time doubling the interior size of the headquar-
ters.
Interstellar
Transmitter
This feature represents an ability to communicate
across interstellar distances instantaneously. Such
communication has a range of one light year per
power level of the headquarters and the transmitter
can only communicate with similarly equipped
installations.
Landmark
The headquarters is well known and well thought of
by those who live in the vicinity. Nearby residents
will try to protect the headquarters if they can and
think well of those who defend it from attacks.
Headquarters with this feature are often built within
historical monuments, famous buildings, or natural
wonders. The downside of this feature is that if the
characters do significant damage to their headquar-
If using the Headquarters as a Character rules from
chapter 3 this allows the headquarters character to
have one less level of Growth than would be
normally required to carry the headquarters. This
feature takes up no space.
This feature can also be used to make a room
deadly to its inhabitants, such as removing all the
oxygen from a room. Generally such efforts inflict
damage as per normal for the Suffocation power
with a power rank equal to the power level of the
headquarters.
Gadget Lab
This feature may only be taken if one of the charac-
ters based out of the headquarters has the Gadget
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