Mutants & Masterminds Adepts of the Arcane.pdf

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Adepts of the Arcane
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Requires the Mutants & Masterminds RPG by Green Ronin Publishing For Use.
www.bigi ngergames.com
Writing: John Polojac (Armageddon Girl, The Aspirant, Carmody the Rebel, Cold Comfort, Deadworks, The Magister,
Midnight Edition, Nether, Prime-Mortal, Sweet Synn, Adventure Hooks), Johnathan Wright (Radian), David Solon
Phillips (Troll, Sidebars), Jeremy Forbing (Additional Material, Revisions, Sidebars)
Game Mechanics: Sean Holland, Jeremy Forbing, Michael Todd, David Solon Phillips
Editing: Jeremy Forbing
Layout & Interior Colors: Michael Todd
Artwork : Butch Mapa (Armageddon Girl, The Aspirant, Carmody the Rebel, Cold Comfort, The Magister, Midnight
Edition, Nether, Prime-Mortal, Sweet Synn), Jef Parker (Radian), Chris Wiler (Troll), Kevin Mathis (Deadworks)
Cover Colors: Zaki Hasnain (http://skylinegt.deviantart.com)
Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of Green Ronin
Publishing and are used with permission.
Designation of Open Game Content: All stat blocks and templates and game mechanics.
Designation of Product Identity: The entire text, all artwork, images, ini niverse and origin-in-a-box with the exception of the
open content designated above.
Adepts of the Arcane is ™ and © 2006 Michael Todd. Reference to other copyrighted material in now way constitutes a challenge to the respective
copyright holders of that material. Radian is © 2006 Johnathan Wright and is used with permission. Troll is © 2006 David Solon Phillips and is
used with permission. The Bride and The Patriarch are © 2006 Jeremy Forbing and are used with permission. Big Finger Games and the Big Finger
Games logo are trademarks owned by Michael Todd. All Right Reserved. All artwork is © 2006 the respective artists. Some artwork from the
Image Portfolio series. This document is a work of i ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Permission granted to print for personal use only.
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CONTENTS
INTRODUCTION..................................................................3
HOW TO USE THIS BOOK.................................................3
WHAT IS THE INFINIVERSE? ...............................................3
CAMPAIGN SPECIFICS .........................................................4
ARMAGEDDON GIRL..............................................5
STORY POINT ........................................................................8
PERSONALITY .....................................................................8
APPEARANCE ......................................................................8
POWERS AND TACTICS ....................................................9
ORIGIN-IN-A-BOX ................................................................9
IN GAME..............................................................................10
KID APOCALYPSE ...............................................................10
ENDGAME...........................................................................11
THE ASPIRANT.....................................................11
PERSONALITY....................................................................12
APPEARANCE.....................................................................13
POWERS AND TACTICS...................................................14
IN GAME..............................................................................14
ENDGAME...........................................................................16
CARMODY THE REBEL..........................................16
PERSONALITY....................................................................19
APPEARANCE.....................................................................19
POWERS AND TACTICS ..................................................20
IN GAME..............................................................................20
STORY POINT ......................................................................20
ORIGIN-IN-A-BOX ..............................................................21
ENDGAME...........................................................................22
COLD COMFORT...................................................22
PERSONALITY....................................................................25
APPEARANCE.....................................................................25
POWERS AND TACTICS...................................................26
IN GAME..............................................................................26
THE BRIDE ............................................................................27
ENDGAME...........................................................................28
DEADWORKS........................................................28
PERSONALITY....................................................................29
APPEARANCE.....................................................................30
POWERS & TACTICS.........................................................31
IN GAME..............................................................................31
ORIGIN-IN-A-BOX ..............................................................31
THE CONSPIRACY ..............................................................32
ENDGAME...........................................................................33
THE MAGISTER.....................................................33
ORIGIN-IN-A-BOX ..............................................................36
PERSONALITY....................................................................37
APPEARANCE.....................................................................37
THE TESTS OF THE MAGISTER .........................................38
THE TESTS OF THE MAGISTER, CONT’D .......................39
POWERS AND TACTICS...................................................40
IN GAME..............................................................................40
ENDGAME...........................................................................42
MIDNIGHT EDITION.............................................42
PERSONALITY....................................................................44
APPEARANCE.....................................................................44
POWERS AND TACTICS...................................................44
IN GAME..............................................................................45
THE SECRET OF THE CAMERA .........................................45
ENDGAME...........................................................................46
NETHER.................................................................47
PERSONALITY....................................................................49
APPEARANCE.....................................................................49
POWERS AND TACTICS...................................................49
THE RED MONK ..................................................................50
IN GAME..............................................................................50
ENDGAME...........................................................................51
THE PRIME-MORTAL ...........................................52
PERSONALITY....................................................................56
APPEARANCE.....................................................................57
POWERS AND TACTICS...................................................57
BATRACHIAN HYBRIDS .....................................................57
IN GAME..............................................................................58
END GAME..........................................................................59
RADIAN.................................................................59
STORY POINT.....................................................................62
PERSONALITY....................................................................62
APPEARANCE.....................................................................63
THE LANTERN .....................................................................63
POWERS AND TACTICS...................................................63
IN GAME..............................................................................64
CORRUPTION OF THE LANTERN ....................................64
DRAWBACK: MANIA ..........................................................64
ENDGAME...........................................................................65
SWEET SYNN........................................................65
PERSONALITY....................................................................68
ORIGIN-IN-A-BOX ..............................................................68
APPEARANCE.....................................................................68
POWERS AND TACTICS...................................................68
IN GAME..............................................................................69
ENDGAME...........................................................................70
TROLL...................................................................70
PERSONALITY....................................................................72
APPEARANCE.....................................................................72
POWERS AND TACTICS...................................................73
IN GAME..............................................................................73
ENDGAME...........................................................................74
ADVENTURE HOOKS............................................74
MAYDECEMBER ROMANCE, PART I.........................74
MAYDECEMBER ROMANCE, PART II.......................75
TIME IS RUNNING OUT..................................................76
GLOSSARY............................................................76
THE PATRIARCH ..................................................................78
THE PATRIARCH, CONT’D .................................................79
adepts of the arcane BIG FINGER GAMES
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INTRODUCTION
Long before there were superhumans from
alien worlds, grim avengers of the night, and
atomic-born monsters, there was magic. Heroes
wielded magic swords, wizards cast dread
spells, and mystical monsters haunted primeval
forests. Before the fantastic was explained away
with superscience, atomic power, and alien
technology, it was always the purview of magic.
Though our modern myths, our superheroes,
often have their origins rooted in “comic book”
science there are still many characters populating
the universes of the large comic companies that
draw their powers from magic. This commingling
of the two paradigms is readily accepted due to
the ancient tradition of magic permeating our
stories and myths.
Magic is no less interesting in a roleplaying
game setting. Characters with magical powers
and origins often i nd themselves contending
with an entirely dif erent class of villain and
traveling to bizarre locales that “normal”
superheroes would never i nd themselves in.
The characters presented in Adepts of the
Arcane are designed to bring that element of
magic to your campaign. They can serve simply
as antagonists that will introduce mysticism and
magic into your game just by their presence in it.
Or they can serve as enemies and archenemies
for the magical heroes that may already exist
in your game. Whatever the case, the twelve
characters presented in this book are sure to
serve to initiate your heroes into the greater
mysteries of the magical and the unearthly.
WHAT IS THE INFINIVERSE?
x
3
Simply put, the Ini niverse is Big Finger
Games’ own superhero universe. Our goal
with this book is to not only start laying the
groundwork for the Ini niverse setting, but
more importantly, to show you some of the
great characters that occupy that universe.
Make no mistake, the characters in this book
are written to be as readily adaptable to your
own campaign as possible. If they are taken as
is, these characters provide some insight into
this new setting, but they can also be easily
incorporated into any superhero campaign.
and game stats, you’ll i nd a variety of sidebars
throughout that are designed to give you more
opportunities to incorporate the characters and
concepts presented in Adepts of the Arcane into
your own game. You’ll i nd the sidebars under
headers such as Origin-In-A-Box ™ and Story
Point . The purpose of these sidebars is explained
below.
The Origin-In-A-Box™ sidebar of ers ideas for a
unique origin for a new hero. These ideas often
stem from events in each character’s background
and will thus give the hero an innate connection
to the villain or ally as well as the campaign’s
history. This can give rise to many adventure
opportunities and will often give the hero a
nemesis or rogue’s gallery to contend with.
The Story Point sidebar of ers suggestions
on incorporating a character’s background
and history into your campaign. It provides
opportunities for the heroes to take part in or
witness a critical point in the character’s history.
This allows for a more organic approach to
introducing the character and can allow heroes
to participate in the events that led the character
to become the villain or anti-hero that they are
today.
You’ll notice a slight dif erence in the way the
HOW TO USE THIS BOOK
Adepts of the Arcane features a variety of villains,
anti-heroes and possible allies for use with the
M&M system. Each character has a complete
history and a couple of adventure hooks that
make it easy to put them to use immediately.
Besides their obvious use as antagonists for
your heroes, characters in this book can serve
as samples of dif erent villainous archetypes or
can be used as the basis for creating a character
with similar abilities. However you choose to
use them, feel free to modify the characters
in this book in any way you see i t. In addition
to the characters’ backgrounds, vital statistics
BIG FINGER GAMES
adepts of the arcane
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CAMPAIGN SPECIFICS
x
You should feel free to replace any heroes or organizations mentioned in this book with preexisting
analogs from your own setting. For example, the Magister serves as the archetypal ultimate sorcerer
who safeguards our world from the myriad dangers that lie outside our dimension. If you already have
a similar character in your own campaign you can simply replace the Magister. If you want to use the
characters and organizations presented in this book as is, then you can ind more information on them in
the glossary on page 76.
characters’ backgrounds are structured. Beyond
the usual entries for the character’s history,
personality, appearance, and powers and tactics,
you’ll also ind sections entitled In Game and
Endgame . The purpose of these sections is
described below.
The In Game section will provide you with
suggestions on how to use the character in
your campaign. It will also give you a series of
adventure hooks that can be used to create
scenarios involving the character’s activities.
The In Game section will also usually give you
some idea of the character’s current plans or
likely responses to the PCs interference in their
schemes.
Since villains and some lawed heroes or
vigilantes often meet their end as the result
of their own hubris or misguided goals we
have provided a section called Endgame. It
has been noted that comic book heroes don’t
conform to world-wide cultural monomyth
Joseph Campbell and others have written about,
because most superheroes never complete
their journey; their story never reaches an end.
Instead they often adhere to the more simpliied
American monomyth of the outsider who solves
the problems that have upset society’s peaceful
status quo only to disappear back into obscurity,
or in the superhero’s case, to disappear back
into a secret identity. Since villain’s need not
adhere to the structure of any heroic myth,
we have provided the characters in this book
with a sort of villainous monomyth – an origin,
villainous capers to play out in your campaign
and, ultimately, an Endgame. Each Endgame will
difer, some provide redemption or a resolution
to the troubles that have inspired the character’s
villainy, while others provide a violent end, a
“just desserts” for the villain whose fate is one
of self-destruction. Of course, we’re operating
in a superhero paradigm so mysterious deaths,
resurrections, and rebirths are usually just around
the corner, or on the next page. You should never
feel pinned down by any of the ideas in this book;
you can adapt, alter, and reinterpret any of these
concepts or characters.
Finally, Adepts of the Arcane provides a brief
look into the growing Ininiverse setting. This
superhero universe will be expanded, explored
and advanced with each new release in this new
M&M Superlink line from Big Finger Games.
So, if you’re ready… gaze deep into your
preferred oracular or scrying medium and
prepare to encounter the Adepts of the Arcane!
adepts of the arcane BIG FINGER GAMES
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