Project Cadmus
Aspects: Secret Underground Levels, Express Elevator Down, Genetic Labs, Omnipresent Genomorphs, Security System, Ducts You Can Crawl In
Genomorphs
G-Trolls
Solo 3d8 Buddy 2d6 Team d4
Huge Genomorph
Strong
Slow
Genomorph Biology
Superhuman Strength d10
Tough Hide d10
SFX: Smash. Add d6 to your dice pool for an attack action and step back the highest die in your pool by –1. Step up physical stress inflicted by +1.
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
Limit: Huge. Can’t attack anyone smaller than a child, can’t fit in narrow corridors, and other problems. Turn a Genomorph Biology power into a Complication and add d6 doom. Spend d6 doom to recover.
Limit: Genomorph. Step up or add d6 to the doom pool when affected by Genomorph-specific Milestones and tech.
Specialties
None
G-Gnomes
Solo d6 Buddy d8 Team d4
Telepathic Genomorph
Silent and Creepy
Genomorph Biology
Mind Control d6
Small d6
Telepathy d8
SFX: Pair bonded. Step up Mind Control to d8 when acting as a Buddy.
Limit: Genomorph. Step up or add d6 to the doom pool when affected by Genomorph -specific Milestones and tech.
Specialties
Psych Expert d8
G-Elves
Solo d4 Buddy 2d6 Team 3d8
Pack Hunting Genomorph
Mean
Genomorph Biology Claws d8
Enhanced Reflexes d8
SFX: Shred. Add d6 to your dice pool for an attack action and step back the highest die in your pool by –1. Step up physical stress inflicted by +1.
Limit: Genomorph. Step up or add d6 to the doom pool when affected by Genomorph -specific Milestones and tech.
Specialties
Combat Expert d8
Dubbilex
Solo d8 Buddy d6 Team d4
Secretly Protects Genomorphs
Hopes for a Genomorph Future
Psychic Genomorph Mind Control d6
Telekinesis d8
Telepathy d10
SFX: Psychic Healer. Add Telepathy to your dice pool when helping others recover stress. Spend 1 Doom Die to recover your own or another’s Mental Stress or step back your own or another’s Mental Traumaby –1.
Limit: Genomorph. Step up or add d6 to the doom pool when affected by Genomorph-specific Milestones and tech.
Specialties
Crime Expert d8
Psych Expert d8
Science Expert d8
Guardian
Solo d8 Buddy d6 Team d4
One Of The Good Guys
Security Director of Project Cadmus
Under Genomorph Mind Control
Shield Enhanced Durability d8
Weapon d8
SFX: Shield Block. Spend 1 Doom Die to ignore Physical Stress or Trauma if caused by impact attacks.
Limit: Gear. Shutdown Shield and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties Combat Expert d8
Design Notes: Just that the G-Trolls follow the Rule of Ninjas (where a single G-Troll is more effective than a bunch of them), and the G-Elves are the opposite, being pack hunters. Guardian might be more effective than I made him out to be, but he seemed totally third string.
Monday, March 25, 2013
Monday, March 18, 2013
The Cold Crew [MHR]
Captain Cold
Solo d6 Buddy d4 Team d8
Blue Collar Rogue
Bad Luck
Power Sets
Freeze Ray Pistol
Ice Blast d10
Ice Mastery d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Freeze Ray Pistol power to create assets, add a d6 and step up your effect die.
SFX: Insulated Costume. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
SFX: Multipower. Use two or more Freeze Ray Pistol powers in a single dice pool at -1 step for each additional power.
Limit: Gear. Shutdown Freeze Ray Pistol and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Crime Expert d8
Tech Expert d8
Icicle Jr
Solo d8 Buddy d6 Team d4
In His Father’s Shadow
Looking for Miss Right Now
Power Sets
Cryokinesis
Enhanced Durability d8
Ice Blast d8
Ice Control d8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step up your effect die.
SFX: Immunity. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
Limit: Exhausted. Shutdown any Cryokinesis power to gain doom die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Crime Expert d8
Killer Frost
Solo d8 Buddy d4 Team d6
Cold Hearted
Cruel Streak
Power Sets
Cryokinesis
Enhanced Durability d8
Ice Blast d8
Ice Mastery d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step up your effect die.
SFX: Immunity. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
SFX: Multipower. Use two or more Cryokinesis powers in a single dice pool at -1 step for each additional power.
Limit: Exhausted. Shutdown any Cryokinesis power to gain doom die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Science Expert d8
Menace Expert d8
Mister Freeze
Solo d8 Buddy d6 Team d4
Heart of Ice
Master of Cryogenic Technology
Powersets
Cold Suit:
Enhanced Strength d8
Enhanced Durability d8
Cold Resistance d8
SFX: Boost. Shutdown your highest rated Cold Suit power to step up another Cold Suit power by +1. Recover power by activating an opportunity or during a Transition Scene.
SFX: Dangerous. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up physical stress inflicted by +1
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from cold-based attacks.
Limit: Breachable. If the suit is damaged (Durability reduced to d4 or lower), Mister Freeze is considered to be Stressed Out of the scene. Recover by activating an opportunity or during a Transition Scene.
Limit: Gear Shutdown Cold Suit and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Ice Gun:
Cold Mastery d10
Weapon d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Ice Gun power to create assets, add a d6 and step up your effect die.
Limit: Gear Shutdown Ice Gun and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Crime Expert
Menace Expert
Science Expert
Design Notes: It was interesting to make 4 villains who have almost identical power sets. But Distinctions are a great way to emphasize the differences.
Solo d6 Buddy d4 Team d8
Blue Collar Rogue
Bad Luck
Power Sets
Freeze Ray Pistol
Ice Blast d10
Ice Mastery d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Freeze Ray Pistol power to create assets, add a d6 and step up your effect die.
SFX: Insulated Costume. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
SFX: Multipower. Use two or more Freeze Ray Pistol powers in a single dice pool at -1 step for each additional power.
Limit: Gear. Shutdown Freeze Ray Pistol and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Crime Expert d8
Tech Expert d8
Icicle Jr
Solo d8 Buddy d6 Team d4
In His Father’s Shadow
Looking for Miss Right Now
Power Sets
Cryokinesis
Enhanced Durability d8
Ice Blast d8
Ice Control d8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step up your effect die.
SFX: Immunity. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
Limit: Exhausted. Shutdown any Cryokinesis power to gain doom die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Crime Expert d8
Killer Frost
Solo d8 Buddy d4 Team d6
Cold Hearted
Cruel Streak
Power Sets
Cryokinesis
Enhanced Durability d8
Ice Blast d8
Ice Mastery d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step up your effect die.
SFX: Immunity. Spend 1 doom die to ignore stress, trauma, or complications from cold-based attacks.
SFX: Multipower. Use two or more Cryokinesis powers in a single dice pool at -1 step for each additional power.
Limit: Exhausted. Shutdown any Cryokinesis power to gain doom die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Science Expert d8
Menace Expert d8
Mister Freeze
Solo d8 Buddy d6 Team d4
Heart of Ice
Master of Cryogenic Technology
Powersets
Cold Suit:
Enhanced Strength d8
Enhanced Durability d8
Cold Resistance d8
SFX: Boost. Shutdown your highest rated Cold Suit power to step up another Cold Suit power by +1. Recover power by activating an opportunity or during a Transition Scene.
SFX: Dangerous. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up physical stress inflicted by +1
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from cold-based attacks.
Limit: Breachable. If the suit is damaged (Durability reduced to d4 or lower), Mister Freeze is considered to be Stressed Out of the scene. Recover by activating an opportunity or during a Transition Scene.
Limit: Gear Shutdown Cold Suit and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Ice Gun:
Cold Mastery d10
Weapon d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Constructs. When using a Ice Gun power to create assets, add a d6 and step up your effect die.
Limit: Gear Shutdown Ice Gun and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Crime Expert
Menace Expert
Science Expert
Design Notes: It was interesting to make 4 villains who have almost identical power sets. But Distinctions are a great way to emphasize the differences.
Wednesday, March 13, 2013
Green Arrow [MHR]
Green Arrow[Watcher]
Solo d6 Buddy d10 Team d8
An Arrow for Every Occasion
Swashbuckling Daredevil
Bends The Rules
Power Sets
Bow And Trick Arrows
Gadgets d8
Weapon d8
SFX: Focused Shot. If a pool includes a Bow and Trick Arrows power, you may replace two dice of equal size with one die +1 step larger.
SFX: Multishot. Step up or double a Bow and Trick Arrows die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Explosive Arrow. Against multiple opponents, for every additional target add a d6 and keep an additional effect die.
SFX: Trick Arrow. Add a d6 and step up your effect die by +1 when complications (like “Blinded By Smoke” or “Trapped in a Net”) on a target.
Limit: Gear. Shutdown Bow and Trick Arrows to gain 1 PP. Take an action vs. doom pool to recover.
Specialties
Acrobatics Expert d8
Covert Expert d8
Combat Master d10
Tech Expert d8
Design Notes: First off, I completely expect the "Enhanced Reflexes" debate to continue with GA. The thing is, I don't see him as obsessively trained as Batman or somehow enhanced like Captain America. Yeah, Hawkeye does, and folks should feel free to cut and paste from Hawkeye's datafile in Civil War. (I will also point out that Hawkeye spent a year or so as Ronin and, as much as I love Ollie, I don't think that that he'd do as well as Clint did without using his bow that long.) If I was doing a datafile for a JLA/Avengers event book (and that sounds like the best event ever to cover), Hawkeye and Green Arrow would have practically identical datafiles, but since I'm scaling everyone to how they appear in Young Justice that's why I made the choices I did.
Tuesday, March 12, 2013
Flash [MHR]
Flash[Watcher Datafile]
Solo d8 Buddy d6 Team d10
Scarlet Speedster
Legacy Hero
Old Fashioned
Power Sets
Flash Facts
Air Control d8
Enhanced Stamina d8
Godlike Speed d12
Intangibility d10
Superhuman Reflexes d10
SFX: Fastest Man Alive. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Too Fast To Hit. Double a Flash Facts power for one reaction to an attack action. If that reaction fails, add a die to the doom pool equal to the normal rating of that power die.
SFX: Multipower. Use two or more Flash Facts powers in a single dice pool at -1 step for each additional power.
SFX: Supersonic Punch. Against a single target, step up or double a Superhuman Reflexes die. Remove the highest rolling die and use three dice for your total.
Limit: Exhausted. Shut down Flash Facts power to gain 1 Doom Die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Crime Master
Combat Expert
Science Expert
Tech Expert
Design Notes: Again, I'm taking the sidekick and kicking it up a notch. I wasn't sure whether or not to give Flash Combat Expert, but he's been at this long enough I figured it was probably accurate. I didn't give him Acrobatics because, even though he's obviously faster than Wally, Wally's the one doing leaps and flips while Barry just zooms along. And he's also got Superhuman Reflexes, which I think covers any sort of super-speed tricks where Acrobatics might come into play.
Solo d8 Buddy d6 Team d10
Scarlet Speedster
Legacy Hero
Old Fashioned
Power Sets
Flash Facts
Air Control d8
Enhanced Stamina d8
Godlike Speed d12
Intangibility d10
Superhuman Reflexes d10
SFX: Fastest Man Alive. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Too Fast To Hit. Double a Flash Facts power for one reaction to an attack action. If that reaction fails, add a die to the doom pool equal to the normal rating of that power die.
SFX: Multipower. Use two or more Flash Facts powers in a single dice pool at -1 step for each additional power.
SFX: Supersonic Punch. Against a single target, step up or double a Superhuman Reflexes die. Remove the highest rolling die and use three dice for your total.
Limit: Exhausted. Shut down Flash Facts power to gain 1 Doom Die. Activate an opportunity or participate in a Transition Scene to recover that power.
Specialties
Crime Master
Combat Expert
Science Expert
Tech Expert
Design Notes: Again, I'm taking the sidekick and kicking it up a notch. I wasn't sure whether or not to give Flash Combat Expert, but he's been at this long enough I figured it was probably accurate. I didn't give him Acrobatics because, even though he's obviously faster than Wally, Wally's the one doing leaps and flips while Barry just zooms along. And he's also got Superhuman Reflexes, which I think covers any sort of super-speed tricks where Acrobatics might come into play.
Monday, March 11, 2013
Batman [MHR]
Batman[Watcher Datafile]
Solo d8 Buddy d10 Team d6
The Dark Knight Detective
Mentor to the Next Generation
Prepared For Everything
Powersets
Trained to Be The Best
Enhanced Reflexes d8
Enhanced Stamina d8
SFX: Focus. If a pool includes a Trained to Be The Best power, you may replace two dice of equal size with one die +1 step larger.
SFX: Criminals Are A Superstitious And Cowardly Lot. Add d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up Emotional Stress inflicted by +1.
Limit: Exhaustion. Shutdown any Trained to Be The Best power to gain 1 Doom Die. Recover power by activating an opportunity or during a Transition Scene.
Utility Belt
Batarangs D6
Gadgets D8
Swingline D6
SFX: Burst. Step up or double a Utility Belt die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Focus. If a pool includes a Utility Belt power, you may replace two dice of equal size with one die +1 step larger.
SFX: Keys to the Bat Garage. When creating a Vehicle Resource during a transition scene, spend one Doom Die and step up the Resource by one step.
Limit: Gear Shutdown Utility Belt and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Acrobatic Expert
Combat Master
Covert Master
Crime Master
Menace Master
Psych Expert
Tech Expert
Vehicle Master
Design Notes: One of the interesting things about this incarnation of Batman is that they make him a natural father/mentor to, not just Robin, but to all the kids. I certainly like a Batman who plays one-on-one with Robin as "a training exercise" more than the massive mistrustful jerk he can be written as sometimes. Anyway, Batman is like Robin, but moreso. I made him "only" an Acrobatic Expert, just because Robin is a better acrobat, and Batman has the Lifetime of Training powers to add to the pool. Nightwing will pick up that powerset during the five year gap. And really, if someone thinks that any of Batman's Expert Specialties should be bumped to Master, I'd nod and accept that.
Solo d8 Buddy d10 Team d6
The Dark Knight Detective
Mentor to the Next Generation
Prepared For Everything
Powersets
Trained to Be The Best
Enhanced Reflexes d8
Enhanced Stamina d8
SFX: Focus. If a pool includes a Trained to Be The Best power, you may replace two dice of equal size with one die +1 step larger.
SFX: Criminals Are A Superstitious And Cowardly Lot. Add d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up Emotional Stress inflicted by +1.
Limit: Exhaustion. Shutdown any Trained to Be The Best power to gain 1 Doom Die. Recover power by activating an opportunity or during a Transition Scene.
Utility Belt
Batarangs D6
Gadgets D8
Swingline D6
SFX: Burst. Step up or double a Utility Belt die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Focus. If a pool includes a Utility Belt power, you may replace two dice of equal size with one die +1 step larger.
SFX: Keys to the Bat Garage. When creating a Vehicle Resource during a transition scene, spend one Doom Die and step up the Resource by one step.
Limit: Gear Shutdown Utility Belt and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Acrobatic Expert
Combat Master
Covert Master
Crime Master
Menace Master
Psych Expert
Tech Expert
Vehicle Master
Design Notes: One of the interesting things about this incarnation of Batman is that they make him a natural father/mentor to, not just Robin, but to all the kids. I certainly like a Batman who plays one-on-one with Robin as "a training exercise" more than the massive mistrustful jerk he can be written as sometimes. Anyway, Batman is like Robin, but moreso. I made him "only" an Acrobatic Expert, just because Robin is a better acrobat, and Batman has the Lifetime of Training powers to add to the pool. Nightwing will pick up that powerset during the five year gap. And really, if someone thinks that any of Batman's Expert Specialties should be bumped to Master, I'd nod and accept that.
Sunday, March 10, 2013
Aquaman [MHR]
Aquaman [Watcher Datafile]
Solo d6 Buddy d8 Team d10
King of Atlantis
Protector of the Oceans
(Royal) Family Man
Power Sets
Atlantean Physiology
Enhanced Durability d8
Enhanced Reflexes d8
Enhanced Swimming d8
Enhanced Senses d8
Sea Creature Control d8
Superhuman Stamina d10
Superhuman Strength d10
SFX: Under The Sea. Before you take any action including any Atlantean Physiology power while underwater, you remove a die from the Doom Pool equal to your physical stress die and step up the Atlantean Physiology die for this action.
SFX: Multipower. Use two or more Atlantean Physiology powers in a single dice pool at -1 step for each additional power.
Limit: Easily Dehydrated. Shut down Atlantean Physiology if deprived of water or when exposed to extreme heat (a Complication). Remove the Complication to recover.
Specialties
Business Expert d8
Combat Master d10
Mystic Expert d8
Psych Expert d8
Design Notes: With Aquaman and Aqualad, I started, naturally, with Namor's writeup. Namor is stronger, but Aquaman's also not a hot headed idiot. I might have gone with Business Master, just to reflect Aquaman being king and all, but Aquaman rarely throws down Business Resources. Namor being only an Expert helped me make that decision.
Solo d6 Buddy d8 Team d10
King of Atlantis
Protector of the Oceans
(Royal) Family Man
Power Sets
Atlantean Physiology
Enhanced Durability d8
Enhanced Reflexes d8
Enhanced Swimming d8
Enhanced Senses d8
Sea Creature Control d8
Superhuman Stamina d10
Superhuman Strength d10
SFX: Under The Sea. Before you take any action including any Atlantean Physiology power while underwater, you remove a die from the Doom Pool equal to your physical stress die and step up the Atlantean Physiology die for this action.
SFX: Multipower. Use two or more Atlantean Physiology powers in a single dice pool at -1 step for each additional power.
Limit: Easily Dehydrated. Shut down Atlantean Physiology if deprived of water or when exposed to extreme heat (a Complication). Remove the Complication to recover.
Specialties
Business Expert d8
Combat Master d10
Mystic Expert d8
Psych Expert d8
Design Notes: With Aquaman and Aqualad, I started, naturally, with Namor's writeup. Namor is stronger, but Aquaman's also not a hot headed idiot. I might have gone with Business Master, just to reflect Aquaman being king and all, but Aquaman rarely throws down Business Resources. Namor being only an Expert helped me make that decision.
Thursday, March 7, 2013
Speedy [MHR]
Speedy [Watcher Version]
Solo d10 Buddy d8 Team d6I'm Not A Sidekick
Broken Arrow
It’s the League or nothing
Powersets:
Bow And Trick Arrows
Gadgets d6
Weapon d8
SFX: Focused Shot. If a pool includes a Bow and Trick Arrows power, you may replace two dice of equal size with one die +1 step larger.
SFX: Multishot. Step up or double a Bow and Trick Arrows die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Explosive Arrow. Against multiple opponents, for every additional target add a d6 and keep an additional effect die.
SFX: Trick Arrow. Add a d6 and step up your effect die by +1 when inflicting complications (like "trapped in a net" or "smoke cloud") on a target.
Limit: Gear. Shutdown Bow and Trick Arrows and gain 1 Doom Die. Recover by activating an opportunity or during a Transition Scene.
Specialties
Acrobatic Expert
Covert Expert
Combat Expert
Crime Expert
Tech Expert
Design Notes: First off, Speedy could go either way. Maybe there's troupe style play and someone plays Roy every once and a while. Maybe he's a Watcher character that shows up to stir things up. I think it's more interesting, given the whole "Broken Arrow" thing, that he's a Watcher character that the Watcher lets folks play. (Of course, I wouldn't write down the Broken Arrow distinction on the sheet I gave to players.) For a Player Character, I'd give him Milestones about "Making It On His Own" and "Finding the Mole."
Additionally, there's probably going to be more disagreement about whether or not certain non-powered folks have Enhanced abilities or not. My take is that, to bump up to Enhanced, the character either has to have some applicable super-power (like Captain America or Black Panther, who were explicitly enhanced by the super soldier serum / heart shaped herb) or you have to be at the Batman level of obsessive lifelong training. If you think that Speedy and Robin deserve Enhanced Reflexes, Kate Bishop's writeup in Civil War: Young Avengers/Runaways is perfect to take from.
Monday, March 4, 2013
Robin 1 [MHR]
Robin
Solo d8 Buddy d10 Team d6
The Boy Wonder
Keeps Batman's Secrets
How do you crack wise, anyway?
Powersets
Utility Belt
Batarangs D6
Gadgets D6
Swingline D6
Technology Control D8
SFX: Burst. Step up or double a Utility Belt die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Focus. If a pool includes a Utility Belt power, you may replace two dice of equal size with one die +1 step larger.
Limit: Gear. Shutdown Utility Belt and gain 1 PP. Recover by activating an opportunity or during a Transition Scene.
Specialties
Acrobatic Master
Combat Expert
Covert Expert
Crime Expert
Psych Expert
Tech Expert
Milestones:
Doing This Since I Was Nine
1 XP When: You first use your Covert or Crime Specialty in an action and succeed.
3 XP When: You inflict stress on a member of Batman and Robin’s Rogue’s Gallery.
10 XP When: You defeat one of Batman’s foes without Batman’s assistance or have to be rescued by Batman.
Shadow of the Batman 1 XP When: You first succeed in an action scene using your Buddy Affiliation.
3 XP When: Create an Asset that a Buddy or Teammate then uses successfully.
10 XP When: You embrace the idea of becoming a Dark Knight or reject it in favor of being your own sort of hero.
Design Notes: Robin is a tricky one to stat up. I can see the argument made for Enhanced Reflexes or bumping up some of his Specialties. In the end, I decided that when he becomes Nightwing, then he'll get some bumps appropriately.
Friday, March 1, 2013
Kid Flash [MHR]
Kid Flash
Solo d10 Buddy d8 Team d6
Distinctions:
Fastest Boy Alive
Science Whiz
Heart on His Sleeve, Foot in his Mouth
Powersets
Super-Speed
Superhuman Reflexes d10
Superhuman Speed d10
Vortex Control d6
SFX: Area. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Multipower. Use two or more Super Speed powers in a single dice pool at -1 step for each additional power.
Limit: Exhausted. Shut down Super-Speed power to step up the lowest die in the doom pool or add a d6 doom die. Activate an opportunity to recover.
The Goggles Aren’t Just For Show
Senses d6
Limit: Gear. Shutdown The Goggles Aren't Just For Show and gain 1 PP. Recover by activating an opportunity or during a Transition Scene
Specialties
Acrobatic Master
Science Expert
Milestones
Trophy Collector
1 XP When: you first mention a past adventure where you collected a trophy.
3 XP When: you bring home a new trophy for The Cave.
10 XP When: one of your trophies becomes vital for success or you stop collecting trophies when one becomes a danger to the team.
Looking For That Spitfire
1 XP When: you flirt with a woman you’ve just met.
3 XP When: you pursue a woman who is oblivious to your advances or awkwardly keeps you in the “The Friend Zone.”
10 XP When: you finally find that Spitfire or you realize it's never going to happen and move on.
Design Notes: I referred to Speed from Civil War: Young Avengers/Runaways. Speed is MUCH faster than Wally (as are Flash and Impulse). Part of the reason, I'm assuming, is that characters with Godlike Speed are harder to animate (according to various commentary tracks on the Justice League DVDs) and to have legitimate reasons for them not to take everyone down in the first picosecond of a fight. I could see Wally being a Science Master, but while he's crazy smart, I didn't feel like he was in Reed Richards' class. (But in an alternate universe, teenage Wally would make a great member of the Future Foundation.)
Edited: Thanks to Mystrich on the MWP forums for the suggestions about Wally's Milestones.
Shameless SixGun Promotion
Lock and load!
Vigilance Press is proud to present Due Vigilance Issue 3: SixGun!
Private Military Companies are becoming more and more common, exchanging higher costs for better trained and better equipped military specialists. In a world where people in spandex can juggle armored personnel carriers, they need to be even better trained and better equipped! Enter SixGun, a team of cybernetic super-soldiers who will work for anyone if the price is right. Author Rick Jones brings you a team of ruthlessly efficient, battle-hardened foes for your Mutants and Masterminds Third Edition campaign, ready to deploy at a moment’s notice.
No battle theater is off-limits for these six cyborgs. Marauder, Camo, 3Chelon, Headcase, Deadeye, and “Spot” have the technology and the skill to strike anywhere the money leads them. With art by Alex Williamson, Yad-Ming Mui, Denise Jones, and Jesse Justice, this full-color book brings illustrations for the team, their gear, and their support personnel. We also include full-color standees for you to use at the gaming table.
If you’re not familiar with Private Military Companies, fear not, we’ve included an essay on their history and how they operate… both in the real world, and in the world of your own Superhero campaigns. We also include background and history for the insidious Orion Private Security, whose mysterious connection to SixGun is still classified “Eyes-Only” for the Game Master.
So make one final gear check, and prepare for a fierce battle. SixGun is ready, are you?
“Sanguine et Aurum! Blood and Gold!”
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