Monday, March 25, 2013

Project Cadmus [MHR]

Project Cadmus

Aspects: Secret Underground Levels, Express Elevator Down, Genetic Labs, Omnipresent Genomorphs, Security System, Ducts You Can Crawl In


Genomorphs
G-Troll
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-GnomeG-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-ElfG-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

DubbilexDubbilex 
 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

GuardianGuardian
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 18, 2013

The Cold Crew [MHR]

Captain ColdCaptain 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 JrIcicle 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 

Killer FrostCrime 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


Mr Freeze
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 ArrowGreen 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]

FlashFlash[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.

Monday, March 11, 2013

Batman [MHR]

BatmanBatman[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.

Sunday, March 10, 2013

Aquaman [MHR]

AquamanAquaman [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.

Thursday, March 7, 2013

Speedy [MHR]

Speedy [Watcher Version]

Solo d10 Buddy d8 Team d6

I'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

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.

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http://rpg.drivethrustuff.com/images/437/111893-thumb140.jpg
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