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Hero High Villains
HERO HIGH VILLAINS
A GREEN RONIN PRODUCTION
CREATED BY RONIN ARTS
Design
Michael Hammes
Editing and Layout
Philip Reed
Artwork
Glasshouse Graphics
Green Ronin Staff
Chris Pramas, Nicole Lindroos, Hal Mangold, Marc Schmalz,
Robert J. Schwalb, Steve Kenson & Evan Sass
Graphic Design based on the work of
Sean Glenn
and
Hal Mangold
Hero High Villains is ©2007 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material. Mutants &
Masterminds, Green Ronin, and their associated logos are Trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1.0a: All original character and place names, Power Points, Hero Points, and Villain Points.
Green Ronin Publishing
PO Box 1723
Renton, WA 98057-1723
www.greenronin.com
Ronin Arts
www.roninarts.com
I
ntroductIon
This
Mutants & Masterminds
supplement offers Gamemasters
a total of ten new villains for their
Hero High
game. Each villain fea-
tures suggestions for variations as well as a trio of villain-appropriate
capers. The villains make use of the Attack/Defense trade-off rule to
adjust their maximum attack, defense, damage, and Toughness save
bonuses. Skills are listed with the number of ranks after the skill name
and the total skill bonus listed in parenthesis. For example: Bluff 5
(+8), means the character has 5 ranks of Bluff and a total bonus of +8
when making Bluff checks.
All of the villains are designed to present a certain challenge for
a
Hero High
game which is assumed to have a default starting level
of PL 8. If the game operates at a higher or lower power level the
Gamemaster may wish to increase or decrease the villains’ power
levels on a one-for-one basis. Each villain has been assigned to one
of the three “growth” categories of villains (see
HH
page 91) and
Gamemasters should study these categories for additional clues on
how to use each villain.
Villain Roll
The following villains are present in this supplement:
•
The Amazing Presto
– it’s magic, baby!
•
Beefcake
– who’s bullying who now?
•
The Cat
–the purrr-fect criminal mastermind
•
Headmistress Payne
– welcome to the school of hard
knocks
•
Heiress
– wealthy and spoiled beyond belief
•
Plastique
– you never know where she’ll strike from
•
The Principal
– who’s in charge now, punk?
•
Reverend Grim
– time to bleed for your sins
•
The Tattered Man
– the haunter in dreams
•
Übergeek
– all your heroes are belong to us!
■■■
PAGE Of 14
The AmAzing PResTo
PoweR LeVeL 9
Description
A second-rate magician who discovered a “real” magical outfit,
Presto turned to a life of crime to gain the wealth and fame he feels
due. As an Age of Innocence Villain Presto just wants to be rich
and admired, not rule the world or bargain with infernal powers;
his magic is irritating and humorous (although the heroes may not
think so) rather than deadly.
STR
DEX
CON
INT
WIS
CHA
+0
+
+0
+
+0
+0
10
14
10
14
10
10
TOUGHNESS
+10/+0*
fORTITUDE
+4
REfLEX
+7
WILL
+7
Variations and Capers
Add the Impervious extra to the cape’s Protection to increase
Presto’s ability to withstand damage; add Conceal and/or Flight as
alternate powers to provide additional options. Add Knowledge
(arcane lore) and the Artificer and/or Ritualist feats to give Presto
additional magic options. Give Presto
low ranks in the Magic power (say
2 or 3) and have the wand
provide the remaining ranks
to keep the villain from being
helpless without the wand.
Give Presto a sidekick such
as a magical rabbit or
black cat and/or an
assistant (perhaps
one of the side-
kicks from
Instant
Superheroes
).
* without cape
Skills:
Bluff 6 (+6), Concentration 6 (+6), Escape Artist 4 (+6), Notice
4 (+4), Perform (acting) 2 (+4), Sleight of Hand 6 (+8)
feats:
Ambidexterity, Attack Specialization (wand) 2, Distract (Bluff ),
Taunt
Powers: Device 6
(magic cape, hard to lose):
Dimensional Pocket
10
(
Capacity:
100,000 lbs.),
Protection 10
Device 4
(magic hat, easy to lose):
Summon Animals 5
(
Extras:
Broad
Type)
Device 6
(magic wand, easy to lose):
Magic 10
(
Blast 10
;
Alternate
Powers:
Animate Objects 6
[
Power Feats:
Progression 2 (5 objects)],
Create Object 10
,
Dazzle 10
[visual senses],
Obscure 5
[all senses
in a 100-ft. radius],
Paralyze 10
,
Snare 10
,
Telekinesis 10
[
Heavy
Load:
12 tons],
Teleport 10
[
Extras:
Accurate;
Flaws:
Short-Range],
Transform 5
[humanoids into animals],
Trip 10
[
Extras:
Knockback])
Combat:
Attack +4, +8 (wand), Grapple +4, Damage +0 (unarmed),
+10 (blast), Defense +8, Knockback -4, Initiative +2
Totals:
Abilities 8 + Skills 7 + Feats 5 + Powers 54 + Combat 24 + Saves
16 = 114
That Wasn’t Supposed To Happen:
While fighting the heroes
Presto’s magical wand goes awry (it’s probably damaged or overloads)
and something odd happens; the heroes are transported to an alternate
reality based on a classic work of literature or a game, shrunk to the size
of a thumb, cast into another dimension or parallel world, all the adults
in the world disappear, etc.
Now You’ve Gone And Done It:
Ignorance of true arcane knowl-
edge causes Presto to mess up his latest trick with dire consequences:
he opens a portal to a demonic dimension, turns the city populace into
zombies, brings all machines to life, etc. Naturally the heroes get to clean
the mess up, but they won’t be able to without Presto’s help and the lar-
cenous magician is none too eager to participate.
Captive Audience:
Tired of being overlooked as a headlining act,
Presto crashes a local televised talent show to force everyone present
to watch his act. Of course the heroes won’t stand for this (if additional
incentive is needed have one or more of the contestants be students
from the heroes’ school or even the heroes themselves), but when they
arrive to put a stop to the villain’s antics he’s only too glad to include
them in the act.
“Watch me pull a hero
out of this hat!”
heRo high ViLLAins
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BeefcAke
PoweR LeVeL 9
Description
Once a skinny kid always being picked on (maybe even by one
of the heroes), Beefcake became a vain, muscle-bound jerk thanks
to an advanced gene treatment; he now enjoys bullying others and
referring to himself in the third person. As an Age of Innocence vil-
lain Beefcake is plenty strong and tough but lacks the intelligence
and ruthlessness necessary to be a true villain; he’ll knock an oppo-
nent down and flex and pose instead of following up.
STR
DEX
CON
INT
WIS
CHA
+1/-1
-1
+1/+0
+0
+0
+0
34/8
8
34/10
10
10
10
TOUGHNESS
+1*
fORTITUDE
+1
REfLEX
+4
WILL
+6
* 10 Impervious
Variations
and Capers
Add theWeakness
or Power Loss draw-
back if Beefcake
has to do some-
thing (i.e. take
a pill, undergo
radiation treat-
ment) to main-
tain his physique.
Add the Vulnerable
(+50% or +100% from
Bluff checks involving com-
plementing his physique) draw-
back to allow heroes to directly
exploit his vanity. Increase
Beefcake’s Intelligence to genius
level or better and add the appro-
priate Craft and Knowledge skills to
make him the inventor of whatever
gave him his powers.
Skills:
Intimidate 8 (+8)
feats:
Attack Focus (melee) 2, Power Attack
Powers: Enhanced Strength 6, Enhanced
Constitution 4
(Linked
Impervious
Toughness 10
),
Immunity
1
(high pres-
sure),
Leaping 8
(x500, 4 rounds),
Super-
Strength 6
(
Heavy Load:
90 tons;
Power
Feats:
Bracing
1
, Groundstrike, Shockwave)
Combat:
Attack +4, +6 (melee), Grapple +24,
Damage +12 (unarmed), Defense +6, Knockback -11,
Initiative -1
Totals:
Abilities -4 + Skills 2 + Feats 5 + Powers 84 + Combat 20 + Saves
11 = 118
1
see Appendix A
Beefcake! Beefcake!:
An attempt by Beefcake to pack on even
more muscle succeeds but sends him over the edge and on a rampage
(add ranks of Impervious Toughness and Super-Strength, use the Hulking
Brute archetype from
M&M
page 216, or simply have him be temporarily
unstoppable as a plot device); the heroes are going to have to pull out all
the stops to defeat Beefcake this time!
I’ll Meet You After School:
Beefcake has called out one or
more of the heroes for a fight
after school
.
While
the
heroes
can try to avoid him Beefcake
is very persistent and will do
anything to make the fight hap-
pen (i.e. publicly ridicule the
heroes, threaten their friends,
etc.). Of course, if the heroes do
fight him they’ll probably get in
trouble, but what choice do they
have; while adults might see it as
more heroic to avoid the fight, it’s
guaranteed many of their peers
won’t.
The Worm Has Turned:
Beefcake has lost his muscles (perma-
nently or temporarily) and comes to the heroes for protection; every-
one he picked on while big is looking to return the favor now that he’s
back to being skinny. The heroes don’t have to help him but he’ll keep
bringing his troubles with him so sooner or later they’ll be in the line
of fire anyway.
"Ha ha ha, just look at
your puny selves!"
heRo high ViLLAins
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The cAT
PoweR LeVeL 9
STR
DEX
CON
INT
WIS
CHA
-4
+5
+1
+8
+4
+0
0
1
6
18
10
TOUGHNESS
+8/-1*
fORTITUDE
+4
REfLEX
+8
WILL
+10
* Flat-footed
Skills:
Acrobatics 8 (+13), Climb 12 (+8), Computers 8 (+16),
Concentration 8 (+12), Craft (chemical) 8 (+16), Craft (electronic) 8 (+16),
Craft (mechanical) 8 (+16), Disable Device 8 (+16), Knowledge (life sci-
ences) 8 (+16), Knowledge (physical sciences) 8 (+16), Knowledge
(technology) 8 (+16), Stealth 8 (+21, includes +8 due to size)
feats:
Attack Focus (melee) 5,
Evasion, Grappling Finesse, Improved
Initiative,
Instant Up
,
Inventor,
Master Plan, Set-Up, Sneak Attack
"Bow before me!
Er . . . i mean . . . Meeeooow!"
Powers: Device 3
(high-tech collar; hard to lose;
Power Feats:
Subtle):
Electrical Control
5
(
Flaws:
Range [Touch]),
force field 9
(
Power
Feats:
Subtle)
Leaping
(x5),
Mind Control 9
(hypnotic gaze;
Power Feats:
Mental Link, Subtle;
Extras:
Conscious, Instant Command, Duration
[Sustained];
Flaws:
Sense-Dependent [visual]),
Quickness 4
(x25;
Flaws:
Limited to mental tasks),
Shrinking 8
(provides -8 Str, Tiny size;
Extras:
Duration [Continuous];
Power Feats:
Innate;
Flaws:
Permanent),
Speed 1
(10 MPH),
Super-Movement
(Sure-Footed, Slow Fall),
Super-Senses
(Low-Light Vision, Scent)
Description
An evil scientist’s mind trapped in feline form, the Cat is
works through hypnotized thralls (cat’s paws) and takes comfort
in the fact there’s always someone else to take the fall. As an Age
of Innocence villain the Cat likes to think it’s still the same old evil
genius, but the truth is the villain finds string as fascinating as death
weapon design theory, wants a a good belly rub as much as to rule
the world, and often loses track of complex plans because it’s nap
time.
Combat:
Attack +6, +11 (melee, includes +2 due to size), Grapple +2
(includes -8 due to size), Damage -4 (unarmed), -2 (unarmed sneak
attack), +5 (electrical control), +7 (electrical control sneak attack),
Defense +9 (includes +2 due to size), Knockback -3 (includes +2 due
to size), Initiative +9
Drawbacks:
Disability (no hands, very common, moderate, 4
points)
Variations and Capers
Add the Sensory Link extra to Mind Control to allow the Cat
better control of its thralls from a distance. Make the Cat an evil
sorcerer rather than scientist by replacing the villain’s scientific
skills and feats with Knowledge (arcane lore) and the Artificer and/
or Ritualist feat. The Cat’s thralls are usually supporting character
archetypes (see
M&M
pages 226-229) outfitted with devices of
the Cat’s design; for a greater challenge add the devices of the
Gadegeteer or Battlesuit (see
M&M
pages 226-229). The Cat doesn’t
actually have to be a cat; the villain could be a dog, monkey, giant
squid, etc.
Totals:
Abilities 36 + Skills 25 + Feats 13 + Powers 68 + Combat 22 +
Saves 12 – Drawbacks 4 = 172
Wash, Rinse, Repeat:
The Cat’s standard caper is to have thralls
build one or more of its devices and use them to commit crimes. Since
the Cat tends to pick weak (read: easily controlled) individuals as its
thralls, the villain usually settles for minor crimes such as robbing banks
or knocking off catnip shipments. While this doesn’t make it a great
threat, it often takes the heroes some time to figure out who the actual
villain is allowing the Cat to try again and again with new thralls.
The Claws Come Out:
Tired of being foiled in its plans the Cat takes
matters into its own hands, er, paws; it felines a giant robotic cat bristling
with fiendish weapons and lays siege to the heroes’ city. Can the heroes
stop the Cat or will it turn their beloved home into a litter box?
Can I Keep It?:
Finally the Cat has found someone worthy of
being a tool for its genius, one of the heroes’ friends. Can the heroes
figure out what’s going one before the Cat’s project is completed
and turns everyone into its mindless slaves?
heRo high ViLLAins
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