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Mutants and Masterminds: Crooks 2nd edition

Mutants and Masterminds: Crooks 2nd edition

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Published by horned_god
Mutants and Masterminds 2nd edition Crooks. This is a conversion of MnM1e Crooks to MnM2e Crooks.
Mutants and Masterminds 2nd edition Crooks. This is a conversion of MnM1e Crooks to MnM2e Crooks.

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Published by: horned_god on Jul 25, 2013
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08/02/2014

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CROOKS!

Design Erik Mona, Kyle Hunter, and Sean Glenn

Editing & Development Erik Mona and Rob Smolka

Second Edition Development Steve Kenson

Second Edition Design Darren Bulmer

Art Direction, Logos, and Graphic Design Sean Glenn

Second Edition Graphic Design Phil Reed & Hal Mangold

a green ronin production

created by Super unicorn

Costume Design and META-4 Logo Design Kyle Hunter

Cover Art Cully Hamner

Interior Art Axel Ortiz, Andrew Hou, Arnold Tsang, Brian Stelfreeze,

Corey “Rey” Lewis, Cully Hamner, Ed Tadem, Eric Canete, Heather Martin,

Jake Parker, Jason Martin, Karl Waller, Kyle Hunter, Leonard Kirk,

Ramón Pérez, Sean Chen, Steve Scott

Interior Colors Geoff Ong, Ian Hannin, Rob Ro, Steve Cobb

Tears for Everyman

Script Erik Mona Pencils and Inks Ramón Pérez

Colors Steve Cobb Letters Sean Glenn

Maps Christopher West and Robert Lazzaretti

Publisher Chris Pramas

Green Ronin Staff Bill Bodden, Chris Pramas, Steve Kenson, Nicole Lindroos, Hal Mangold, Evan Sass, and Marc Schmaltz

Super Unicorn is Sean Glenn, Kyle Hunter, Erik Mona, and Rick Achberger

Crooks! is ©2003, 2008 Green Ronin Publishing. Mutants & Masterminds and Green Ronin are trademarks of Green Ronin Publishing.
All characters and the distinctive likenesses thereof are ©2003 Super Unicorn.

The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1: Crooks!, all character and place names, Power Points,
Hero Points, Villain Points.

The following text is designated as Open Game Content: All character stat blocks (excepting the character names and power point
costs in each entry).

PDF 2nd Edition, 2008

Green Ronin Publishing

3815 S. Othello St. Suite 100, #304
Seattle, WA 98118
custserv@greenronin.com
www.greenronin.com
www.mutantsandmasterminds.com

Crooks! was typeset in ITC Quay Sans, designed by David Quay in 1990,
and HTF Gotham Condensed, designed by Tobias Frere-Jones in 2002.

Permission granted to print one copy for personal use only.

mutants & masterminds

4

TABLE OF CONTENTS

CROOKS!, SECOND EDITION

TABLE OF CONTENTS

FOREWARD

MUTANTS & MASTERMINDSTM

ROLEPLAYING GAME

tableofcontents

TEARS FOR EvERyMAN ...............................5
CHAPTER ONE: HISTORy ..........................14

The 1940s ..............................................................14

The 1950s .............................................................16

The 1960s .............................................................17

The 1970s ...............................................................18

The 1980s .............................................................19

The 1990s ..............................................................20

Today ........................................................................20

CHAPTER TWO: MOOKS ...........................21

Using Mooks ..........................................................21

Aliens .......................................................................21

Antag Agents ........................................................22

Combots .................................................................22

Cultists .....................................................................23

Demons ...................................................................24

Goblins ...................................................................24

Mechanauts ..........................................................25

Military Personnel ................................................25

Ninjas .......................................................................26

Security Agents .....................................................27

Sky Pirates .............................................................27

Stellar Guard ........................................................28

Superspies .............................................................28

Terrorists ..................................................................29

Thugs ......................................................................29

Unitrol Mediators .................................................30

Vampires ................................................................30

Werewolves ...........................................................31

Zombies ...................................................................31

CHAPTER THREE: CROOKS .......................32

The Atomic Brain ................................................32

Singularity ........................................................33

Volcano Island ................................................35

Beholder ................................................................36

The Bestiary ..........................................................38

The New Zoo ........................................................39

Behemoth ..............................................................40

Chimera ..................................................................41

Manticore ................................................................42

Undine ....................................................................43

Black Diamond .....................................................44

Blitz II .....................................................................46

Carrion Queen .....................................................48

Choke Chain ..........................................................50

The Clique ..............................................................52

Penthouse HQ ......................................................53

Boy Toy ...................................................................54

The Crush......................................... .......................55

Jawbreaker....................................... .......................56

The Other Woman........................ .......................57

Pixie ...................................................... ...................58

Wallflower................................................ ...............59

The Czar......................................................... ..........60

Dr. Dungeon ..........................................................62

Iron Cross ..............................................................64

Johnny Reb .............................................................66

Kalak the Mystic ...................................................68

Miss Martian ..........................................................70

Moodswing .............................................................72

Moonquake ............................................................74

Mountain King ....................................................76

Murder Man & Butcher Boy .............................78

Neutronik ...............................................................80

The Nihilist .............................................................82

Player 2....................................................... .............84

Redhawk..................................................... .............86

Rose Monk ..............................................................88

Sister Blister ...........................................................90

Sovereign ................................................................92

Spasm .......................................................................94

Sulemain ................................................................96

Tag Team .................................................................98

Burner .....................................................................99

Tag ........................................................................100

Toykiller ...............................................................101

Toreador ..............................................................102

Unifier ...................................................................104

Unitrol Control Map .........................................106

Unity One ...........................................................107

Vagabond ...........................................................108

Wasphawk ............................................................110

Waymaker .............................................................112

OPEN GAME LICENSE ..............................113

CROOKS!, SECOND EDITION

TABLE OF CONTENTS

FOREWARD

MUTANTS & MASTERMINDSTM

ROLEPLAYING GAME

FOREWARD

5

14

HiISTORY

CROOKS!, SECOND EDITION

CHAPTER ONE: HISTORY

CHAPTER ONE: HISTORY

CROOKS!, SECOND EDITION

on a secluded island in the South Pacific, the Atomic Brain plots

nuclear armageddon from his volcano lair. In the darkest shadows
of the city, the lifeless Nihilist scrapes a straightrazor against a rusty
fire escape, impatiently waiting to strike a blow for his corporate
masters. Far above, Wasphawk and the sky pirates of Unitrol patrol the
American skies, while in the Antarctic, Iron Cross leads a colony of Nazi
scholars, artists, and politicians, who await a victory foretold in prophecy.
Only your heroes stand between these villains and their infernal designs
upon your Mutants & Masterminds campaign.
This book presents more than 40 full-fledged supervillains and dozens of
minions suitable for use in any Mutants & Masterminds campaign. Threats
contained in this book range in difficulty from Power Level 1 to Power Level
20, ensuring that you’ll be able to use Crooks! from the beginning to the
end of your campaign.

The MeTA-4 Universe

The characters in this book are meant to be used in any Mutants &
Masterminds campaign, and should be adaptable to your series with little
difficulty. In order to tie all of the characters together into one entertaining
volume, however, we’ve created a common set of assumptions and world
history—the META-4 Universe.
Crooks! is not a campaign setting. The characters in this book were
designed to be inserted into your campaign first and foremost, and fit into
a common background simply to make the book more interesting to read.
Instead of repeatedly saying “this villain lives in your main campaign city,”
we’ve created an “iconic” campaign city called Arcadia, which contains
most of the features and character types common to superhero RPG home
towns. “Arcadia” might be New York, Green Ronin Publishing’s Freedom
City, or a completely new metropolis of your own design.
Likewise, many of the backgrounds herein refer to specific superheroes
to give the villains context. Dr. Dungeon, for example, battled a 1960s
hero team called the Happening, but he just as easily could have fought
whatever 1960s superheroes you’ve got filling the pages of your campaign
notebook. Don’t feel enslaved to the continuity of the META-4 Universe.
It’s there to provide some consistency, but shouldn’t keep you from using
a character because some element of his background “doesn’t work that
way” in your campaign. The villains are here for you. Change them as much
or as little as you wish.
The Reserve is really just a stand-in for your characters’ team. Most ref-
erences to the team in this book could easily be changed to your heroes,
unless you like the idea of multiple hero teams running around your cam-
paign world. In such a case, the Reserve might be allies or friendly rivals. In
any case, the Reserve can’t go it alone, and needs your campaign’s heroes
to help them keep the world safe from evil.
Like in many published comic book worlds, superheroes first emerged in
the years immediately preceding America’s involvement in World War II,
and events during that vast conflict reverberate to the modern day. Since
then, superheroes have waxed and waned in popularity, often mirroring the
publishing history of the medium. While real world comic publishers phased
out superheroes in favor of cowboys and funny animals in the 1950s, for
instance, heroes had a tough time in the META-4 universe. As comic book
readers grew older and developed more sophisticated tastes, the world of
META-4 seemed to get a little bit darker.
It’s your heroes’ job to bring light back to the world, to foil the evil plans
of dozens of criminal masterminds. To do that, it’s best to understand where
superhumans in the META-4 Universe came from, and where they’re going.
More detail has been provided for the early years of superheroics, leaving
the relatively recent past open to so as not to conflict with your campaign.

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