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THIRD EDITION
MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS
INTRODUCTION
This is the second in an adventure series for Mutants & of old-school violence as the heroes stop the first set of
Third Edition. The presumption is that most
Masterminds Third
Masterminds organized stormer villains from making a name for them-
players and GMs will be running this adventure as part of selves when they attack an AEGIS (the American Elite
that series, though there is advice included in the Getting Government Intervention Service) transport.
the Heroes Involved section of the first scene for those
groups that enter the adventure through avenues other
than starting with the Prologue and Chapter 1 of this
series. Further assumptions are that the player charac-
GETTING THE HEROES INVOLVED
ters are relatively new heroes, are power level 10, and Assuming this chapter is run for the players immediately
are operating in the same universe as the Freedom City following Chapter 1: Life in the Aftermath,
Aftermath, the heroes
setting material provided by Green Ronin Publishing should be at MarsTech,
MarsTech, Inc. interrogatin
interrogatingg Maximillian Mars
(and are familiar enough with the setting that references after driving away the villains of F.O.E.
can be made to NPCs and other setting-related material
without too much explanation needed); again, notes are
provided with advice on how to deal with other kinds of PROLOGUE
player groups and characters, but the text and adventure Read or paraphrase the following to the players.
primarily reflects the aforemention
aforementioneded assumptions.
SCENE 1: BIG LEAGUE TROUBLE His teammates don’t have time to notice the odd
behavior because Dr. Metropolis attacks immediately,
plus their attention is on Mars and the heroes, who
Scene Type: Combat the League members assume are his new crew. When
Metropolis attacks, Johnny Rocket, Bowman, and Seven
As the Freedom League arrives and suddenly attacks, follow his lead. They’re all accustomed to Metropolis
the player characters all receive a hero point. This is very being the voice of reason, so they assume Mars and his
important as it gives them a slight edge (it’s their comic cronies (the heroes) have mentally attacked their team-
book after all!). mate. The characters have little choice but to defend
themselves.
Unbeknownst to the heroes, some of the technology at
MarsTech is generating an odd sort of interference that
very few people can even begin to sense, let alone be PLAYING MARS AND THE FREEDOM LEAGUE
affected by. One of those people is Dr. Metropolis. He
throws the first punch because of the unexpected effect MAXIMILLIAN MARS
the interference has on him. It drives him to violence and
he lashes out without thinking. He doesn’t know what it Mars is shocked and caught off guard by Dr. Metropolis’
is but it hits him the moment he arrives. (The feedback attack, but recovers quickly. He was expecting a visit
would have affected him anywhere within a few miles of from the League (or, more specifically, Captain Thunder)
MarsTech, but it’s especially strong on campus because of at some point, but is just as shocked at Metropolis’
the amount of tech in the vicinity). immediate violence as everyone else. He stays calm
and continues to try to defuse the situation even as the Regardless of tactics, the level of training and skill the
Metropolis commands the building to attack him. League members show is impressive. The player char-
acters are acutely aware that they’re facing very expe-
BOWMAN rienced opponents, people who have stood against
SHADOW and Omega and triumphed. An Expertise:
A thrillseeker par excellence, Bowman loves being in the Current Events check (DC 15) allows a hero to remember
middle of the fray and it’s obvious to observers that he that the majority of the League is off-world dealing with
shifts from being surprises by Metropolis’ actions to being some kind of threat.
able to barely contained excitement at the prospect of a
Insight checks (DC 20) reveal a high degree of confusion
good fight. While extremely well-trained, Bowman is still
among Metropolis’ teammates over his behavior, regard-
young and a show-off. He flirts with female opponents
less of how smoothly they recover and follow his lead
and fires off non-stop banter.
when he attacks.
DR. METROPOLIS It appears Mars is taking no offensive action towards the
League. He’s defending himself, dodging attacks, and
In this scene, Dr. Metropolis is a natural force erupting attempting to reason with Metropolis. An Insight check
in violence at Mars and those around him. This is not the (DC 25) reveals that he is just as confused as everyone
calm, emotionally detached figure with whom everyone else, but hides it well.
is familiar. He verbally attack Mars while unleashing his
powers at everyone who’s not a member of the Freedom
League.
ACTION
JOHNNY ROCKET There are two things you should make clear to the
heroes during this fight. The first is to make the League
Strangely quiet, Johnny is also acting out of character. members seem impressive and worthy of their reputa-
Normally verbose and practiced at exchanging witty tions without overwhelming the characters. The League
banter with Bowman in the heat of battle, Johnny is has a slight power level advantage and you’ll need to
surprised by Metropolis’ behavior and is dividing his keep them from rolling over the heroes. The second is
attention between putting down his opponents as effi- that the players should come out of the fight feeling like
ciently as possible while also trying to get his teammate they’ve done something remarkable. Their characters
to explain himself and calm down. just fought the superstars of the hero community and
they held their own.
SEVEN
One way to achieve both of these goals is to include
Serena doesn’t know what’s going on. This is not how the ‘Shining Moments of Awesome’—at least one instance for
mission was supposed to go and she’s adapting on the fly. each of the heroes in which they get to show off a signa-
She mostly fights defensively, protecting her teammates ture power or maneuver. The same goes for the members
from harm as much as possible until she has no choice but of the Freedom League. Examples of these sorts of
to fight back! Still relatively new to the team, she is trying moments include Bowman flipping backwards and (while
to keep her wits about her while processing Metropolis’ upside-down) firing arrows at multiple opponents and
uncharacteristic rage. She’s also concentrating too much simultaneously firing off a few taunting words, or Johnny
on holding up her end of the fight for her to look at the building a makeshift cage around an opponent and then
bigger picture. stopping to look critically at the hero while saying some-
thing like “be a good boy and stay there.” Seven could use
magic stunts to counter a hero’s powers without undue
KEY POINTS effort. The sheer power of Dr. Metropolis’ area-based
animate objects effect should carry enough weight on its
Even though they can’t keep the fight from starting, own, especially given a detailed description.
the heroes notice several important things during the
conflict. These examples are just that… you should improvise
and elaborate however you wish. Each group of players
is different and you’ll need to tailor the heroes’ own of easily available throwing weapons for super-strong
‘Shining Moments’ for maximum gratification of your characters, and a forested region provides good hiding
own players. places as well as boulders and trees which can also be
used as weapons.
SETUP
This isn’t an isolated area—it’s a place of business with
MarsTech’s primary corporate campus is a sprawling several hundred employees in the surrounding area. Even
facility. The majority of the buildings are only three stories assuming most of them fled the area during the battle
tall, though some buildings feature underground labs and against F.O.E., there are still people behind those walls,
parking structures. cowering in stairwells,
or hiding in vehicles.
The heroes begin the The sheer number of
fight in Mars’ office. innocent bystanders
The office itself is most should be tailored to
likely in ruins after the the level of additional
fight against Cyberk- Complications you want
night and the other to pile on the heroes... but
members of F.O.E. from since they earn Hero Points
Chapter 1’s conclusion, so there are broken walls and for them, it’s probably worth it.
debris from shattered furniture and windows everywhere.
Assume a Damage 2 to Damage 4 effect for anyone thrown, Just as the heroes show concern for the innocent
knocked prone, or knocked back onto the surroundings. bystanders, so do the League members... except for
Metropolis. The fact that he pays no attention to them is a
Mars’ office looks out on an open area that includes a strong indicator that he isn’t in his right mind.
small park (about 150 feet on a side) with heavy stone
benches (Toughness 8) and a small pond (about 10 feet
on a side and 4 feet deep). Metropolis used a power stunt IMPORTANT CHARACTERS
to teleport himself and his teammates to the facility,
and showed up on the concrete walkway (Toughness The Freedom League and Mars appear in the Heroes &
8) just outside the building. The internal walls are heavy Villains section at the end of the adventure. For MarsTech
construction material, better built than is typical for such employees, use the Bystander and Scientist archetypes,
a structure (Toughness 8), but external walls are a trans- and the Police Officer archetype for Security Personnel
parent polyceramic composite ( Toughness 10) that casual (see Hero’s Handbook , pgs. 216-217).
observers easily mistake for glass. The rooms are stan-
dardized as small offices (10 foot by 10 foot), large offices OUTCOME
(20 foot by 15 foot), and conference rooms (20 foot by 30
foot), with hallways 5 feet wide. Mars’ office is special, the At the point when it looks like either the League is about
size of one of the conference rooms. See the Marstech to win, or that the heroes are about to win, Raven shows
Offices map, page 3. up. Read or paraphrase the following to the players.
ENVIRONMENTAL FEATURES
REWARDS
If the heroes managed to make a particularly good
Approximately 350 feet away, across the small park, ,
showing against the Freedom League, that’s worth a hero
the buildings end at a large parking lot (500 feet on a
point. They should also earn hero points during the fight
side). On the other side of that is a four lane highway,
for any complications that come into play, or for particu-
and then a forested area. Parking lots are ideal for lots
larly good roleplaying.
SCENE 2:
AN OFFER YOU CAN’T REFUSE
Scene Type: Roleplaying
LISTENING IN
If one of the PCs can eavesdrop, even while being
distracted by the Leaguers, they overhear Raven and Mars
discussing someone called the Commander and that
Captain Thunder sent them to check in on Mars... and that
they’re keeping an eye on him. She also asks him if he had
any involvement in the Silver Storm, to which he responds
that he had no prior knowledge and only heard about
it on the news after the fact. He adds that his intentions
are in the best interest of the city and he’ll prove it the
moment they rejoin the others.
Rome wasn’t built in a day and all that, so I have The next few days are a whirlwind of activity,
every confidence AEGIS will come around after the during which you meet with local authorities, poli-
League puts in a good word and you’ve spent a ticians, citizen groups, and the press—for inter-
little time talking with them. views, press conferences, and photo shoot after
photo shoot. Mars and his team organize the meet-
If I or anyone else had any doubts about your ings and press events, but step aside when it’s your
dedication or abilities, your actions since the Silver time to shine and only offer advice or input when
Storm have certainly erased them. I know there’s a asked for it. In all, they prove to be a good resource,
lot to work out, but what do you say? ” but mostly stay out of your way. You, in turn, learn
a lot about dealing with the authorities both in
If the heroes are open to the idea, Mars welcomes the public and private. Thankfully everyone appears
opportunity to make a more detailed pitch, including a to want to work with you. They’re very interested
tour of the headquarters, and introductions to the neces- in having a team of superheroes to call on when
sary law enforcement figures and politicians. threats like the Silver Storm and its aftereffects
occur in the future.
If the heroes are concerned about accepting support from
a former supervillain, assuming they are aware of that To show its support for you, one of the citizen
fact, Mars does whatever’s necessary to convince them groups suggest the mayor give you the key to the
(within reason). He is a very persuasive man with a lot city. That proves to be a popular suggestion and by
of experience sealing the deal with hard customers, and the end of the week you find yourselves standing
he is highly motivated to sell these heroes on agreeing on a stage on the steps of City Hall receiving the
to become the team he’s been laying the groundwork to key in a public ceremony. Afterword you spend
present to the city. some time talking to the press and signing glossy
pictures of yourself for adoring fans.
If the heroes turn to the Freedom League to get their
opinion on the matter, they believe Mars’ offer is on the Once the ceremony and the media circus surrounding
up-and-up, but they don’t entirely trust him—and they it is over, you’re due to meet with some AEGIS agents
caution the heroes to do likewise. at their headquarters in City Hall. You’re shown into a
small, non-descript conference room where you meet
After the conversation, Raven excuses herself and her Agents McKenzie and Nguyen.
teammates as they need to check in with Lighthouse
and try to figure out what happened with Dr. Metropolis.
This leaves the player characters with time to talk with
Mars if they so desire, but otherwise they set to setting
KEY POINTS
up their new headquarters and establishing themselves
The heroes have just acquired the Fame complication. The
as a team.
GM should highlight the benefits and drawbacks of their
new-found celebrity through interaction with the adoring
public, autograph-chasers, and the like.
The heroes’ faces are everywhere. Secret IDs just got much ters should think up some questions of their own to ask the
harder to keep in this age of the internet, camera phones, heroes, but here’s a list to get you started:
and sophisticated surveillance.
• Can you please give us an overview of your powers
A public ID means no privacy. An adoring public is cool, inasmuch as you’re familiar with them?
but they don’t go away . Ever. Go outside and attract a
• How long have you been operating as a “hero?”
throng of fans. And if you thought SHADOW was soulless
and evil, wait until you deal with the paparazzi. • What motivated you to start?
• What were you doing on the day of the Silver
The heroes’ new-found fame may rankle some members
Storm that you were able to get there so quickly?
of the police and fire departments. After all, they’re out
there saving lives every day, then these heroes come • Did any of you know each other before joining the
along and handle a single event and hog all the glory? Sentinels?
That may lead to trouble with some members of the force. • Did any of you know Maximillian Mars previous
to your encounter with F.O.E. and the Freedom
The press can turn on you without mercy or warning. Where
League at MarsTech?
once a little-known hero might have gotten the benefit of
the doubt in a fight gone expensively wrong, now every bit • Are your powers dangerous to others in any way…
of collateral damage is fodder for “special investigations” other than when you use them on someone?
on the city’s defenders. That’s not a problem in these early • Where did you get your powers, or if you’re not
days, but it may be at some future point. comfortable revealing that, what’s their origin?
PLAYING THE AEGIS AGENTS • How long have you had your powers and how
experienced are you with them?
AEGIS Agents (see their full write-ups on page 18): • Why did you decide to become a, pardon the term,
Agents McKenzie and Nguyen (pronounced “win”) are vigilante instead of joining a government agency
friendly but businesslike… they don’t want to antago- or program?
nize the heroes, but they definitely want to make sure the
• Do any of you have military experience?
heroes understand that it’s AEGIS who ultimately signed off
on the heroes becoming a team and they expect a certain • Do any of you hold advanced degrees of any kind,
level of professionalism and responsibility. The purpose of such as engineering or the like?
this meeting is to find out as much as additional informa- • Do any of you know first aid?
tion as they can about the heroes. They ask lots of ques-
tions, they even ask about things they already know about, McKenzie and Nguyen apologize if any of the questions
just to make sure their information is complete. Gamemas- offend the heroes, but they go on to say they need to
OFFENSES
The Chessmen have three goals—to steal all the infor-
mation they can from the HQ’s secure links to MarsTech Initiative +5
and various other external databases that have been Coil Launchers +10 Ranged, Snare (Resisted by
hooked up (like AEGIS), to field-test the Knights’ and Dodge; Hindered and Vulnerable,
Pawns’ newly-upgraded systems, and to show the world Defenseless and Immobile)
how incompetent these new heroes are. They do this by Flamethrowers — Line Area, Damage 10
luring the heroes into their own training room, which is Laser Blasters +12 Ranged, Multiattack Damage 7
being remotely controlled by the Chessmen’s Queens.
Taser Cannons +8 Ranged, Affliction 12 (Resisted
Once inside, the Queens attack using the capabilities of
by Fortitude; Dazed, Stunned,
the training room, while the Knights and Pawns study the Incapacitated)
heroes before moving in for kill.
EMERALD TOWER If you’d rather not make that many rolls for your players,
you can use the following table to determine how much
Headquarters: Emerald Tower • 20 points the TacNet has learned about the heroes. Whether you use
the table or not, give each hero affected a hero point for
Size Large Tou 16 Features: Communications, the inconvenience.
Computer, Defense System, Fire Prevention System,
Gym, Hangar, Infirmary, Laboratory, Library, Living Space, For each hero, find that character’s Will defense, then
Power System, Security System, Workshop
find the number of rounds before the Chessmen join the
fight. At the junction of those two values is the penalty
The top five floors of Emerald Tower are devoted to the that hero suffers to his or her attack bonuses, Dodge, and
team’s HQ. There are security systems, shock supports,
Parry. If the Chessmen aren’t discovered, they wait five
and reinforcement separating those floors from the
rounds, then reveal themselves and attack.
lower ones, and access is limited to a secured express
elevator and equally secure roof access.
First floor: The mostly-public floor. It contains meeting TACTICS
rooms and communications centers, as well as computer
equipment, offices, the infirmary, and a library. There are two Knights and ten Pawn minions (five teamed
Second floor: Personal quarters, gym, kitchen, dining with each Knight). Each group picks a hero and concen-
area, and entertainment room. trates fire until that target drops, then moves on to a new
target. Knights and Pawns use their Teamwork advantages
Third floor: Power core, environmental equipment,
to help each other when possible.
defense systems, and storage rooms.
Fourth floor: Labs and workshops take up about half
the level, with the other half devoted to a two-story
ENVIRONMENTAL FEATURES
combined training room and gym.
The Toughness of external walls is 16 whereas internal
Top floor: Divided between hangar facilities and the walls are Toughness 12 except for the training room,
upper area of the training room. which is Toughness 18. The training room’s normal size is
150 by 200 feet (30 by 40 squares if using a tactical map),
may already have the heroes at a disadvantage. It’s a but holograph projectors, moving floors, and carefully
system that ties all the Knights and Pawns together and applied force fields can make it appear any size and shape.
allows them to learn how to fight the heroes by observing
them. If you wish, you should secretly make Will resistance
checks (DC 15) every round for each of the heroes before
IMPORTANT CHARACTERS
the Knights and Pawns enter the combat. It’s important to The Chessmen are a relatively new criminal organiza-
make the checks secretly because the heroes don’t know tion. Led and built from the ground up by the myste-
anything is happening. The TacNet doesn’t drain their rious Grandmaster. It is actually a re-invention of an older
abilities, instead it gives the Chessmen more knowledge organization brought down many years ago during one
about how to fight them, so there’s no way for the heroes of the original Raven’s last cases. It was an organization
to see or feel anything happening to them. comprised of highly skilled agents cherry-picked from
global intelligence agencies. The original Grandmaster damage control to win back public confidence. The defeat
died in prison, but his son, a technical genius, is intent does, however, earn them each a hero point.
on honoring his father’s memory by resurrecting the
Chessmen. Using resources hidden by his father, as well If the heroes win, the Knights and Pawns self-destruct.
as those gained from other sources, the Grandmaster The men inside the Knight armor die and their equipment
along with the robotic Pawns is reduced to white-hot
has built a base of operations underneath Emerald City,
a headquarters called “the Board.” Two AIs known as sludge. Simultaneously, all the other Chessmen equip-
Black Queen and White Queen coordinate all Chessmen ment secreted around the base also self-destructs. The
damage caused to the headquarters is minimal and Mars
operations from the Board and act as sophisticated
rebuilds as necessary. Regardless, the base is operational
switchboards for the highly encrypted communication
system and run teleporters to move resources as needed. and the heroes can move in right away.
Advanced robot Pawns are the foundation of any combat Mars, if and when the heroes track him down, is some-
operation, supplemented by powered-armor wearing where else in the building while the heroes are fighting
Knights and mobile weapon platform Rooks. Cyborgs for their lives and knows nothing about “his” involvement
called Bishops with artificial cyberpathic interface systems in luring them into the trap. Any investigation the heroes
act as infiltrators and intelligence agents. Only Knights undertake to prove otherwise only confirms his story;
and Pawns come into direct contact with the heroes in neither he, nor anyone else, was in the control room. In
this adventure. They’re both detailed in the Heroes & addition, the training room computers confirm that the
Villains section. Mars the heroes interacted with was merely a hologram
controlled from outside the building. It’s impossible to
OUTCOME trace where the controllers were located because that
information was wiped out when the Chessmen destroyed
Given the odds against them, the heroes could easily be their links to the building.
defeated by the Chessmen, in which case the Grandmaster
is able to steal all the technology and information he wants
and then orders the Chessmen to leave. He has what he
REWARDS
wanted—terabytes of data from both MarsTech and AEGIS, The heroes should receive at least one hero point during
as well as video of the heroes being defeated in their new the early parts of this encounter (as directed in the text),
headquarters! Video that quickly makes its way into the but could earn more through their actions or clever play.
hands of the media. Although it doesn’t end their careers,
it’s a major setback and the heroes have to do some serious
SCENE 5: STORM WARNING it. The heroes aren’t as much fun as the agents, but she
tries to make the most of their discomfort, too.
The powers-that-be in Emerald City’s underworld have Gator is going through the motions when the heroes
noticed the stormers and their potential value as super- arrive. He was hired to inflict property damage and that’s
powered lackeys. A test of these potential recruits has what he’s been doing. He’s already torn up the street and
been arranged. They’re going to hit a secret AEGIS trans- has thrown cars into surrounding buildings. He’s a little
port. Nothing fancy is planned, just a snatch-and-grab, bored and doesn’t enjoy Oblivion’s blathering. He’s actu-
preferably with a lot of collateral damage. This is also a test ally relieved when the heroes arrive and welcomes the
of the local AEGIS team and the new heroes. opportunity to tear into them.
It’s been an interesting week or so… meeting He has people to hurt and things to vent his frustrations
important people, trying to learn names, codes, on, so he’s happy. Given how cool and attractive most
and security procedures. Apart from the “excite- hero types are, he takes an instant and intense dislike to
ment” in the training room, it’s been a busy, boring them and obviously enjoys bringing the hammer down
week. That changes when an alarm starts going off on whichever hero is closest.
and you all rush to the meeting room.
TRINITY
A quick flash of information on one of the large
view screens tells you an AEGIS transport has come This is a job—it has a goal and a payoff and that’s all Trinity
under attack not far from the Emerald Tower and finds important. She’s emotionally detached and sees
the agents are pinned down by some unknown the heroes as a new and bothersome problem for which
super-powered assailants. she has to find a solution. If anything, she seems to be in
something of a hurry.
If they decide to check with the authorities, the heroes Note that the flexible nature of this encounter means
find out that, yes, the transport is under attack and all that GMs can easily add, subtract, or substitute stormers
phone and cell communication in the area is being as needed, be it characters of your own creation, or some
blocked. The heroes don’t have a lot of time to decide of the stormers from the Threat Reports series of PDFs
what they’re going to do, but investigating in person is published by Green Ronin.
likely their best bet.
The combat takes place on a four-lane main street through ENVIRONMENTAL FEATURES
downtown. There’s a crushed, flipped, and damaged semi-
truck in the middle of the road. In front and behind it are The surrounding buildings are brick and stonework
twin AEGIS SUVs that have also been destroyed. Two of (Toughness 8-9) and are three to four stories tall, with an
the surviving agents are taking cover behind the rear SUV occasional five story building, which run from 40 to 70
and the other four agents are inside a nearby building feet tall. One corner of one of the blocks is a gas station—
fighting back as best they can while waiting for backup. a hero or villain may decide to blow up the underground
The villains are arranged as shown on the map. gas tank (Burst Area 2 (60 foot radius) Damage 13), or the
IMPORTANT CHARACTERS
The stormers used in this encounter all appear in the
Heroes & Villains section at the end of this adventure. For
civilians, use the Bystander archetype and normal AEGIS
agents use the SWAT archetype, both from the Hero’s
Handbook .
OUTCOME
If the heroes lose, the stormers leave as they were instructed.
None of them are coldblooded killers (yet) and they aren’t
getting paid to kill anyone, not even the heroes.
REWARDS
If the heroes figure out this is a trap and take precautions
or approach the situation carefully, foiling the stormers’
ambush, that’s worth a hero point. A couple of the villains
in this scenario have Luck, which is usually reserved for
heroes, since it allows villains to, effectively, impose a
complication on the heroes without giving them a hero
point. Instead of doing that, it’s recommended that you
give the affected hero(es) a hero point. Finally, there
are plenty of AEGIS agents and property around for the
heroes to protect, that sort of heroic activity is definitely
worth a hero point.
• Anyone with the Expertise: Science, Expertise: Engi- If you’re looking for hooks you can expand on between chap-
neering, or Technology skills examining the micro- ters of the adventure—or to expand your series setting—
scopic machines and succeeding on a DC 15 check the heroes can investigate the Chessmen or chance onto
can identify them by their proper name: nanites. another one of their operations. Perhaps they’re using some
They also pretty quickly recognize them as products of the information they found in the information they stole
of an amazingly advanced technology. Even heroes from MarsTech or AEGIS to recover a much-needed experi-
from advanced extraterrestrial civilizations find these mental power source or prototype weapon.
nanites beyond their people’s capabilities.
The heroes could also build relationships with important
people in the community, either by performing various
CSI: EMERALD CITY good deeds or participating in fundraisers or other public
events… which leave them open to attack by enemies.
It’s kind of gross, but a generation of players raised on
a steady diet of TV autopsies are bound to make for the You could also expand on the briefcase the stormers stole
corpses in search of forensic evidence. Sadly, there are (or attempted to steal) from AEGIS. If the heroes didn’t
some who suffered the worst of the explosion’s effects. find out what was inside, you can substitute an item of
Assuming the heroes haven’t committed some egre- your own and spin off an entirely new plotline to occupy
gious violation of public trust, the authorities grant them the heroes.
reasonable access to anyone in their care or custody, as Finally, the weekly series of Threat Reports available at the
well as any needed facilities. Green Ronin Online Store are filled characters you can use
The important thing is not to let the departed become to create additional scenarios around. Perhaps a run-in
statistics. As the characters examine bodies, mention a with Pack-Rat and Junkpile, or Fallout might decide he
personal item still on the deceased—an inscribed wedding wants whatever AEGIS was transporting and the heroes
need to defend it yet again!
Abilities: Str 6 Sta 2 Agl 2 Dex 2 Fgt 6 Int 1 Awe 1 Pre 1 Abilities: Str 8 Sta — Agl 1 Dex 0 Fgt 0 Int — Awe 2 Pre —
Powers: Powered Armor (Enhanced Fortitude 4, Enhanced Powers Feature 1 (Self-destruct system); Growth 2 (8 feet
Strength 4, Flight 6 (120 MPH; Subtle); Immunity 10 (Life tall; Innate; Permanent); Immunity 30 (Fortitude Effects);
Support); Impervious Protection 8; Gatling Laser (Ranged Impervious Protection 8; Enhanced Advantages 1
Multiattack Damage 9, AE: Blinding Barrage (Selective (Teamwork); Enhanced Defenses 8 (Dodge 4, Parry 5);
Shapeable Area Concealment from all Visual and Auditory Enhanced Skills 9 (Close Combat: Unarmed +6, Ranged
senses)); Senses 5 (Communications Link with Black Queen, Combat: Arm Cannon +4, Perception +8); Speed 4 (30 MPH);
Direction Sense, Distance Sense, Infravision, Radio); TacNet Arm Cannon (Ranged Multiattack Damage 10), AE: Grenade
Interface (Reaction Burst Area Perception Range Simultaneous Launcher (Ranged Burst Area Damage 7), AE: Taser Dart
Weaken 5 (Resisted by Dodge), Broad (Attack, Dodge, and Parry Swarm (Cone Area Affliction 7 (Resisted by Fortitude; Dazed,
ranks), Simultaneous, Insidious, Subtle; Limited to only affec ting Stunned, Incapacitated)); Senses 5 (Communication Link with
traits when opposing TacNet user, Limited to only when multiple Black Queen, Direction Sense, Distance Sense, Infravision,
TacNet users are present); Removable (-23 points)) Radio); TacNet Interface (Reaction Burst Area Perception
Range Simultaneous Weaken 5 (Resisted by Dodge), Broad
Advantages Close Attack 2, Fearless, Teamwork (Attack, Dodge, and Parry ranks), Simultaneous, Insidious,
Skills Athletics 4 (+10), Expertise: Chessmen Agent 9 (+10), Subtle; Limited to only affecting traits when opposing TacNet
Expertise: Current Events 4 (+5), Expertise: Streetwise 4 (+5), user, Limited to only when multiple TacNet users are present)
Expertise: Tactics 6 (+7), Insight 4 (+5), Intimidation 4 (+5), Advantages Teamwork
Perception 4 (+5), Ranged Combat: Gatling Laser 5 (+7), Stealth
2 (+4), Technology 4 (+5) Skills Close Combat: Unarmed 6 (+6), Perception 8 (+10), Ranged
Combat: Arm Cannon 4 (+5)
Offense Initiative +2, Laser +7 (Ranged, Multiattack Damage
9), Unarmed +8 (Close, Damage 6) Offense Initiative +9, Arm Cannon +4 (Ranged, Multiattack
Damage 10), Grenade Launcher — (Ranged, Burst Area
Defense Dodge 6, Parry 6, Fortitude 9, Toughness 10, Will 5 Damage 7), Taser Dart Swarm — (Close, Cone Area Affliction 7,
Totals Abilities 34 + Powers 94 + Advantages 4 + Skills 25 + Resisted by Fortitude), Unarmed +6 (Close, Damage 8)
Defenses 11 = 168 Defense Dodge 4, Parry 4, Fortitude Immune, Toughness 10,
Complications Motivation (Fanatical devotion to the Will Immune
Chessmen), Quirk (Can be killed through electronic “killswitch” Totals Abilities -12 + Powers 111 + Advantages 0 + Skills 0 +
over which they have no control) Defenses 0 = 99
Complications Motivation (Programmed Automatons)
PAWNS
MAXIMILLIAN MARS PL11 168 POINTS
•
Once upon a time, Mars wore a very different power Totals Abilities 60 + Powers 3 + Advantages 25 + Skills 53 (106
ranks) + Defenses 27 = 168
suit than the expensive custom-tailored ones he buys in
London today… suits with armor and frightening hi-tech Complication Motivation—Ambition, Secret (Former criminal
weapons systems. As a young man, he accidentally mastermind)
stumbled upon long-lost fragments of alien technology.
He reverse-engineered a number of components, built Mars aided Centurion and others in their fight against
an armored battlesuit, and went into business as ‘the Omega, then successfully parleyed that assistance into a
Commander,’ a mainstay in the super-criminal commu- presidential pardon for his crimes. He then returned to his
nity of the time and a major problem for Captain Thunder. native Emerald City and started MarsTech. Over the years
Eventually he reached the conclusion that he could accrue he’s built it into a massive multinational business empire.
just as much power in the business arena, legitimately, and Though he is very familiar with the city’s underworld, he
without running the risk of being crippled while fighting keeps all such associations at arm’s length and is very
costumed powerhouses. During the Terminus Invasion, serious about being a respectable and legitimate busi-
nessman... His true history is known to a select few in the bing features all over it, which he pretends is the source
hero community and he and Thunder have an unspoken of his powers.
(and grudging) respect for one another.
Row and everything went to hell. Nobody wants to hire Her body transformed into some kind of solid energy, and
someone that looks like a human alligator, especially one not only that, it was made up of three humanoid forms joined
that can snap a man in half without much effort. A man’s at the shoulders! The bodies shared the same consciousness
got to eat, and there are people out there who are willing and she was able to perceive the world all around her at the
to hire him. The jobs are a little messier than before, but same time. She discovered she could cause bursts of energy
it’s not like the cops can stop him now. to erupt from her bodies and she could fly!. Karen wasn’t
altruistic. She didn’t want to help people; she wanted to help
Gator looks like a large man with scaly plates, a tail, and herself and she finally had the power to do just that. She flew
ridges running from head to tail. His jaw is slightly elon- back to the building that housed the physics program and
gated, packed full of big, nasty teeth. He has a difficult time burned it to the ground. It served them right for kicking her
speaking, so when he does, it’s slowly and enunciated as out—even if she had sabotaged other students’ projects!
much as possible, which makes people think he’s a dumb
beast. He’s a strong and an accomplished street fighter who Trinity’s triplicate form is a descriptive effect. Any effects
has no compunctions about playing dirty when necessary. targeting one of the bodies affect her normally. When
she loses consciousness, she reverts back to her normal
TAR PIT (single) physical body. That’s the only time she changes
back to normal as she vastly prefers her new appearance
to her old.
Tar Pit doesn’t really remember his old name. He thinks
it might have been Roger something or other. Years of
alcohol abuse had put him in the gutter, homeless. He
doesn’t remember what he was doing downtown, but he
TAR PIT PL10 152 POINTS
•
remembers the Silver Storm... and the pain that followed. Abilities: Str 9 Sta — Agl -2 Dex -2 Fgt 2 Int -2 Awe -1 Pre 0
Now, as a vaguely humanoid mass of a black tar-like
Powers: Tarlike (Elongation 1 and Linked Strength-based
substance, the only thing that motivates Tar Pit is his Damage 1); Enhanced Advantage (Instant Up); Immunity 30
hatred for the normal people in the world. (Fortitude Effects); Impervious Protection 10; Impervious
Protection 8 (Limited to only versus physical attacks);
Tar Pit likes opponents to hit him and become stuck to his Insubstantial 1 (Liquid; Permanent; Innate); Suffocating
body, or, if they refuse to engage him, to engulf his foes Engulf (Reaction Affliction 10 (Resisted by Fortitude; Hindered,
and suffocate them until the stop moving. Immobile, Paralyzed; AE: Cumulative Affliction 10 (Resisted
by Fortitude; Dazed, Stunned, Incapacitated), Concentration,
Grab-based); Regeneration 3; Speed 3 (16 MPH)
TRINITY Advantages: Close Attack 8, Fast Grab, Improved Grab,
Improved Hold
Karen Emerson was wandering dejectedly away from Skills: Intimidation 10 (+10), Perception 6 (+5)
campus when her life, already in the toilet after just having Offense: Initiative -2, Suffocating Engulf +10 (Affliction 10,
been expelled from her graduate program, took another Resisted by Fortitude), Unarmed+10 (Close, Damage 10)
dramatic turn. Her abilities erupted immediately, accompa-
Defense: Dodge 2, Parry 2, Fortitude Immune, Toughness
nied by immense pain but no period of lost consciousness. 18/10* (*vs attacks other than physical ones), Will 9
Totals: Abilities -2 + Powers 114 + Advantages 11 + Skills 8 +
Defenses 14 = 145
GATOR PL10 141 POINTS
•
Complications: Motivation—Chaos. Hatred: Normal-looking
people.
Abilities: Str 9 Sta 10 Agl 4 Dex 2 Fgt 8 Int 0 Awe 2 Pre 3
Powers: Aquatic (Immunity 1 (Drowning), Movement 1
(Environmental Adaptation—Aquatic), Swimming 6 (30
TRINITY PL10 164 POINTS
•
MPH)); Armored Hide (Impervious Toughness 8; Protection Abilities: Str 6 Sta 10 Agl 0 Dex 0 Fgt 6 Int 3 Awe 3 Pre 2
2); Claws/Teeth (Strength-based Damage 3, Penetrating
3); Regeneration 5; Senses 2 (Low-light Vision, Olfactory Powers: Flight 6 (120 MPH); Force Field 2; Impervious
Tracking); Tail (Extra Limb 1, Reach on Strength Damage, Toughness 12; Plasma Blast (Ranged Multiattack Damage
Enhanced Advantages 1 (Improved Trip)) 12, Accurate 4; AE: Radiation Burst (Burst Area Damage 10);
Senses 4 (Acute Detect Radiation (visual), Radius on all Visual)
Advantages All-out Attack, Chokehold, Fast Grab, Improved Grab,
Improved Hold, Improved Trip, Power Attack, Prone Fighting Advantages: Defensive Attack, Improved Initiative 2
Skills: Athletics 6 (+15), Intimidation 6 (+9), Perception 4 (+6), Skills: Expertise: Current Events 6 (+9), Expertise: Science 8
Ranged Combat: Thrown 4 (+6), Stealth 4 (+8) (+11), Insight 4 (+7), Perception 4 (+7), Technology 8 (+11)
Offense: Initiative +4, Claws/Teeth +8 (Close, Damage 12, Offense: Initiative +8, Plasma Blast +8 (Multiattack Damage
Penetrating 3) 12), Radiation Burst — (Burst Area Damage 10), Unarmed +6
(Damage 6)
Defense: Dodge 8, Parry 8, Fortitude 14, Toughness 12, Will 6
Defense: Dodge 8, Parry 6, Fortitude 10, Toughness 12/*10
Totals: Abilities 76 + Powers 35 + Advantages 6 + Skills 12 + (*without Force Field), Will 10
Defenses 12 = 141
Totals: Abilities 60 + Powers 71 + Advantages 3 + Skills 15 +
Complications: Motivation—Greed: Gator is just trying to earn Defenses 15 = 164
a living and have fun doing it. Prejudice: Strange appearance.
Quirk—Carnivore: Must consume large quantities of raw meat Complications: Motivation—Power: Trinity enjoys power
as part of his basic diet. Temper—Bloodlust: Gets lost in battle and wants more, no matter what form it takes. Quirk—
and easily succumbs to bloodlust). Vengeful: Very sore loser.
BOWMAN PL10
STR STA AGL DEX FGT INT AWE PRE POWER POINTS
2 2 6 6 6 1 3 4 Abilities 60 Skills 47
Powers 15 Defenses 23
POWERS
Advantages 34 Total 179
Hi-Tech Bow and Trick Arrows: Array (17 points), Easily
Removable (-8 points) COMPLICATIONS
•Explosive Arrows: Ranged Burst Area Damage 6,
Diminished Range • 17 points Fame: All of the members of the Freedom League are very
•Bola Arrows: Snare 4 • 1 point well-known.
•Taser Arrows: Ranged Affliction 4 (Resisted by Fortitude; Motivation—Thrillseeker:Bowman is an adrenaline junkie.
Dazed, Stunned, Incapacitated) • 1 point He sometimes has a hard time reconciling this drive with his
•Smoke Arrows: Ranged Cloud Area Concealment 4 Attack professional obligations to his teammates and his extensive
(All Visual) • 1 point training.
•Peerless Archer: Ranged Multiattack Damage 4, Precise • 1 point
•Swingline: Movement 1 (Swinging)• 1 point Responsibility: As the latest in a line of heroes to carry the
Trained Runner: Speed 1 (4 MPH) • 1 point “Bowman” name, he feels a keen responsibility to do the name
proud.
EQUIPMENT
Hi-tech Chainmail Hauberk (Protection 2), Commlink,
Flashlight, GPS Receiver
ADVANTAGES
Accurate Attack, Benefit 1 (Well-off), Close Attack 4, Connected,
Defensive Attack, Defensive Roll 2, Equipment, Evasion,
Improved Aim, Improved Critical 4 (Bows), Improved
Defense, Improved Disarm, Improved Initiative 2, Instant
Up, Move-by Action, Precise Attack 2 (Ranged;
Concealment and Cover), Quick Draw, Ranged Attack 4,
Seize Initiative, Skill Mastery (Ranged Combat), Taunt,
Ultimate Effort (Ranged Combat)
SKILLS
Acrobatics 10 (+16), Athletics 8 (+10), Deception 8 (+12),
Expertise: History 4 (+5), Expertise: Streetwise 8 (+9),
Insight 7 (+10), Intimidation 6 (+10), Investigation 7 (+8),
Perception 8 (+11), Ranged Combat: Bows 6 (+12),
Stealth 10 (+16), Technology 7 (+8), Vehicles 5 (+11)
OFFENSE
Initiative +14
Ranged Weapons +16 Ranged, Damage 4, Crit. 16-20
Unarmed +10 Close, Damage 2
DEFENSE
Dodge 14 Fortitude 8
Parry 10 Toughness 6/4*
Will 8 *Without Defensive Roll
ADVANTAGES
Diehard, Fearless, Improved Initiative
SKILLS
Expertise: Current Events 8 (+12), Expertise: Structural
Engineering 14 (+18), Insight 8 (+12), Intimidation 8 (+8),
Perception 4 (+8), Stealth 6 (+7), Technology 6 (+10)
OFFENSE
Initiative +5
Animate Object — Perception Range, Damage 12
Unarmed +10 Close, Damage 6
DEFENSE
Dodge 8 Fortitude 10
Parry 10 Toughness 14
Will 10
POWER POINTS
Abilities 72 Skills 27
Powers 127 Defenses 13
Advantages 3 Total 242
RAVEN PL12
STR STA AGL DEX FGT INT AWE PRE POWER POINTS
2 4 6 5 16 7 5 6 Abilities 102 Skills 78
Powers 3 Defenses 24
POWERS
Advantages 64 Total 271
Combat Mastery: Strength-based Damage 2, Subtle• 3 points
COMPLICATIONS
EQUIPMENT
Fame: All of the members of the Freedom League are very
Binoculars, Body Armor (Protection 2, Subtle), Collapsible Staves well-known.
(Strength-based Damage 2), Commlink, Mini-tracers, Night Vision
Goggles, Restraints, Flashlight, GPS, Grapnel Gun (Movement 1 Identity: Raven’s true identity as Callie Summers is a zealously
(Swinging)), Multi-tool, 30 points worth of vehicles and smaller hidden secret.
headquarters hidden around Freedom City Motivation—Justice: Raven is driven to fight the evil that
Utility Belt: Array (16 points) took her mother’s life.
• Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted Obsession: Fighting crime is the center of Raven’s life and she
by Fortitude; Dazed and Vision Impaired, Stunned and Vision spares only enough time from it to protect her secret identity.
Disabled, Incapacitated) • 16 points
• Bolos: Snare 3 (Resisted by Dodge; Hindered and Vulnerable,
Defenseless and Immobilized) • 1 point
• Boomerangs: Ranged Strength-based Damage 1 •1 point
• Explosives: Ranged Burst Area Damage 5 • 1 point .
• Cutting Torch: Damage 1 Linked to Weaken Toughness 1. • 1 point
• Flash-Bangs: Burst Area Dazzle 4 (Resisted by Fortitude; Vision
Impaired, Vision Disabled, Vision Unaware) • 1 point
• Smoke Pellets: Cloud Area Visual Concealment Attack • 1 point
ADVANTAGES
Agile Feint, Assessment, Benefit 3 (Millionaire), Close Attack 2,
Connected, Contacts, Daze (Intimidation), Defensive Attack,
Defensive Roll 2, Equipment 17t, Evasion, Hide in Plain Sight,
Improved Initiative 2, Improvised Tools, Instant Up, Inventor, Jack-
of-all-trades, Languages 4, Move-by Action, Power Attack, Precise
Attack (Ranged; Concealment), Quick Draw, Ranged Attack 6,
Redirect, Seize Initiative, Set-up, Skill Mastery (Intimidation),
Skill Mastery (Investigation), Skill Mastery (Perception), Startle,
Takedown, Trance, Tracking, Uncanny Dodge, Well-informed
SKILLS
Acrobatics 8 (+14), Athletics 12 (+14), Deception 8 (+14), Expertise:
Criminology 13 (+20), Insight 10 (+15), Intimidation 14 (+20),
Investigation 15 (+22), Perception 14 (+19), Persuasion 6 (+12),
Stealth 12 (+18), Sleight of Hand 8 (+13), Streetwise 13 (+20),
Technology 8 (+15), Treatment 6 (+13), Vehicles 8 (+13)
OFFENSE
Initiative +10
Boomerangs +16 Ranges, Damage 3
Collapsible Staves+18 Close, Damage 6
Unarmed +18 Close, Damage 4
DEFENSE
Dodge 16 Fortitude 9
Parry 16 Toughness 8/6*
Will 14 *Without Defensive Roll
EQUIPMENT
Commlink, GPS receiver
ADVANTAGES
Agile Feint, Close Attack 3, Close Attack 5, Defensive Roll 3,
Evasion, Equipment, Grabbing Finesse, Improved Initiative 12,
Instant Up, Move-by Action, Redirect, Taunt
SKILLS
Acrobatics 7 (+12), Athletics 8 (+10), Deception 6 (+9), Expertise:
Current Events 6 (+7), Expertise: Pop Culture 6 (+7), Perception
8 (+10), Ranged Combat: Throw 9 (+13), Technology 4 (+5)
OFFENSE
Initiative +53
Fast Attack — Burst Area, Damage 8
Flurry of Blows +13/+8* Close, Multiattack Damage 8
Unarmed +13/+8* Close, Damage 2
*Only if he has a lower initiative than his opponent.
DEFENSE
Dodge 16 Fortitude 9
Parry 16 Toughness 6/3*
Will 8 *Without Defensive Roll
SEVEN PL10
STR STA AGL DEX FGT INT AWE PRE POWER POINTS
0 2 1 1 6 3 5 3 Abilities 42 Skills 32
Powers 60 Defenses 20
POWERS
Advantages 7 Total 161
Defensive Magic: Array (20 points)
•Shining Shield of Sirrion: Impervious Force Field 10 • 20 points COMPLICATIONS
•Deflect 10, Reflect • 1 point
Magical Spells: Array (23 points) Fame: All of the members of the Freedom League are very
•Shining Shackles of Sirrion: Snare 8, Diminished Range well-known.
• 23 points Motivation—Responsibility: Seven is keenly aware of the
•Abjurations of Abbridon: Nullify Magic 10, Broad, Precise responsibilities her powers carry.
• 1 point
•Elemental Masty of Ghorummaz: Perception Range Move Power Loss: Seven loses all of her powers other than Witchsight
Object 10 (25 tons), Limited to Classical Elements (Air, Earth, when she is unable to speak or to gesture with her hands.
Fire, and Water) • 1 point
•Magic of the Modrossus: Ranged Damage 10 • 1 point
•Second Wheel of Weyan: Remote Sensing 22 (16,000
miles), Visual and Auditory, Feedback, Medium (Any
reflective surface) • 1 point
•Shining Suns of Sirrion: Dazzle 10 (Visual;
Resisted by Will) • 1 point
Whirling Wind of Weyan: Flight 4 (30 MPH) • 8 points
Witchsight: Senses 3 (Analytical and Extended
Magic Awareness) • 3 points
EQUIPMENT
Commlink
ADVANTAGES
Attractive, Equipment, Languages 4 (Atlantean, Latin, S anskrit,
and several ancient occult languages), Ritualist
SKILLS
Deception 7 (+10), Expertise: Magic 9 (+12), Insight 8 (+13),
Intimidation 4 (+7), Perception 8 (+13), Persuasion 6 (+9),
Ranged Combat: Magical Spells 9 (+10), Sleight of Hand 6 (+7),
Stealth 4 (+5), Treatment 3 (+6)
OFFENSE
Initiative +53
Magic of the Modrossus +10 Ranged, Damage 10
Shining Shackles of Sirrion +10 Ranged, Affliction 10,
Resisted by Fortitude
Shining Suns of Sirrion +10 Ranged, Affliction 10,
Resisted by Fortitude
Unarmed +6 Close, Damage 0
DEFENSE
Dodge 8 Fortitude 5
Parry 7 Toughness 12
Will 14
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