Big Finger Games - Lords of Lightning.pdf

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Requires the Mutants & Masterminds RPG by Green Ronin Publishing For Use.
www.bigi ngergames.com
Writing: David Solon Phillips (Adam, Agent Zero, Dynamo, Jules Blitzer, Hoplite, Keno Kuryente, Raiju, Shock-Trooper,
Tian-Mu) Jim Mason (Agent Zero, Dynamo, Nemesis Rex), Johnathan Wright (Tempest)
Layout & Interior Colors: Michael Todd
Game Mechanics: David Solon Phillips, Michael Todd
Artwork : Butch Mapa (Cover, Adam, Hoplite, Kuryente, Nemesis Rex, Raiju, Shock-Trooper, Tian Mu, Old Blitzer, Origin
Symbols), Ron Lim (Dr. Jules Blitzer)
Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of Green Ronin
Publishing and are used with permission.
Designation of Open Game Content: All stat blocks, templates and new rules.
Designation of Product Identity: The entire text, all artwork, images, Ini nite Universe and origin-in-a-box with the exception of
the open content designated above.
Lords of Lightning is ™ and © 2008 David Solon Phillips. Agent Zero, Dynamo, and Nemesis Rex are © 2008 Jim Mason and are used with
permission. Tempest is © 2008 Johnathan Wright and is used with permission. Reference to other copyrighted material in no way constitutes
a challenge to the respective copyright holders of that material. Some artwork from the Image Portfolio series and is used with permission.
Some artwork taken from Superhero Stock Art #1, copyright © 2005, Aurelio Galindo, Jr. Used with permission. For information contact
akunin773@aol.com. Big Finger Games and the Big Finger Games logo are trademarks owned by Michael Todd. All Right Reserved. This document
is a work of i ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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CONTENTS
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PERSONALITY....................................................................32
APPEARANCE.....................................................................32
POWERS AND TACTICS...................................................32
IN GAME ..............................................................................33
KURYENTE’S MIND CONTROL........................................ 34
ENDGAME...........................................................................35
NEMESIS REX........................................................35
PERSONALITY....................................................................39
MEDUSA ............................................................................. 39
APPEARANCE.....................................................................40
POWERS AND TACTICS...................................................40
ORIGIN-IN-A-BOX............................................................. 40
IN GAME ..............................................................................40
ENDGAME...........................................................................41
RAIJU....................................................................41
STORY POINT..................................................................... 41
PERSONALITY....................................................................42
APPEARANCE.....................................................................44
POWERS AND TACTICS...................................................44
IN GAME ..............................................................................44
ORIGIN-IN-A-BOX............................................................. 45
THE DRONES...................................................................... 46
ENDGAME...........................................................................47
HEADQUARTERS...............................................................47
SHOCK-TROOPER.................................................48
ORIGIN-IN-A-BOX............................................................. 52
PERSONALITY....................................................................53
APPEARANCE.....................................................................53
STORY POINT..................................................................... 53
POWERS AND TACTICS...................................................54
IN GAME ..............................................................................54
ENDGAME...........................................................................54
TEMPEST...............................................................55
PERSONALITY....................................................................57
APPEARANCE.....................................................................58
POWERS AND TACTICS...................................................58
IN GAME ..............................................................................58
ENDGAME...........................................................................59
TIAN-MU...............................................................59
PERSONALITY....................................................................62
ORIGIN-IN-A-BOX............................................................. 62
APPEARANCE.....................................................................62
POWERS AND TACTICS ..................................................62
IN GAME ..............................................................................63
ENDGAME...........................................................................63
APPENDIX.............................................................64
GLOSSARY...........................................................................64
ORIGINS BORN IN LIGHTNING .....................................66
NEW FEAT........................................................................... 66
INTRODUCTION.....................................................3
HOW TO USE THIS BOOK ................................................. 3
WHAT IS THE Ininite Universe?........................................3
CAMPAIGN SPECIFICS.........................................................4
ADAM......................................................................5
VIKTOR AND HIS DIARIES...................................................8
STORY POINT........................................................................8
PERSONALITY...................................................................... 8
APPEARANCE....................................................................... 8
POWERS AND TACTICS..................................................... 8
IN GAME ................................................................................ 9
ORIGIN-IN-A-BOX................................................................9
THE GLOB ........................................................................... 10
THE EGG-LAYER ................................................................ 10
ENDGAME...........................................................................11
AGENT ZERO.........................................................11
PERSONALITY....................................................................13
APPEARANCE.....................................................................13
POWERS AND TACTICS...................................................13
IN GAME ..............................................................................14
ORIGIN-IN-A-BOX............................................................. 14
ENDGAME...........................................................................15
DR. JULES BLITZER...............................................15
DR. JULES BLITZER (MODERN) ...................................... 18
PERSONALITY ...................................................................18
APPEARANCE ....................................................................19
POWERS AND TACTICS...................................................19
IN GAME ..............................................................................19
ENDGAME ..........................................................................20
ORIGIN-IN-A-BOX............................................................. 20
HEADQUARTERS...............................................................20
THE AMAZING ALLIES & DER UBERMANNER.............. 21
DYNAMO...............................................................21
PERSONALITY....................................................................24
APPEARANCE.....................................................................25
POWERS AND TACTICS...................................................25
IN GAME .............................................................................25
ORIGIN-IN-A-BOX............................................................. 25
ENDGAME ..........................................................................26
THE HOPLITE........................................................26
PERSONALITY ...................................................................27
APPEARANCE.....................................................................28
POWERS AND TACTICS...................................................28
IN GAME ..............................................................................28
OLYMPIAN MAGIC ITEMS................................................ 29
ORIGIN-IN-A-BOX............................................................. 30
ENDGAME...........................................................................30
KENO KURYENTE..................................................30
Lords of lightning BIG FINGER GAMES
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INTRODUCTION
Since the dawn of time mankind has stood in
awe of the forces of nature and the sudden
and destructive power of lightning has inspired
wonder above all others. The legendary beings
that could control these forces of storm and
lightning – wizards, heroes, gods and monsters
– were feared and revered throughout the world.
In virtually every culture that has ever existed, a
god, demigod or demon that can summon the
cataclysmic forces of thunder and lightning has
been a part of myth. Teshub, Thor, Taranis, Zeus,
Zibelthiurdos, Raijin and the Thunderbird are only
a few names from the long list of “Thunderers”
that populate the various pantheons of the
world’s cultures. In each of these mythologies
the “Thunderer” is among the mightiest, if not
the outright king, of the gods.
In modern times, lightning and electricity is
no less revered, albeit in a scientii c context.
Where would the world be without the likes
of Benjamin Franklin, Nikola Tesla and Thomas
Edison? The answer? In the dark. The entire world
is powered by electricity, every form of power –
coal, nuclear, water, wind – are all valued for their
ability to generate electrical current. Computers
and networks cover the world. Our own nervous
systems are bioelectric computers. Dei bulators
are regularly employed to restart the human
heart! Lightning is power.
So it is with little surprise that in our modern
myths – science i ction, fantasy, comic-books
and movies – lightning has been a staple source
of power for superhumans since the earliest
days of these media. Roleplaying Games are
no dif erent. In any setting, calling down a bolt
of lightning is formidable, but in modern and
futuristic settings, where the world is more reliant
on technology, the delicate art of manipulating
computers and machines can be equally (if
not as obviously) ef ective. Whether it be the
raging electrical storms brought down by Thor,
the transmogrifying lightning bolt of Shazam,
the “spark of life” given Frankenstein’s Monster,
the destruction dealt by The Lightning as he
battled the Fighting Devil Dogs with electrical
torpedoes and his hand-held thunder pistol,
the nefarious Electro forever dueling with the
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3
WHAT IS THE INFINITE UNIVERSE?
Simply put, the Ini nite Universe is Big Finger
Games’ own superhero universe. Our goal
with this book is to not only start laying the
groundwork for the Ini nite Universe setting,
but more importantly, to show you some of
the great characters that occupy that universe.
Make no mistake, the characters in this book
are written to be as readily adaptable to your
own campaign as possible. If they are taken as
is, these characters provide some insight into
this new setting, but they can also be easily
incorporated into any superhero campaign.
Simply put, the Ini nite Universe is Big Finger
wall-crawling web-slinger, or the dark Johnny
“Dread” Wulgaru’s strange ability to manipulate
computers, electricity is an ubiquitous source
of tremendous power in nearly every genre of
i ction. This was the inspiration for the Lords Of
Lightning , to show the wide range of fantastic
characters, from the age of myth to the age of
super-science, that can be used in your campaign
and to of er a fresh perspective regarding this
most fundamental of powers.
HOW TO USE THIS BOOK
Lords of Lightning features a variety of villains for
use with the M&M system. Each character has
a complete history and a couple of adventure
hooks that make it easy to put the villain to use
immediately.
Besides their obvious use as antagonists for
your heroes, characters in this book can serve
as samples of dif erent villainous archetypes or
can be used as the basis for creating a character
with similar abilities. However you choose to use
them, feel free to modify the characters in this
book in any way you see i t. In addition to the
characters’ backgrounds, vital statistics and game
stats, you’ll i nd a variety of sidebars throughout
Lords of lightning
BIG FINGER GAMES
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CAMPAIGN SPECIFICS
You should feel free to replace any heroes or organizations mentioned in this book with
preexisting analogs from your own setting. For example, Maxwell Technologies serves as the
archetypal high-tech corporation owned by a billionaire playboy who secretly ights crime. If you
already have a similar character and corporation in your own campaign you can simply replace
Maxwell Technologies. If you want to use the characters and organizations presented in this book
as is, then you can ind more information on them in the glossary on page 66.
that are designed to give you more opportunities
to incorporate concepts presented in Lords of
Lightning into your own game. You’ll ind these
sidebars under headers such as Origin-In-A-Box
and Story Point . The purpose of these sidebars is
explained below.
The Origin-In-A-Box sidebar ofers ideas for a
unique origin for a new hero. These ideas often
stem from events in a villain’s background and
will thus give the hero an innate connection to
the villain and the campaign’s history. This can
give rise to many adventure opportunities and
will often give the hero a nemesis or rogue’s
gallery to contend with.
The Story Point sidebar ofers suggestions on
incorporating a villain’s background and history
into your campaign. It provides opportunities
for the heroes to take part in or witness a critical
point in the villain’s history. This allows for a more
organic approach to introducing the character
and can allow heroes to participate in the events
that led the character to become the villain that
they are today.
You’ll notice a slight diference in the way the
characters’ backgrounds are structured. Beyond
the usual entries for the character’s history,
personality, appearance, and powers and tactics,
you’ll also ind sections entitled In Game and
Endgame . The purpose of these sections is
described below.
The In Game section will provide you with
suggestions on how to use the character in
your campaign. It will also give you a series of
adventure hooks that can be used to create
scenarios involving the villains and their schemes.
The In Game section will also usually give you
some idea of the villain’s current activities and
agenda.
Since villains and some lawed heroes or vigi-
lantes often meet their end as the result of their
own hubris or misguided goals we have provided
a section called Endgame. It has been noted that
comic book heroes don’t conform to Campbell’s
monomyth because most superheroes never
complete their journey; their story never reaches
an end. Instead they often adhere to the more
simpliied American monomyth of the out-
sider who solves the problems that have upset
society’s peaceful status quo only to disappear
back into obscurity, or in the superhero’s case,
to disappear back into a secret identity. Since
villain’s need not adhere to the structure of any
heroic myth, we have provided the characters
in this book with a sort of villainous monomyth
– an origin, villainous capers to play out in your
campaign and, ultimately, an Endgame. Each
Endgame will difer, some provide redemption
or a resolution to the troubles that have inspired
the character’s villainy, while others provide a
violent end, a “just desserts” for the villain whose
fate is one of self-destruction. Of course, we’re
operating in a superhero paradigm so mysteri-
ous deaths, resurrections, and rebirths are usu-
ally just around the corner, or on the next page.
You should never feel pinned down by any of the
ideas in this book; you can adapt, alter, and rein-
terpret any of these concepts or characters.
Finally, Lords of Lightning provides a brief look
into the growing Ininite Universe setting. This
superhero universe will be expanded, explored
and advanced with each new release in this new
M&M Superlink line from Big Finger Games.
So, if you’re ready… ire up that Tesla Coil and
let’s go!
Lords of lightning BIG FINGER GAMES
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