mutants & masterminds - third edition - threat report - looking glass gang 2

Upload: gino-forest

Post on 10-Jan-2016

82 views

Category:

Documents


5 download

DESCRIPTION

Threat report

TRANSCRIPT

  • The Looking gLass gang, ParT 2Reports or from the Emerald City Knights adventure series may fit into White Rabbits vision for the Looking Glass Gang, allowing you to introduce (or re-introduce) them into your series in a novel way. Here are just some of the possibilities:

    Anvil (TR#5): With his invulnerability and size, Anvil might be dressed up in the role of the Mock Turtle, a good deal more melancholy under White Rabbits influence.

    Battle Brothers (TR#37): Ideal candidates to become the Tweedledee and Tweedledum of the gang.

    Black Vulture (TR#16): Another candidate for the Griffon, or possibly the Crow (the Red Kings Bishop).

    Cortex (TR#23): Best suited for the part of Humpty Dumpty in the Gang. Cortex might come into conflict if he sees White Rabbit cutting into his turf, leading to his recruitment into the gang.

    Faster Pussycat (TR#22): The glamorous thief could become the gangs Cheshire Cat, able to

    Curiouser and Curiouser...The nature of the Looking Glass Gang and White Rabbits abilities are such that the gangs membership may contin-ue to change over time, following the theme of Linholms obsession with Alice in Wonderland. New members may replace those captured and even removed from White Rabbits influence, either filling existing roles in the gang or adding new ones. Some existing villains in other Threat

    22 ThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gang ThreaT rePorT: The Looking gLass gang

  • vanish in an instant. How the blessings (and plans) of Bast would interact with White Rabbits powers is left up to the GM.

    Gator (ECK#2): A replacement for Bill the Lizard, perhaps.

    Mindfire (TR#7): The cruel Mindfire becomes a fiery Queen of Hearts; when she proclaims Off with their heads! with her psionic powers, she may mean it lit-erally!

    Octaman (ECK#0): The hapless Octaman could end up a Caterpillar for the Gang under White Rabbits influence.

    Mongoose (ECK#0): Also a possible Cheshire Cat, if Faster Pussycat doesnt work out.

    Pack-Rat (TR#1): A potential replacement for Dor-mouse, or taking up the role of the Mouse (trapped in a pool of tears and relating his own unique tale).

    Sleepwalker (TR#28): With her powers, Sleepwalker could be virtually any member of the Looking Glass Gang. Perhaps, in conjunction with White Rabbits abilities, she could even be all of them, manifest-ing the power to split into multiple super-forms, or manifest them as mental projections. This could make Ida Merrid into White Rabbits new Alice, par-ticularly given her own literary interests. She could also be a new Mad Hatter, able to wear different iden-tities as her many hats.

    Tribal (TR#8): With his animalistic powers, he is likely to end up as the Griffon (perhaps teamed with Anvils Mock Turtle). Under White Rabbits influence, the in-ner-city gangster acquires a strange Cockney accent and arrogant, dismissive attitude.

    Any or all of these new recruits are likely to be very unhappy with White Rabbit if and when his influence wears off and they return to their senses, particularly given the outlandish costumes theyre likely to be wearing, and the things theyll only vaguely recall doing.

    aLiCeReal Name: Alice BanksOccupation: Former studentBase: Mobile

    Alice didnt ask for any of this. She didnt ask to be out shop-ping on Yellow Brick Row the day of the Silver Storm. She didnt ask to acquire the strange power to change her size, and she certainly didnt ask to attract the attention of White Rabbit. But it was destiny, you see. How else to explain it? That a lovely blond young woman, right out of a story-book, with the power to change her size to fit into White Rabbits Wonderland? It was meant to be. Oh, she took a bit of persuading, but Alice came to understand that life

    with her new friends is better, even if she sometimes feels that its all a bit mad.

    Alices power allows her to go from her normal just over five-foot height to some fifty feet tall, or to shrink down to the size of a mouse (a real one, not a fellow like Dor-mouse). At her full height, shes strong enough to fling a bus hundreds of feet through the air and shrug off gunfire. At her smallest, she can slip unnoticed into care-fully guarded places.

    The haTTerReal Name: Reginald Reggie TybaltOccupation: Inventor, criminalBase: Mobile

    Best not to call him mad. The Hatter was never mad, oh, a bit perturbed, certainly. Who wouldnt be, at having their lifes work con-stantly questioned by lesser in-tellects? Is it his fault he couldnt properly explain dimensional compression and wormhole con-tainment to those dunderheads? No! But they insisted, oh yes, and on all of their safety protocols and their oversight committees blathering on and on about Professor Zed and Cerebrus Rex and pre-vious trouble with dimensional interfaces and whatnot. They didnt understand what it was like to be on the verge of a world-changing breakthrough; how could they? Reggie was so very frustrated with them all, until White Rabbit opened his eyes and helped him to see. He didnt need any of them!

    What a breakthrough it was! The first portal locked on to something and she came through: all shining and in red, their new Queen. It was a pity about the lab, but then you cant deal a hand without shuffling the cards, eh? It was an easy matter to build the quantum conductor ring inside an old hatband to hide it. Nothing up his sleeve (save his arm), but always able to pull a new trick out of the ol hat.

    aLiCe PL9 76 PoinTsSTR 0/14*/-3** STA 0/14* AGL 2 DEX 1 FGT 2 INT 0 AWE 1 PRE 1

    Powers: Impossible Things (Immunity 10 (Mental Effects), Limited to half effect); Size Change (Growth 14; A.E.: Shrinking 14)

    Advantages: Accurate Attack, Interpose

    Skills: Close Combat: Unarmed 2 (+4), Insight 4 (+5), Intimidation 0 (+1/+8*/-6**), Perception 4 (+5), Stealth 0 (+2/+16**)

    Offense: Initiative +2, Unarmed +4 (Close, Damage 0/14*/-3**)

    Defense: Dodge 11/4*/18**, Parry 11/4*/18**, Fortitude 0/14*, Toughness 0/14*, Will 4 *With full Growth modifiers. **With full Shrinking modifiers.

    Totals Abilities 14 + Powers 34 + Advantages 2 + Skills 5 + Defenses 21= Total 76

    Complications: Didnt Ask For This (Alice sometimes struggles against White Rabbits influence; a successful interaction check might entrance her for a round or more.)

    33ThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gang ThreaT rePorT: The Looking gLass gang

  • Thats the Hatter for you. Now with his friends and the beautiful Red Queen it will be tea-time forever!

    The Hatters hat tricks all involved pulling things out of the extradimensional space inside his hat, from outpour-ings of marbles to big hats that shrink to cover the top of a foes head to giant powder puffs and shrinking hatbands of tensile steel. He can grab a cupful of narcotic tea to splash in someones face or even catch incoming attacks in the warp of the hat and hurl them back! As an added trick, the hat is locked to the Hatters quantum signa-ture: he can summon it to him whenever and wherever he wishes (the hat isnt Removable, it just looks like it is). He might even let someone think theyve taken it away, for a moment, before calling it back.

    red QueenReal Name: UnknownOccupation: GuideBase: Mobile

    When the omniverse itself was young, a race of beings whose name has long since been forgot-ten built the Navigational Matri-ces, giving them intelligence and the power to bridge the dimen-sional gulf, and setting them to act as guides and explorers of the infinitude of worlds.

    Eons ago, the Matrices were all shut down to prevent the spread of a sentient techno-virus. When the re-activation signal was sent, however, the surviving Matrices found that millions of years had passed. How long exactly, they couldnt tell. Most of them were gone, and those that survived had substantial memory-core and systems damage. The surviving Matrices discovered their home reality had been devastated by a war that destroyed or scattered the Builders. Only primitive life flourished in their dimension, and the only reason they had been re-activated was thanks to inter-dimensional explorers who inadvertently reactivated a Matrix they found adrift in in-terstitial space-time.

    A quantum shift in a nearby dimension created an eddy that swept a damaged Matrix into that reality. Subjected to the psychic influence of White Rabbit, the vulnerable sentience circuits of the Matrix were overwhelmed and imprinted with the archetype of the Red Queen. Her temporal circuitry allows her to influence the local flow of time in this dimension but her dimensional-bridging circuitry is damaged and her auto-repair systems are not restoring it for some reason. Still, the Red Queen has new friends who are helping her to find her place in the world.

    The haTTer PL10 125 PoinTsSTR 0 STA 0 AGL 1 DEX 3 FGT 1 INT 4 AWE 2 PRE 1

    Powers: Hat Tricks (Array, 20 points) Down Over the Eyes (Ranged Affliction 10 (Resisted and

    Overcome by Dodge; Impaired, Disabled, Unaware)) 20 points

    Lost Marbles (Cone Area Affliction 10 (Resisted and Overcome by Dodge; Hindered and Vulnerable, Defenseless and Prone), Extra Condition, Limited Degree) 1 point

    Powder Puff (Cloud Area 3 (60 feet) Visual Concealment Attack 4) 1 point

    Shrinking Hatband (Ranged Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile) Extra Condition, Limited Degree 1 point

    Sleepytime Tea (Progressive Affliction 6 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep), Reach 2 (10 feet)) 1 point

    Tip of the Hat: Deflect 15, Reflect, Close Range 15 pointsAdvantages Defensive Roll 5, Interpose, Inventor

    Skills Deception 6 (+7), Expertise: Physics 8 (+12), Insight 4 (+6), Perception 4 (+6), Ranged Combat: Hat Tricks 6 (+9), Sleight of Hand 4 (+7), Technology 10 (+14)

    Offense Initiative +1, Hat Tricks +9 (Affliction 10, see Powers), Unarmed +1 (Close, Damage 0)

    Defense Dodge 12, Parry 7, Fortitude 7, Toughness 5/0*, Will 12 *Without Defensive Roll.

    Totals Abilities 24 + Powers 39 + Advantages 7 + Skills 21 + Defenses 34 = Total 125

    Complications: Mad as a Hatter (The Hatters behavior is somewhat unpredictable and erratic)

    red Queen PL11 191 PoinTsSTR 7 STA 7 AGL 1 DEX 1 FGT 6 INT 3 AWE 2 PRE 1

    Powers: Advanced Construct (Immunity 30 (Fortitude Effects), Protection 1); Anti-Gravity (Flight 3 (16 MPH)); Sensors (Senses 7 (Detect Dimension, Dimensional Awareness, Direction Sense, Distance Sense, Low-light Vision, Time Sense, Tracking)); Temporal Circuitry (Array (45 points): Accelerate Self (Enhanced Dodge 5, Enhanced Parry 5, Enhanced Initiative 10, Quickness 15, Speed 10 (2,000 MPH)), AE: Decelerate Others (Burst Area Affliction 11 (Resisted and Overcome by Will; Dazed and Hindered, Immobile and Stunned), Concentration, Extra Condition, Insidious, Selective, Limited Degree); Universal Translator (Comprehend Languages 2 (Understand, Understood))

    Advantages Eidetic Memory, Fearless

    Skills Close Combat: Unarmed 2 (+8), Expertise: Dimensional Geography 12 (+15), Insight 8 (+10), Perception 8 (+10), Technology 8 (+11)

    Offense Initiative +1/+41*, Deceleration (Burst Area Affliction 11), Unarmed +8 (Close, Damage 7)

    Defense Dodge 9/14*, Parry 9/14*, Fortitude Immune, Toughness 8, Will 11 *With Accelerate Self active.

    Totals Abilities 56 + Powers 94 + Advantages 2 + Skills 19 + Defenses 20 = Total 191

    Complications: Alien (Robot from another dimension and time), Amnesia (No recollections prior to recent arrival on Earth)

    44 ThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gang ThreaT rePorT: The Looking gLass gang

  • CrediTs & LiCense

    OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.

    1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyright-ed material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly iden-tified as Open Game Content by the Contributor, and means any work covered by this License, including trans-lations and derivative works under copyright law, but spe-cifically excludes Product Identity. (e) Product Identity means product and product line names, logos and iden-tifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio rep-resentations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Mate-rial of Open Game Content. (h) You or Your means the licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

    3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

    4. Grant and Consideration: In consideration for agree-ing to use this License, the Contributors grant You a per-petual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

    5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

    6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distribut-ing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

    7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to com-patibility, except as expressly licensed in another, inde-pendent Agreement with the owner of each element of that Product Identity. You agree not to indicate compat-ibility or co-adaptability with any Trademark or Regis-tered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

    8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

    9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

    10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

    11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

    12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

    13. Termination: This License will terminate automati-cally if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

    14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

    15. COPYRIGHT NOTICE

    Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

    Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.

    Advanced Players Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams.

    Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.

    Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson.

    DC Adventures Heros Handbook, Copyright 2010, Green Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & Masterminds Heros Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & Masterminds Threat Report #41: The Looking Glass Gang, Part 2, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & MasterMinds threat report #41: the Looking gLass gang, part 2

    Design and Writing: Steve Kenson

    Editing and Development: Jon Leitheusser

    Art Direction and Graphic Design: Hal Mangold

    Interior Art: Sean Izaakse

    Publisher: Chris Pramas

    Green Ronin Staff: Bill Bodden, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz

    Mutants & Masterminds Threat Report #41: The Looking Glass Gang, Part 2 is 2011 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by

    M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.

    The following is designated as Product Identity, in accor-dance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their as-sociated images, descriptions, backgrounds, and related in-formation are declared Product Identity.

    The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.

    Green Ronin Publishing

    3815 S. Othello St., Suite 100 #304Seattle, WA 98118

    Email: [email protected] Sites: www.greenronin.comwww.mutantsandmasterminds.com

    55ThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gangThreaT rePorT: The Looking gLass gang ThreaT rePorT: The Looking gLass gang