Big Finger Games - Sons of the Gun.pdf

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Requires the Mutants & Masterminds RPG by Green Ronin Publishing For Use.
www.bigingergames.com
Writing: Leon Collins II (Bandit, Forecast, Huntsman, Luther, Merchant, Report, The Shield, The Untouchable); Jim
Mason (Gunbunny); David Solon Phillips (Snow Maiden, Additional Adventure Hooks); Michael Todd (Sidebars,
Additional Adventure Hooks); Jeremy Forbing (Jaguar’s Shadows Sidebar)
Game Mechanics: Javier Koslow, Michael Todd, David Solon Phillips
Editing: Michael Todd, Jeremy Forbing, Johnathan Wright
Layout & Interior Colors: Michael Todd
Artwork : Butch Mapa (Cover, Bandit, Huntsman, Luther, Gunrunner, Snow Maiden, The Untouchable,
Troubleshooter); Chris Wiler (Falconer, Gunbunny, Merchant, Report) ; Antonio Rojo (Forecast); Robert Burson (The
Shield)
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 and templates.
Designation of Product Identity: The entire text, all artwork, images, ininiverse and origin-in-a-box with the exception of the
open content designated above.
Sons of the Gun is ™ and © 2006 Michael Todd. Reference to other copyrighted material in now way constitutes a challenge to the respective
copyright holders of that material. Falconer and Gunbunny are © 2006 Jim Mason and are used with permission. Snow Maiden is © 2006 David
Solon Phillips and is used with permission. Some artwork taken from Superhero Stock Art #1, copyright © 2004 Robert Burson, Used with
permission. To learn more visit www.raventower.com. Some artwork from the Image Portfolio series and is used with permission. Big Finger Games
and the Big Finger Games logo are trademarks owned by Michael Todd. All Right Reserved. This document is a work of iction. Any similarity to
actual people, organizations, places, or events is purely coincidental. Permission granted to print for personal use only.
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CONTENTS
2
INTRODUCTION........................................3
HOW TO USE THIS BOOK.................................. 3
WHAT IS THE INFINIVERSE? ................................ 3
CAMPAIGN SPECIFICS ......................................... 4
BANDIT......................................................5
PERSONALITY....................................................... 6
APPEARANCE ....................................................... 6
POWERS AND TACTICS ..................................... 7
IN GAME................................................................. 8
ORIGIN-IN-A-BOX ................................................. 8
ENDGAME ............................................................. 9
FORECAST.................................................9
PERSONALITY.....................................................10
APPEARANCE .....................................................10
POWERS AND TACTICS ...................................10
IN GAME...............................................................11
ENDGAME ...........................................................12
GUNBUNNY.............................................12
ORIGIN-IN-A-BOX ...............................................15
GUNRUNNER .......................................................16
STORY POINT .......................................................17
PERSONALITY ....................................................17
APPEARANCE .....................................................18
POWERS AND TACTICS ...................................18
IN GAME...............................................................18
ENDGAME ...........................................................18
HUNTSMAN.............................................19
PERSONALITY.....................................................21
APPEARANCE ....................................................22
POWERS AND TACTICS ..................................22
THE JAGUAR’S SHADOWS ................................22
IN GAME...............................................................23
ORIGIN-IN-A-BOX ...............................................23
ENDGAME ...........................................................24
LUTHER....................................................24
PERSONALITY ....................................................25
APPEARANCE .....................................................26
POWERS AND TACTICS ...................................26
IN GAME...............................................................27
LUTHER AND GADGETS ....................................27
ENDGAME ...........................................................28
MERCHANT..............................................28
PERSONALITY ....................................................29
APPEARANCE .....................................................30
POWERS AND TACTICS ...................................30
IN GAME...............................................................30
STORY POINT .......................................................30
ENDGAME ...........................................................31
REPORT....................................................31
PERSONALITY.....................................................34
APPEARANCE .....................................................34
POWERS AND TACTICS ...................................34
IN GAME...............................................................34
ENDGAME ...........................................................35
ORIGIN-IN-A-BOX ...............................................35
SNOW MAIDEN........................................36
PERSONALITY ....................................................37
APPEARANCE .....................................................38
POWERS AND TACTICS ..................................38
IN GAME...............................................................38
ENDGAME ..........................................................39
STORY POINT .......................................................39
THE NUCLEAR OPTION .....................................39
THE SHIELD.............................................40
PERSONALITY.....................................................41
APPEARANCE .....................................................41
POWERS AND TACTICS ...................................41
IN GAME...............................................................41
ENDGAME ...........................................................43
THE UNTOUCHABLE...............................43
PERSONALITY.....................................................44
APPEARANCE .....................................................44
POWERS AND TACTICS ...................................44
IN GAME...............................................................45
ORIGIN-IN-A-BOX ...............................................46
ENDGAME ...........................................................46
ADVENTURE HOOKS...............................47
THE FIELD TEST..................................................47
HUNTING PARTY ...............................................47
THE EXCAVATION..............................................47
HELL ON EARTH ................................................48
GLOSSARY...............................................48
THE FALCONER ....................................................50
MARKET MUSCLE ...............................................51
PROPHET, INC ......................................................52
sONS OF THE GUN
BIG FINGER GAMES
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INTRODUCTION
Most prominent comic book characters possess
something that sets them apart from the norm,
often in the form of special powers, equipment,
or inspiration. These individuals may be blessed
with superhuman strength and durability, or
they may boast more esoteric abilities, such as
telekinesis or intangibility. These characters use
their amazing supernatural powers to attain their
goals, whatever they may be.
It has become increasingly common, however,
for characters to make use of guns. The irearm is a
fairly new thing to the world (newer, anyway, than
the idea of incarnate gods), and with its advent
and subsequent rise to prominence, humanity’s
perception of conlict has changed forever. With
time, the inluence of the gun has slowly drifted
into the world of comics and cartoons, and
many superheroes and supervillains, as well as
those individuals somewhere in between, have
taken up the weapon. The storytelling potential
involved in introducing relatively accessible,
deadly, and easy to use (if not easy to master)
weapons is undeniable, particularly in the tales
of vengeance so common in comics.
Characters whose concepts revolve around
the gun tend to be much darker than others,
likely due to the associations we make with such
weapons in the real world. This does not, however,
make those characters less interesting; as a
matter of fact, their reliance on weaponry often
relects unique circumstances or psychological
quirks other heroes sometimes lack. While these
children of contemporary gun culture may
possess special talents and supernatural abilities
of their own, many do not, and they have all
adopted modern implements to even the odds
when faced with paranormal opposition.
The irearm alone, however, is not what sets
them apart, although the focus and discipline
necessary to master the weapon unites these
individuals and diferentiates them from mere
gun-toting punks and street gangsters. Inside or
outside of the so-called “grim n’ gritty” paradigm,
the use of such characters in modern superhero
iction grounds their stories in the real world
while providing a fresh perspective on the
genre’s strengths.
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3
WHAT IS THE INFINIVERSE?
Simply put, the Ininiverse is Big Finger
Games’ own superhero universe. Our goal
with this book is to not only start laying the
groundwork for the Ininiverse 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.
Often, such characters are seen as the antithesis
of four-color superheroics, when in fact they are
merely a contemporary interpretation of comic
book archetypes. The ten characters presented
in Sons of the Gun are intended to add a new,
contemporary dimension to existing games
rather than completely alter their respective
tones or directions.
HOW TO USE THIS BOOK
Sons of the Gun 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 diferent 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 it. In addition
to the characters’ backgrounds, vital statistics
and game stats, you’ll ind a variety of sidebars
throughout that are designed to give you more
opportunities to incorporate the characters and
sONS OF THE GUN
BIG FINGER GAMES
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x
4
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 48.
concepts presented in Sons of the Gun into your
own game. You’ll ind the 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
vigilantes 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 outsider 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 mysterious deaths,
resurrections, and rebirths are usually 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 reinterpret any of these
concepts or characters.
Finally, Sons of the Gun provides a brief look
into the growing Ininiverse 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… let’s lock and load!
sONS OF THE GUN
BIG FINGER GAMES
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